Summary: Issue was caused by the same tile being written twice to the EXR file. This was happening because of partial update of work-in-progress tiles was merging result to the final render result in order to make color management pipeline happy. We need to avoid such a merges and keep memory usage as low as possible when Save Buffers is enabled. Now render pipeline will allocate special display buffer in render layer which will contain combined pass in the display space. This keeps memory usage as low as we can do at this moment. There's one weak thing which is changing color management settings during rendering would lead to lossy conversion. This is because render result's display buffer uses color space from the time when rendering was invoked. This is actually what was happening in previous release already actually so not a big issue. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D162
188 lines
4.8 KiB
C++
188 lines
4.8 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#include "COM_ViewerOperation.h"
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#include "COM_SocketConnection.h"
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#include "BLI_listbase.h"
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#include "BKE_image.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "PIL_time.h"
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#include "BLI_utildefines.h"
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#include "BLI_math_color.h"
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#include "BLI_math_vector.h"
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extern "C" {
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# include "MEM_guardedalloc.h"
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# include "IMB_imbuf.h"
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# include "IMB_imbuf_types.h"
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# include "IMB_colormanagement.h"
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}
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ViewerOperation::ViewerOperation() : NodeOperation()
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{
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this->setImage(NULL);
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this->setImageUser(NULL);
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this->m_outputBuffer = NULL;
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this->m_depthBuffer = NULL;
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this->m_active = false;
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this->m_doDepthBuffer = false;
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this->m_viewSettings = NULL;
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this->m_displaySettings = NULL;
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this->m_ignoreAlpha = false;
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this->addInputSocket(COM_DT_COLOR);
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this->addInputSocket(COM_DT_VALUE);
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this->addInputSocket(COM_DT_VALUE);
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this->m_imageInput = NULL;
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this->m_alphaInput = NULL;
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this->m_depthInput = NULL;
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}
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void ViewerOperation::initExecution()
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{
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// When initializing the tree during initial load the width and height can be zero.
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this->m_imageInput = getInputSocketReader(0);
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this->m_alphaInput = getInputSocketReader(1);
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this->m_depthInput = getInputSocketReader(2);
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this->m_doDepthBuffer = (this->m_depthInput != NULL);
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if (isActiveViewerOutput()) {
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initImage();
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}
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}
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void ViewerOperation::deinitExecution()
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{
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this->m_imageInput = NULL;
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this->m_alphaInput = NULL;
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this->m_depthInput = NULL;
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this->m_outputBuffer = NULL;
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}
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void ViewerOperation::executeRegion(rcti *rect, unsigned int tileNumber)
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{
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float *buffer = this->m_outputBuffer;
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float *depthbuffer = this->m_depthBuffer;
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if (!buffer) return;
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const int x1 = rect->xmin;
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const int y1 = rect->ymin;
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const int x2 = rect->xmax;
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const int y2 = rect->ymax;
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const int offsetadd = (this->getWidth() - (x2 - x1));
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const int offsetadd4 = offsetadd * 4;
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int offset = (y1 * this->getWidth() + x1);
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int offset4 = offset * 4;
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float alpha[4], depth[4];
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int x;
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int y;
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bool breaked = false;
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for (y = y1; y < y2 && (!breaked); y++) {
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for (x = x1; x < x2; x++) {
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this->m_imageInput->readSampled(&(buffer[offset4]), x, y, COM_PS_NEAREST);
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if (this->m_ignoreAlpha) {
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buffer[offset4 + 3] = 1.0f;
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}
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else {
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if (this->m_alphaInput != NULL) {
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this->m_alphaInput->readSampled(alpha, x, y, COM_PS_NEAREST);
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buffer[offset4 + 3] = alpha[0];
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}
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}
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if (m_depthInput) {
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this->m_depthInput->readSampled(depth, x, y, COM_PS_NEAREST);
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depthbuffer[offset] = depth[0];
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}
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offset ++;
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offset4 += 4;
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}
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if (isBreaked()) {
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breaked = true;
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}
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offset += offsetadd;
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offset4 += offsetadd4;
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}
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updateImage(rect);
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}
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void ViewerOperation::initImage()
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{
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Image *ima = this->m_image;
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void *lock;
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ImBuf *ibuf = BKE_image_acquire_ibuf(ima, this->m_imageUser, &lock);
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if (!ibuf) return;
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BLI_lock_thread(LOCK_DRAW_IMAGE);
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if (ibuf->x != (int)getWidth() || ibuf->y != (int)getHeight()) {
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imb_freerectImBuf(ibuf);
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imb_freerectfloatImBuf(ibuf);
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IMB_freezbuffloatImBuf(ibuf);
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ibuf->x = getWidth();
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ibuf->y = getHeight();
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imb_addrectfloatImBuf(ibuf);
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ima->ok = IMA_OK_LOADED;
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ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
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}
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if (m_doDepthBuffer) {
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addzbuffloatImBuf(ibuf);
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}
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BLI_unlock_thread(LOCK_DRAW_IMAGE);
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/* now we combine the input with ibuf */
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this->m_outputBuffer = ibuf->rect_float;
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/* needed for display buffer update */
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this->m_ibuf = ibuf;
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if (m_doDepthBuffer) {
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this->m_depthBuffer = ibuf->zbuf_float;
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}
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BKE_image_release_ibuf(this->m_image, this->m_ibuf, lock);
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}
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void ViewerOperation::updateImage(rcti *rect)
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{
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IMB_partial_display_buffer_update(this->m_ibuf, this->m_outputBuffer, NULL, getWidth(), 0, 0,
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this->m_viewSettings, this->m_displaySettings,
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rect->xmin, rect->ymin, rect->xmax, rect->ymax, false);
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this->updateDraw();
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}
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const CompositorPriority ViewerOperation::getRenderPriority() const
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{
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if (this->isActiveViewerOutput()) {
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return COM_PRIORITY_HIGH;
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}
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else {
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return COM_PRIORITY_LOW;
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}
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}
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