Fix T96880: viewport render animation hangs Blender
Isolate frame writing task so that multithreaded image operations don't cause the thread to start writing another frame. If that happens we may reach the MAX_SCHEDULED_FRAMES limit, and cause the render thread and writing threads to deadlock waiting for each other. Additionally, don't set task priority to low because this may cause the task scheduler to be slow in scheduling the write and color management tasks.
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@@ -54,6 +54,18 @@ if(WITH_FREESTYLE)
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add_definitions(-DWITH_FREESTYLE)
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endif()
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if(WITH_TBB)
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list(APPEND INC_SYS
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${TBB_INCLUDE_DIRS}
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)
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add_definitions(-DWITH_TBB)
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if(WIN32)
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# TBB includes Windows.h which will define min/max macros
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# that will collide with the stl versions.
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add_definitions(-DNOMINMAX)
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endif()
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endif()
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blender_add_lib(bf_editor_render "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
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# RNA_prototypes.h
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@@ -16,6 +16,7 @@
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#include "BLI_math.h"
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#include "BLI_math_color_blend.h"
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#include "BLI_task.h"
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#include "BLI_task.hh"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "DNA_camera_types.h"
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@@ -852,10 +853,10 @@ static bool screen_opengl_render_init(bContext *C, wmOperator *op)
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}
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if (BKE_imtype_is_movie(scene->r.im_format.imtype)) {
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oglrender->task_pool = BLI_task_pool_create_background_serial(oglrender, TASK_PRIORITY_LOW);
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oglrender->task_pool = BLI_task_pool_create_background_serial(oglrender, TASK_PRIORITY_HIGH);
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}
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else {
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oglrender->task_pool = BLI_task_pool_create(oglrender, TASK_PRIORITY_LOW);
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oglrender->task_pool = BLI_task_pool_create(oglrender, TASK_PRIORITY_HIGH);
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}
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oglrender->pool_ok = true;
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BLI_spin_init(&oglrender->reports_lock);
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@@ -1018,10 +1019,9 @@ struct WriteTaskData {
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Scene tmp_scene;
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};
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static void write_result_func(TaskPool *__restrict pool, void *task_data_v)
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static void write_result(TaskPool *__restrict pool, WriteTaskData *task_data)
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{
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OGLRender *oglrender = (OGLRender *)BLI_task_pool_user_data(pool);
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WriteTaskData *task_data = (WriteTaskData *)task_data_v;
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Scene *scene = &task_data->tmp_scene;
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RenderResult *rr = task_data->rr;
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const bool is_movie = BKE_imtype_is_movie(scene->r.im_format.imtype);
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@@ -1095,6 +1095,15 @@ static void write_result_func(TaskPool *__restrict pool, void *task_data_v)
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BLI_mutex_unlock(&oglrender->task_mutex);
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}
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static void write_result_func(TaskPool *__restrict pool, void *task_data_v)
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{
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/* Isolate task so that multithreaded image operations don't cause this thread to start
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* writing another frame. If that happens we may reach the MAX_SCHEDULED_FRAMES limit,
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* and cause the render thread and writing threads to deadlock waiting for each other. */
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WriteTaskData *task_data = (WriteTaskData *)task_data_v;
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blender::threading::isolate_task([&] { write_result(pool, task_data); });
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}
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static bool schedule_write_result(OGLRender *oglrender, RenderResult *rr)
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{
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if (!oglrender->pool_ok) {
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@@ -368,7 +368,7 @@ void IMB_processor_apply_threaded(
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int total_tasks = (buffer_lines + lines_per_task - 1) / lines_per_task;
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int i, start_line;
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task_pool = BLI_task_pool_create(do_thread, TASK_PRIORITY_LOW);
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task_pool = BLI_task_pool_create(do_thread, TASK_PRIORITY_HIGH);
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handles = MEM_callocN(handle_size * total_tasks, "processor apply threaded handles");
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