When the scene is updated Cycles resets the renderer device, cancelling all existing tasks. The main thread would wait for all running tasks to finish before continuing. This is ok when tasks can actually cancel in a timely fashion. For OSL however, this does not work, since the OSL shader group optimization takes quite a bit of time and can not be easily be cancelled once running (on my crappy machine in full debug mode: ~0.12 seconds for simple node trees). This would lead to very laggy UI behavior and make it difficult to accurately control elements such as sliders. This patch removes the wait condition from the device->task_cancel method. Instead it just sets the do_cancel flag and returns. To avoid backlog in the task pool of the device it will return early from the BlenderSession::sync function while the reset is going on (tested in Session::resetting). Once all existing tasks have finished the do_cancel flag is finally cleared again (checked in TaskPool::num_decrease). Care has to be taken to avoid race conditions on the do_cancel flag, since it can now be modified outside the TaskPool::cancel function itself. For this purpose the scope of the TaskPool::num_mutex locks has been extended, in most cases the mutex is now locked by the TaskPool itself before calling TaskScheduler methods, instead of only locking inside the num_increase/num_decrease functions themselves. The only occurrence of a lock outside of the TaskPool methods is in TaskScheduler::thread_run. This patch is most useful in combination with the OSL renderer mode, so it can probably wait until after the 2.64 release. SVM tasks tend to be cancelled quickly, so the effect is less noticeable.
546 lines
16 KiB
C++
546 lines
16 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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#include "background.h"
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#include "buffers.h"
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#include "camera.h"
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#include "device.h"
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#include "integrator.h"
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#include "film.h"
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#include "light.h"
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#include "scene.h"
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#include "session.h"
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#include "shader.h"
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#include "util_color.h"
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#include "util_foreach.h"
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#include "util_function.h"
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#include "util_progress.h"
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#include "util_time.h"
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#include "blender_sync.h"
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#include "blender_session.h"
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#include "blender_util.h"
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CCL_NAMESPACE_BEGIN
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BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::UserPreferences b_userpref_,
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BL::BlendData b_data_, BL::Scene b_scene_)
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: b_engine(b_engine_), b_userpref(b_userpref_), b_data(b_data_), b_scene(b_scene_),
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b_v3d(PointerRNA_NULL), b_rv3d(PointerRNA_NULL)
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{
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/* offline render */
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width = b_engine.resolution_x();
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height = b_engine.resolution_y();
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background = true;
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last_redraw_time = 0.0f;
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create_session();
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}
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BlenderSession::BlenderSession(BL::RenderEngine b_engine_, BL::UserPreferences b_userpref_,
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BL::BlendData b_data_, BL::Scene b_scene_,
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BL::SpaceView3D b_v3d_, BL::RegionView3D b_rv3d_, int width_, int height_)
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: b_engine(b_engine_), b_userpref(b_userpref_), b_data(b_data_), b_scene(b_scene_),
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b_v3d(b_v3d_), b_rv3d(b_rv3d_)
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{
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/* 3d view render */
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width = width_;
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height = height_;
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background = false;
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last_redraw_time = 0.0f;
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create_session();
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session->start();
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}
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BlenderSession::~BlenderSession()
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{
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free_session();
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}
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void BlenderSession::create_session()
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{
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SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
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SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
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/* reset status/progress */
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last_status = "";
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last_progress = -1.0f;
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/* create scene */
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scene = new Scene(scene_params, session_params.device);
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/* create session */
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session = new Session(session_params);
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session->scene = scene;
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session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this));
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session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this));
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session->set_pause(BlenderSync::get_session_pause(b_scene, background));
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/* create sync */
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sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
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sync->sync_data(b_v3d, b_engine.camera_override());
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if(b_rv3d)
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sync->sync_view(b_v3d, b_rv3d, width, height);
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else
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sync->sync_camera(b_engine.camera_override(), width, height);
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/* set buffer parameters */
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BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, scene->camera, width, height);
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session->reset(buffer_params, session_params.samples);
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}
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void BlenderSession::free_session()
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{
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delete sync;
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delete session;
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}
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static PassType get_pass_type(BL::RenderPass b_pass)
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{
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switch(b_pass.type()) {
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case BL::RenderPass::type_COMBINED:
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return PASS_COMBINED;
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case BL::RenderPass::type_Z:
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return PASS_DEPTH;
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case BL::RenderPass::type_NORMAL:
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return PASS_NORMAL;
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case BL::RenderPass::type_OBJECT_INDEX:
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return PASS_OBJECT_ID;
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case BL::RenderPass::type_UV:
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return PASS_UV;
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case BL::RenderPass::type_VECTOR:
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return PASS_MOTION;
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case BL::RenderPass::type_MATERIAL_INDEX:
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return PASS_MATERIAL_ID;
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case BL::RenderPass::type_DIFFUSE_DIRECT:
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return PASS_DIFFUSE_DIRECT;
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case BL::RenderPass::type_GLOSSY_DIRECT:
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return PASS_GLOSSY_DIRECT;
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case BL::RenderPass::type_TRANSMISSION_DIRECT:
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return PASS_TRANSMISSION_DIRECT;
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case BL::RenderPass::type_DIFFUSE_INDIRECT:
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return PASS_DIFFUSE_INDIRECT;
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case BL::RenderPass::type_GLOSSY_INDIRECT:
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return PASS_GLOSSY_INDIRECT;
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case BL::RenderPass::type_TRANSMISSION_INDIRECT:
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return PASS_TRANSMISSION_INDIRECT;
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case BL::RenderPass::type_DIFFUSE_COLOR:
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return PASS_DIFFUSE_COLOR;
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case BL::RenderPass::type_GLOSSY_COLOR:
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return PASS_GLOSSY_COLOR;
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case BL::RenderPass::type_TRANSMISSION_COLOR:
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return PASS_TRANSMISSION_COLOR;
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case BL::RenderPass::type_EMIT:
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return PASS_EMISSION;
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case BL::RenderPass::type_ENVIRONMENT:
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return PASS_BACKGROUND;
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case BL::RenderPass::type_AO:
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return PASS_AO;
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case BL::RenderPass::type_SHADOW:
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return PASS_SHADOW;
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case BL::RenderPass::type_DIFFUSE:
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case BL::RenderPass::type_COLOR:
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case BL::RenderPass::type_REFRACTION:
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case BL::RenderPass::type_SPECULAR:
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case BL::RenderPass::type_REFLECTION:
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case BL::RenderPass::type_MIST:
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return PASS_NONE;
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}
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return PASS_NONE;
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}
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static BL::RenderResult begin_render_result(BL::RenderEngine b_engine, int x, int y, int w, int h, const char *layername)
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{
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RenderResult *rrp = RE_engine_begin_result((RenderEngine*)b_engine.ptr.data, x, y, w, h, layername);
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PointerRNA rrptr;
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RNA_pointer_create(NULL, &RNA_RenderResult, rrp, &rrptr);
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return BL::RenderResult(rrptr);
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}
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static void end_render_result(BL::RenderEngine b_engine, BL::RenderResult b_rr, bool cancel = false)
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{
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RE_engine_end_result((RenderEngine*)b_engine.ptr.data, (RenderResult*)b_rr.ptr.data, (int)cancel);
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}
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void BlenderSession::do_write_update_render_tile(RenderTile& rtile, bool do_update_only)
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{
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BufferParams& params = rtile.buffers->params;
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int x = params.full_x - session->tile_manager.params.full_x;
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int y = params.full_y - session->tile_manager.params.full_y;
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int w = params.width;
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int h = params.height;
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/* get render result */
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BL::RenderResult b_rr = begin_render_result(b_engine, x, y, w, h, b_rlay_name.c_str());
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/* can happen if the intersected rectangle gives 0 width or height */
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if (b_rr.ptr.data == NULL) {
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return;
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}
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BL::RenderResult::layers_iterator b_single_rlay;
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b_rr.layers.begin(b_single_rlay);
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BL::RenderLayer b_rlay = *b_single_rlay;
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if (do_update_only) {
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/* update only needed */
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update_render_result(b_rr, b_rlay, rtile);
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end_render_result(b_engine, b_rr, true);
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}
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else {
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/* write result */
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write_render_result(b_rr, b_rlay, rtile);
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end_render_result(b_engine, b_rr);
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}
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}
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void BlenderSession::write_render_tile(RenderTile& rtile)
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{
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do_write_update_render_tile(rtile, false);
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}
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void BlenderSession::update_render_tile(RenderTile& rtile)
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{
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do_write_update_render_tile(rtile, true);
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}
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void BlenderSession::render()
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{
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/* set callback to write out render results */
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session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
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session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1);
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/* get buffer parameters */
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SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
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BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, scene->camera, width, height);
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/* render each layer */
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BL::RenderSettings r = b_scene.render();
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BL::RenderSettings::layers_iterator b_iter;
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for(r.layers.begin(b_iter); b_iter != r.layers.end(); ++b_iter) {
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b_rlay_name = b_iter->name();
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/* temporary render result to find needed passes */
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BL::RenderResult b_rr = begin_render_result(b_engine, 0, 0, 1, 1, b_rlay_name.c_str());
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BL::RenderResult::layers_iterator b_single_rlay;
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b_rr.layers.begin(b_single_rlay);
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/* layer will be missing if it was disabled in the UI */
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if(b_single_rlay == b_rr.layers.end()) {
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end_render_result(b_engine, b_rr, true);
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continue;
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}
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BL::RenderLayer b_rlay = *b_single_rlay;
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/* add passes */
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vector<Pass> passes;
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Pass::add(PASS_COMBINED, passes);
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if(session_params.device.advanced_shading) {
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/* loop over passes */
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BL::RenderLayer::passes_iterator b_pass_iter;
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for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
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BL::RenderPass b_pass(*b_pass_iter);
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PassType pass_type = get_pass_type(b_pass);
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if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
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continue;
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if(pass_type != PASS_NONE)
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Pass::add(pass_type, passes);
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}
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}
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/* free result without merging */
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end_render_result(b_engine, b_rr, true);
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buffer_params.passes = passes;
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scene->film->tag_passes_update(scene, passes);
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scene->film->tag_update(scene);
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scene->integrator->tag_update(scene);
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/* update scene */
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sync->sync_data(b_v3d, b_engine.camera_override(), b_rlay_name.c_str());
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/* update session */
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int samples = sync->get_layer_samples();
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session->reset(buffer_params, (samples == 0)? session_params.samples: samples);
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/* render */
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session->start();
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session->wait();
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if(session->progress.get_cancel())
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break;
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}
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/* clear callback */
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session->write_render_tile_cb = NULL;
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session->update_render_tile_cb = NULL;
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}
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void BlenderSession::do_write_update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile, bool do_update_only)
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{
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RenderBuffers *buffers = rtile.buffers;
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/* copy data from device */
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if(!buffers->copy_from_device())
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return;
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BufferParams& params = buffers->params;
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float exposure = scene->film->exposure;
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vector<float> pixels(params.width*params.height*4);
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if (!do_update_only) {
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/* copy each pass */
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BL::RenderLayer::passes_iterator b_iter;
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for(b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
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BL::RenderPass b_pass(*b_iter);
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/* find matching pass type */
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PassType pass_type = get_pass_type(b_pass);
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int components = b_pass.channels();
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/* copy pixels */
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if(buffers->get_pass_rect(pass_type, exposure, rtile.sample, components, &pixels[0]))
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rna_RenderPass_rect_set(&b_pass.ptr, &pixels[0]);
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}
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}
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/* copy combined pass */
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if(buffers->get_pass_rect(PASS_COMBINED, exposure, rtile.sample, 4, &pixels[0]))
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rna_RenderLayer_rect_set(&b_rlay.ptr, &pixels[0]);
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/* tag result as updated */
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RE_engine_update_result((RenderEngine*)b_engine.ptr.data, (RenderResult*)b_rr.ptr.data);
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}
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void BlenderSession::write_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile)
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{
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do_write_update_render_result(b_rr, b_rlay, rtile, false);
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}
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void BlenderSession::update_render_result(BL::RenderResult b_rr, BL::RenderLayer b_rlay, RenderTile& rtile)
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{
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do_write_update_render_result(b_rr, b_rlay, rtile, true);
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}
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void BlenderSession::synchronize()
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{
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/* on session/scene parameter changes, we recreate session entirely */
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SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
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SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
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if(session->params.modified(session_params) ||
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scene->params.modified(scene_params))
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{
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free_session();
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create_session();
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session->start();
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return;
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}
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/* if the session is still resetting the device come back later */
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if(session->resetting()) {
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tag_update();
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return;
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}
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/* increase samples, but never decrease */
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session->set_samples(session_params.samples);
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session->set_pause(BlenderSync::get_session_pause(b_scene, background));
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/* copy recalc flags, outside of mutex so we can decide to do the real
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* synchronization at a later time to not block on running updates */
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sync->sync_recalc();
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/* try to acquire mutex. if we don't want to or can't, come back later */
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if(!session->ready_to_reset() || !session->scene->mutex.try_lock()) {
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tag_update();
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return;
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}
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/* data and camera synchronize */
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sync->sync_data(b_v3d, b_engine.camera_override());
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if(b_rv3d)
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sync->sync_view(b_v3d, b_rv3d, width, height);
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else
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sync->sync_camera(b_engine.camera_override(), width, height);
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/* unlock */
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session->scene->mutex.unlock();
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/* reset if needed */
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if(scene->need_reset()) {
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BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, scene->camera, width, height);
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session->reset(buffer_params, session_params.samples);
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}
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}
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bool BlenderSession::draw(int w, int h)
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{
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/* before drawing, we verify camera and viewport size changes, because
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* we do not get update callbacks for those, we must detect them here */
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if(session->ready_to_reset()) {
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bool reset = false;
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/* try to acquire mutex. if we can't, come back later */
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if(!session->scene->mutex.try_lock()) {
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tag_update();
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}
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else {
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/* update camera from 3d view */
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bool need_update = scene->camera->need_update;
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sync->sync_view(b_v3d, b_rv3d, w, h);
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if(scene->camera->need_update && !need_update)
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reset = true;
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session->scene->mutex.unlock();
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}
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/* if dimensions changed, reset */
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if(width != w || height != h) {
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width = w;
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height = h;
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reset = true;
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}
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/* reset if requested */
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if(reset) {
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SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
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BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, scene->camera, w, h);
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session->reset(buffer_params, session_params.samples);
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}
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}
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/* update status and progress for 3d view draw */
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update_status_progress();
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/* draw */
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BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, scene->camera, width, height);
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return !session->draw(buffer_params);
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}
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void BlenderSession::get_status(string& status, string& substatus)
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{
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session->progress.get_status(status, substatus);
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}
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void BlenderSession::get_progress(float& progress, double& total_time)
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{
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double tile_time;
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int tile, sample, samples_per_tile;
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int tile_total = session->tile_manager.state.num_tiles;
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session->progress.get_tile(tile, total_time, tile_time);
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|
|
sample = session->progress.get_sample();
|
|
samples_per_tile = session->tile_manager.state.num_samples;
|
|
|
|
progress = ((float)sample/(float)(tile_total * samples_per_tile));
|
|
}
|
|
|
|
void BlenderSession::update_status_progress()
|
|
{
|
|
string timestatus, status, substatus;
|
|
float progress;
|
|
double total_time;
|
|
char time_str[128];
|
|
|
|
get_status(status, substatus);
|
|
get_progress(progress, total_time);
|
|
|
|
timestatus = b_scene.name();
|
|
if(b_rlay_name != "")
|
|
timestatus += ", " + b_rlay_name;
|
|
timestatus += " | ";
|
|
|
|
BLI_timestr(total_time, time_str);
|
|
timestatus += "Elapsed: " + string(time_str) + " | ";
|
|
|
|
if(substatus.size() > 0)
|
|
status += " | " + substatus;
|
|
|
|
if(status != last_status) {
|
|
RE_engine_update_stats((RenderEngine*)b_engine.ptr.data, "", (timestatus + status).c_str());
|
|
last_status = status;
|
|
}
|
|
if(progress != last_progress) {
|
|
RE_engine_update_progress((RenderEngine*)b_engine.ptr.data, progress);
|
|
last_progress = progress;
|
|
}
|
|
}
|
|
|
|
void BlenderSession::tag_update()
|
|
{
|
|
/* tell blender that we want to get another update callback */
|
|
engine_tag_update((RenderEngine*)b_engine.ptr.data);
|
|
}
|
|
|
|
void BlenderSession::tag_redraw()
|
|
{
|
|
if(background) {
|
|
/* update stats and progress, only for background here because
|
|
* in 3d view we do it in draw for thread safety reasons */
|
|
update_status_progress();
|
|
|
|
/* offline render, redraw if timeout passed */
|
|
if(time_dt() - last_redraw_time > 1.0) {
|
|
engine_tag_redraw((RenderEngine*)b_engine.ptr.data);
|
|
last_redraw_time = time_dt();
|
|
}
|
|
}
|
|
else {
|
|
/* tell blender that we want to redraw */
|
|
engine_tag_redraw((RenderEngine*)b_engine.ptr.data);
|
|
}
|
|
}
|
|
|
|
void BlenderSession::test_cancel()
|
|
{
|
|
/* test if we need to cancel rendering */
|
|
if(background)
|
|
if(RE_engine_test_break((RenderEngine*)b_engine.ptr.data))
|
|
session->progress.set_cancel("Cancelled");
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|