The render operator invoke checks render layers, which can force the
render layer to be activated. This requires a notifier, which has to be
done in the operator itself (can't do this inside pipeline code).
As discussed in T38340 the solution is to use the current scene from
context whenever feasible.
Composite does not use node->id at all now, the scene which owns the
compositing node tree is retrieved from context instead.
Defocus node->id is made editable by the user. By default it is not set,
which also will make it use the contextual scene and camera info.
The node->id pointer in Defocus is **not** cleared in older blend files.
This is done for backward compatibility: the node will then behave as
before in untouched scenes.
File Output nodes also don't store scene in node->id. This is only needed
when creating a new node for initializing the file format.
Reviewers: brecht, jbakker, mdewanchand
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D290
Added function called WM_set_locked_interface which does
two things:
- Prevents event queue from being handled, so no operators
(see below) or values are even possible to run or change.
This prevents any kind of "destructive" action performed
from user while rendering.
- Locks interface refresh for regions which does have lock
set to truth in their template. Currently it's just a 3D
viewport, but in the future more regions could be considered
unsafe, or we could want to lock different parts of
interface when doing different jobs.
This is needed because 3D viewport could be using or changing
the same data as renderer currently uses, leading to threading
conflict.
Notifiers are still allowed to handle, so render progress is
seen on the screen, but would need to doublecheck on this, in
terms some notifiers could be changing the data.
For now interface locking happens for render job only in case
"Lock Interface" checkbox is enabled.
Other tools like backing would also benefit of this option.
It is possible to mark operator as safe to be used in locked
interface mode by adding OPTYPE_ALLOW_LOCKED bit to operator
template flags.
This bit is completely handled by wm_evem_system, not
with operator run routines, so it's still possible to
run operators from drivers and handlers.
Currently allowed image editor navigation and zooming.
Reviewers: brecht, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D142
Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.
Technical details:
- Uses task scheduler which was recently committed to trunk
(that one which Brecht ported from Cycles).
- Added two utility functions to dependency graph:
* DAG_threaded_update_begin, which is called to initialize threaded
objects update. It will also schedule root DAG node to the queue,
hence starting evaluation process.
Initialization will calculate how much parents are to be evaluation
before current DAG node can be scheduled. This value is used by task
threads for faster detecting which nodes might be scheduled.
* DAG_threaded_update_handle_node_updated which is called from task
thread function when node was fully handled.
This function decreases num_pending_parents of node children and
schedules children with zero valency.
As it might have become clear, task thread receives DAG nodes and
decides which callback to call for it.
Currently only BKE_object_handle_update is called for object nodes.
In the future it'll call node->callback() from Ali's new DAG.
- This required adding some workarounds to the render pipeline.
Mainly to stop using get_object_dm() from modifiers' apply callback.
Such a call was only a workaround for dependency graph glitch when
rendering scene with, say, boolean modifiers before displaying
this scene.
Such change moves workaround from one place to another, so overall
hackentropy remains the same.
- Added paradigm of EvaluaitonContext. Currently it's more like just a
more reliable replacement for G.is_rendering which fails in some
circumstances.
Future idea of this context is to also store all the local data needed
for objects evaluation such as local time, Copy-on-Write data and so.
There're two types of EvaluationContext:
* Context used for viewport updated and owned by Main. In the future
this context might be easily moved to Window or Screen to allo
per-window/per-screen local time.
* Context used by render engines to evaluate objects for render purposes.
Render engine is an owner of this context.
This context is passed to all object update routines.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: lukastoenne
Differential Revision: https://developer.blender.org/D94
Summary:
Mainly addressed to solve old TODO with color managed fallback
to CPU mode when displaying render result during rendering.
That fallback was caused by the fact that partial image update
was always acquiring image buffer for composite output and was
only modifying display buffer directly.
This was a big issue for Cycles rendering which renders layers
one by one and wanted to display progress of each individual
layer. This lead to situations when display buffer was based on
what Cycles passes via RenderResult and didn't take layer/pass
from image editor header into account.
Now made it so image buffer which partial update is operating
with always corresponds to what is set in image editor header.
To make Cycles displaying progress of all the layers one by one
made it so image_rect_update switches image editor user to
newly rendering render layer. It happens only once when render
engine starts rendering next render layer, so should not be
annoying for navigation during rendering.
Additional change to render engines was done to make it so
they're able to merge composite output to final result
without marking tile as done. This is done via do_merge_result
argument to end_result() callback. This argument is optional
so should not break script compatibility.
Additional changes:
- Partial display update for Blender Internal now happens from
the same thread as tile rendering. This makes it so display
conversion (which could be pretty heavy actually) is done in
separate threads. Also gives better UI feedback when rendering
easy scene with small tiles.
- Avoid freeing/allocating byte buffer for render result
if it's owned by the image buffer. Only mark it as invalid
for color management.
Saves loads of buffer re-allocations in cases when having
several image editors opened with render result. This change
in conjunction with the rest of the patch gave around
50%-100% speedup of render time when displaying non-combined
pass during rendering on my laptop.
- Partial display buffer update was wrong for buffers with number
of channels different from 4.
- Remove unused window from RenderJob.
- Made image_buffer_rect_update static since it's only used
in single file.
Reviewers: brecht
Reviewed By: brecht
CC: dingto
Differential Revision: http://developer.blender.org/D98
* Remove "Edge" post processing effect and the corresponding render layer.
Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again).
Reviewed By: brecht, ton
Differential Revision: http://developer.blender.org/D14
Issue was caused by Blender Internal changing LIB_DOIT flag
for scene when it gets updated for new frame. This leads into
conflict with flag used for tagging scenes fr render,
For now made it so nodes are being tagged instead of scene.
Only none node from those who're sharing the scene will be
tagged. And rendering scenes for node tree now checks for
node flag instead of scene's datablock one.
Ideally this tag would be replaced with scenes stored in an
array, but then it's not so clear how to check which node
to update.
With mblur the render function was setting scene frame for each blur sample and calling DAG update, but not after the last sample is finished, leaving the scene in the wrong frame.
rendering, in case some script wants to set it in the render_pre callback. In
case of decoupled 3d view layers or local view it will still override this
though.
This is because render info's current frame is either happens in
conversion stage (when using Render Layers node) or in sequencer's
rendering (which you don't usually have).
Now made it so when only compositor is used, proper current frame
is being set to re->i stats structure.
Now the viewport rendering thread will lock the main thread while it is exporting
objects to render data. This is not ideal if you have big scenes that might block
the UI, but Cycles does the same, and it's fairly quick because the same evaluated
mesh can be used as for viewport drawing. It's the only way to get things stable
until the thread safe dependency graph is here.
This adds a mechanism to the job system for jobs to lock the main thread, using a
new 'ticket mutex lock' which is a mutex lock that gives priority to the first
thread that tries to lock the mutex.
Still to solve: undo/redo crashes.
The crash was caused by a reference of freed memory in add_halo_flare() that relied
on the global variable R to retrieve a list of objects. The value of this variable
is invalidated by a nested execution of the Blender Internal renderer for Freestyle
stroke rendering, leading to the documented memory reference issue.
Callback handle was assigning to wrong storage in RE_draw_lock_cb.
So far it was completely harmless because all the callbacks are
using the same handle, so test_break_callback was using correct
handle, and since draw_lock_callback didn't use handle at all
nobody noticed this.
But this typo lead to draw_lock_callback using NULL instead of
real RenderJob, which is bad for the feature we're working in
GSoC branch.
Issue was caused by render result passing to a compositor
was having a resolution of border when using a camera border
in cases there's no Render Layer nodes.
Made it so resolution in which compositor works does not
depend on whether Render Layers present or not.
Now add_freestyle() in pipeline.c takes a second argument to enable/disable
stroke rendering. When stroke rendering is disabled, the function allocates
data structures but does not perform stroke rendering. The allocated data
structures (mostly left unpopulated with data elements) are intended to allow
for the Read Full Sample Layers (Shift-R) command in the compositor.
* Panorama Camera was not working for Blender Internal and Cycles anymore.
Code checked for Freestyle render layer flag, but as the flag is enabled per default, it broke Panorama camera in all cases. It made no sense to check this on a render layer basis anyway... check if Freestyle is enabled in general now instead.
There were an issues with data structures defined in headers
and being used by both C and C++ on systems with stdbool
unavailable.
This happened because bool in this case will be defined as
unsigned int, which is 4 bytes. But C++'s bool is only 1
byte and this lead to alignment issues.
Now bool is always 1 byte, also made sure there's no situation
like bool foo = BitField & BitFlag, which could give overflow
issues. Use (BitField & BitFlag) != 0 instead.
Fixes#35553: Compositor broken (Backdrop & Preview)
Use the same window manager for freestyle bmain as
real bmain uses. This is needed because freestyle's
bmain could be used to tag scenes for update, which
implies call of ED_render_scene_update in some cases
and that function requires proper windoew manager
to present.
Alternative would be to make render scene update does
nothing if there's no window manager, but we wanted
freestyle to be applied in rendered viewport once and
think current change is what we'll need to support
freestyle in viewport.
But a bit further, perhaps that'd make sense to not
register ED_render_scene_update as a scene update
callback when in background mode?
* Particles did not render at viewport resolution like meshes.
* Properties editor preview render of hair was crashing, solution is to have
two separate flags for this preview render and viewport preview render.
- Put it available as a default now (no debug value needed)
- Fixed viewport size error, viewport was badly set
(visible with border render, property regions)
- Fixed hanging lock in conflict between drawing and initialize
new renders.
nicer when the new preview draws over the old one.
The code was changed so that the render result is freed all the time because
freestyle manipulates render layers. Now it only does it when freestyle is
enabled so cycles and regular blender internal can still avoid it.
The design changes coming with pynodes for the node editor allow editing multiple node groups or pinning. This is great for working on different node groups without switching between them all the time, but it causes a problem for viewer nodes: these nodes all write to the same Image data by design, causing access conflicts and in some cases memory corruption. This was not a problem before pynodes because the editor would only allow 1 edited node group at any time. With the new flexibility of node editors this restriction is gone.
In order to avoid concurrent write access to the viewer image buffer and resolve the ambiguity this patch adds an "active viewer key" to the scene->nodetree (added in bNodeTree instead of Scene due to otherwise circular DNA includes). This key identifies a specific node tree/group instance, which enables the compositor to selectively enable only 1 viewer node.
The active viewer key is switched when opening/closing node groups (push/pop on the snode->treepath stack) or when selecting a viewer node. This way only the "last edited" viewer will be active.
Eventually it would be nicer if each viewer had its own buffer per node space so one could actually compare viewers without switching. But that is a major redesign of viewer nodes and images, not a quick fix for bcon4 ...
Reverted the trunk revision 56136 and part of revision 56127 concerning the local Main
for Freestyle and temporary scene generation for stroke rendering.
The function do_merge_fullsample() in pipeline.c has access to the Scene of each Render,
so that the temporary Scene generated by Freestyle has to be kept for FSAA even after
stroke rendering has been done. By the same token, the local Main has been moved from
the BlenderStrokeRenderer class to Render. It is noted that free_all_freestyle_renders()
in pipeline.c is intended to get the temporary Scene of each Render released specifically
taking account of the FSAA case.