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blender-archive/source/blender/editors/render/render_internal.c
Brecht Van Lommel 3ce280e825 Fix #35960, #36044: blender internal viewport rendering crash while editing data.
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.
2013-07-08 17:56:51 +00:00

1117 lines
31 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/render/render_internal.c
* \ingroup edrend
*/
#include <math.h>
#include <string.h>
#include <stddef.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "PIL_time.h"
#include "BLF_translation.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_view3d_types.h"
#include "DNA_userdef_types.h"
#include "BKE_blender.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_freestyle.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_multires.h"
#include "BKE_paint.h"
#include "BKE_report.h"
#include "BKE_sequencer.h"
#include "BKE_screen.h"
#include "BKE_scene.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_object.h"
#include "ED_render.h"
#include "ED_screen.h"
#include "ED_view3d.h"
#include "RE_pipeline.h"
#include "RE_engine.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
#include "GPU_extensions.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "wm_window.h"
#include "render_intern.h"
/* Render Callbacks */
static int render_break(void *rjv);
/* called inside thread! */
void image_buffer_rect_update(Scene *scene, RenderResult *rr, ImBuf *ibuf, volatile rcti *renrect)
{
float *rectf = NULL;
int ymin, ymax, xmin, xmax;
int rymin, rxmin;
/* if renrect argument, we only refresh scanlines */
if (renrect) {
/* if (ymax == recty), rendering of layer is ready, we should not draw, other things happen... */
if (rr->renlay == NULL || renrect->ymax >= rr->recty)
return;
/* xmin here is first subrect x coord, xmax defines subrect width */
xmin = renrect->xmin + rr->crop;
xmax = renrect->xmax - xmin + rr->crop;
if (xmax < 2)
return;
ymin = renrect->ymin + rr->crop;
ymax = renrect->ymax - ymin + rr->crop;
if (ymax < 2)
return;
renrect->ymin = renrect->ymax;
}
else {
xmin = ymin = rr->crop;
xmax = rr->rectx - 2 * rr->crop;
ymax = rr->recty - 2 * rr->crop;
}
/* xmin ymin is in tile coords. transform to ibuf */
rxmin = rr->tilerect.xmin + xmin;
if (rxmin >= ibuf->x) return;
rymin = rr->tilerect.ymin + ymin;
if (rymin >= ibuf->y) return;
if (rxmin + xmax > ibuf->x)
xmax = ibuf->x - rxmin;
if (rymin + ymax > ibuf->y)
ymax = ibuf->y - rymin;
if (xmax < 1 || ymax < 1) return;
/* find current float rect for display, first case is after composite... still weak */
if (rr->rectf)
rectf = rr->rectf;
else {
if (rr->rect32) {
/* special case, currently only happens with sequencer rendering,
* which updates the whole frame, so we can only mark display buffer
* as invalid here (sergey)
*/
ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
return;
}
else {
if (rr->renlay == NULL || rr->renlay->rectf == NULL) return;
rectf = rr->renlay->rectf;
}
}
if (rectf == NULL) return;
if (ibuf->rect == NULL)
imb_addrectImBuf(ibuf);
rectf += 4 * (rr->rectx * ymin + xmin);
IMB_partial_display_buffer_update(ibuf, rectf, NULL, rr->rectx, rxmin, rymin,
&scene->view_settings, &scene->display_settings,
rxmin, rymin, rxmin + xmax, rymin + ymax, TRUE);
}
/* ****************************** render invoking ***************** */
/* set callbacks, exported to sequence render too.
* Only call in foreground (UI) renders. */
static void screen_render_scene_layer_set(wmOperator *op, Main *mainp, Scene **scene, SceneRenderLayer **srl)
{
/* single layer re-render */
if (RNA_struct_property_is_set(op->ptr, "scene")) {
Scene *scn;
char scene_name[MAX_ID_NAME - 2];
RNA_string_get(op->ptr, "scene", scene_name);
scn = (Scene *)BLI_findstring(&mainp->scene, scene_name, offsetof(ID, name) + 2);
if (scn) {
/* camera switch wont have updated */
scn->r.cfra = (*scene)->r.cfra;
BKE_scene_camera_switch_update(scn);
*scene = scn;
}
}
if (RNA_struct_property_is_set(op->ptr, "layer")) {
SceneRenderLayer *rl;
char rl_name[RE_MAXNAME];
RNA_string_get(op->ptr, "layer", rl_name);
rl = (SceneRenderLayer *)BLI_findstring(&(*scene)->r.layers, rl_name, offsetof(SceneRenderLayer, name));
if (rl)
*srl = rl;
}
}
/* executes blocking render */
static int screen_render_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
SceneRenderLayer *srl = NULL;
Render *re;
Image *ima;
View3D *v3d = CTX_wm_view3d(C);
Main *mainp = CTX_data_main(C);
unsigned int lay;
const short is_animation = RNA_boolean_get(op->ptr, "animation");
const short is_write_still = RNA_boolean_get(op->ptr, "write_still");
struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
/* custom scene and single layer re-render */
screen_render_scene_layer_set(op, mainp, &scene, &srl);
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
return OPERATOR_CANCELLED;
}
re = RE_NewRender(scene->id.name);
lay = (v3d) ? v3d->lay : scene->lay;
G.is_break = FALSE;
RE_test_break_cb(re, NULL, render_break);
ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);
BKE_image_backup_render(scene, ima);
/* cleanup sequencer caches before starting user triggered render.
* otherwise, invalidated cache entries can make their way into
* the output rendering. We can't put that into RE_BlenderFrame,
* since sequence rendering can call that recursively... (peter) */
BKE_sequencer_cache_cleanup();
RE_SetReports(re, op->reports);
if (is_animation)
RE_BlenderAnim(re, mainp, scene, camera_override, lay, scene->r.sfra, scene->r.efra, scene->r.frame_step);
else
RE_BlenderFrame(re, mainp, scene, srl, camera_override, lay, scene->r.cfra, is_write_still);
RE_SetReports(re, NULL);
// no redraw needed, we leave state as we entered it
ED_update_for_newframe(mainp, scene, 1);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
return OPERATOR_FINISHED;
}
typedef struct RenderJob {
Main *main;
Scene *scene;
Render *re;
wmWindow *win;
SceneRenderLayer *srl;
struct Object *camera_override;
int lay;
short anim, write_still;
Image *image;
ImageUser iuser;
short *stop;
short *do_update;
float *progress;
ReportList *reports;
} RenderJob;
static void render_freejob(void *rjv)
{
RenderJob *rj = rjv;
MEM_freeN(rj);
}
/* str is IMA_MAX_RENDER_TEXT in size */
static void make_renderinfo_string(RenderStats *rs, Scene *scene, char *str)
{
char info_time_str[32]; // used to be extern to header_info.c
uintptr_t mem_in_use, mmap_in_use, peak_memory;
float megs_used_memory, mmap_used_memory, megs_peak_memory;
char *spos = str;
mem_in_use = MEM_get_memory_in_use();
mmap_in_use = MEM_get_mapped_memory_in_use();
peak_memory = MEM_get_peak_memory();
megs_used_memory = (mem_in_use - mmap_in_use) / (1024.0 * 1024.0);
mmap_used_memory = (mmap_in_use) / (1024.0 * 1024.0);
megs_peak_memory = (peak_memory) / (1024.0 * 1024.0);
/* local view */
if (rs->localview)
spos += sprintf(spos, "%s | ", IFACE_("Local View"));
/* frame number */
spos += sprintf(spos, IFACE_("Frame:%d "), (scene->r.cfra));
/* previous and elapsed time */
BLI_timestr(rs->lastframetime, info_time_str, sizeof(info_time_str));
if (rs->infostr && rs->infostr[0]) {
if (rs->lastframetime != 0.0)
spos += sprintf(spos, IFACE_("| Last:%s "), info_time_str);
else
spos += sprintf(spos, "| ");
BLI_timestr(PIL_check_seconds_timer() - rs->starttime, info_time_str, sizeof(info_time_str));
}
else
spos += sprintf(spos, "| ");
spos += sprintf(spos, IFACE_("Time:%s "), info_time_str);
/* statistics */
if (rs->statstr) {
if (rs->statstr[0]) {
spos += sprintf(spos, "| %s ", rs->statstr);
}
}
else {
if (rs->totvert || rs->totface || rs->tothalo || rs->totstrand || rs->totlamp)
spos += sprintf(spos, "| ");
if (rs->totvert) spos += sprintf(spos, IFACE_("Ve:%d "), rs->totvert);
if (rs->totface) spos += sprintf(spos, IFACE_("Fa:%d "), rs->totface);
if (rs->tothalo) spos += sprintf(spos, IFACE_("Ha:%d "), rs->tothalo);
if (rs->totstrand) spos += sprintf(spos, IFACE_("St:%d "), rs->totstrand);
if (rs->totlamp) spos += sprintf(spos, IFACE_("La:%d "), rs->totlamp);
if (rs->mem_peak == 0.0f)
spos += sprintf(spos, IFACE_("| Mem:%.2fM (%.2fM, Peak %.2fM) "),
megs_used_memory, mmap_used_memory, megs_peak_memory);
else
spos += sprintf(spos, IFACE_("| Mem:%.2fM, Peak: %.2fM "), rs->mem_used, rs->mem_peak);
if (rs->curfield)
spos += sprintf(spos, IFACE_("Field %d "), rs->curfield);
if (rs->curblur)
spos += sprintf(spos, IFACE_("Blur %d "), rs->curblur);
}
/* full sample */
if (rs->curfsa)
spos += sprintf(spos, IFACE_("| Full Sample %d "), rs->curfsa);
/* extra info */
if (rs->infostr && rs->infostr[0])
spos += sprintf(spos, "| %s ", rs->infostr);
/* very weak... but 512 characters is quite safe */
if (spos >= str + IMA_MAX_RENDER_TEXT)
if (G.debug & G_DEBUG)
printf("WARNING! renderwin text beyond limit\n");
}
static void image_renderinfo_cb(void *rjv, RenderStats *rs)
{
RenderJob *rj = rjv;
RenderResult *rr;
rr = RE_AcquireResultRead(rj->re);
if (rr) {
/* malloc OK here, stats_draw is not in tile threads */
if (rr->text == NULL)
rr->text = MEM_callocN(IMA_MAX_RENDER_TEXT, "rendertext");
make_renderinfo_string(rs, rj->scene, rr->text);
}
RE_ReleaseResult(rj->re);
/* make jobs timer to send notifier */
*(rj->do_update) = TRUE;
}
static void render_progress_update(void *rjv, float progress)
{
RenderJob *rj = rjv;
if (rj->progress && *rj->progress != progress) {
*rj->progress = progress;
/* make jobs timer to send notifier */
*(rj->do_update) = TRUE;
}
}
static void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrect)
{
RenderJob *rj = rjv;
Image *ima = rj->image;
ImBuf *ibuf;
void *lock;
/* only update if we are displaying the slot being rendered */
if (ima->render_slot != ima->last_render_slot)
return;
ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
if (ibuf) {
image_buffer_rect_update(rj->scene, rr, ibuf, renrect);
/* make jobs timer to send notifier */
*(rj->do_update) = TRUE;
}
BKE_image_release_ibuf(ima, ibuf, lock);
}
static void render_startjob(void *rjv, short *stop, short *do_update, float *progress)
{
RenderJob *rj = rjv;
rj->stop = stop;
rj->do_update = do_update;
rj->progress = progress;
RE_SetReports(rj->re, rj->reports);
if (rj->anim)
RE_BlenderAnim(rj->re, rj->main, rj->scene, rj->camera_override, rj->lay, rj->scene->r.sfra, rj->scene->r.efra, rj->scene->r.frame_step);
else
RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->srl, rj->camera_override, rj->lay, rj->scene->r.cfra, rj->write_still);
RE_SetReports(rj->re, NULL);
}
static void render_endjob(void *rjv)
{
RenderJob *rj = rjv;
/* this render may be used again by the sequencer without the active 'Render' where the callbacks
* would be re-assigned. assign dummy callbacks to avoid referencing freed renderjobs bug [#24508] */
RE_InitRenderCB(rj->re);
if (rj->main != G.main)
free_main(rj->main);
/* else the frame will not update for the original value */
if (rj->anim && !(rj->scene->r.scemode & R_NO_FRAME_UPDATE)) {
/* possible this fails of loading new file while rendering */
if (G.main->wm.first) {
ED_update_for_newframe(G.main, rj->scene, 1);
}
}
/* XXX above function sets all tags in nodes */
ntreeCompositClearTags(rj->scene->nodetree);
/* potentially set by caller */
rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE;
if (rj->srl) {
nodeUpdateID(rj->scene->nodetree, &rj->scene->id);
WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene);
}
/* XXX render stability hack */
G.is_rendering = FALSE;
WM_main_add_notifier(NC_SCENE | ND_RENDER_RESULT, NULL);
/* Partial render result will always update display buffer
* for first render layer only. This is nice because you'll
* see render progress during rendering, but it ends up in
* wrong display buffer shown after rendering.
*
* The code below will mark display buffer as invalid after
* rendering in case multiple layers were rendered, which
* ensures display buffer matches render layer after
* rendering.
*
* Perhaps proper way would be to toggle active render
* layer in image editor and job, so we always display
* layer being currently rendered. But this is not so much
* trivial at this moment, especially because of external
* engine API, so lets use simple and robust way for now
* - sergey -
*/
if (rj->scene->r.layers.first != rj->scene->r.layers.last) {
void *lock;
Image *ima = rj->image;
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
if (ibuf)
ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
BKE_image_release_ibuf(ima, ibuf, lock);
}
}
/* called by render, check job 'stop' value or the global */
static int render_breakjob(void *rjv)
{
RenderJob *rj = rjv;
if (G.is_break)
return 1;
if (rj->stop && *(rj->stop))
return 1;
return 0;
}
/* for exec() when there is no render job
* note: this wont check for the escape key being pressed, but doing so isnt threadsafe */
static int render_break(void *UNUSED(rjv))
{
if (G.is_break)
return 1;
return 0;
}
/* runs in thread, no cursor setting here works. careful with notifiers too (malloc conflicts) */
/* maybe need a way to get job send notifer? */
static void render_drawlock(void *UNUSED(rjv), int lock)
{
BKE_spacedata_draw_locks(lock);
}
/* catch esc */
static int screen_render_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
Scene *scene = (Scene *) op->customdata;
/* no running blender, remove handler and pass through */
if (0 == WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER)) {
return OPERATOR_FINISHED | OPERATOR_PASS_THROUGH;
}
/* running render */
switch (event->type) {
case ESCKEY:
return OPERATOR_RUNNING_MODAL;
break;
}
return OPERATOR_PASS_THROUGH;
}
/* using context, starts job */
static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
/* new render clears all callbacks */
Main *mainp;
Scene *scene = CTX_data_scene(C);
SceneRenderLayer *srl = NULL;
View3D *v3d = CTX_wm_view3d(C);
Render *re;
wmJob *wm_job;
RenderJob *rj;
Image *ima;
int jobflag;
const short is_animation = RNA_boolean_get(op->ptr, "animation");
const short is_write_still = RNA_boolean_get(op->ptr, "write_still");
struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
const char *name;
Object *active_object = CTX_data_active_object(C);
/* only one render job at a time */
if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
return OPERATOR_CANCELLED;
if (!RE_is_rendering_allowed(scene, camera_override, op->reports)) {
return OPERATOR_CANCELLED;
}
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
return OPERATOR_CANCELLED;
}
/* stop all running jobs, except screen one. currently previews frustrate Render */
WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));
/* get main */
if (G.debug_value == 101) {
/* thread-safety experiment, copy main from the undo buffer */
mainp = BKE_undo_get_main(&scene);
}
else
mainp = CTX_data_main(C);
/* cancel animation playback */
if (ED_screen_animation_playing(CTX_wm_manager(C)))
ED_screen_animation_play(C, 0, 0);
/* handle UI stuff */
WM_cursor_wait(1);
/* flush multires changes (for sculpt) */
multires_force_render_update(active_object);
/* flush changes from dynamic topology sculpt */
sculptsession_bm_to_me_for_render(active_object);
/* cleanup sequencer caches before starting user triggered render.
* otherwise, invalidated cache entries can make their way into
* the output rendering. We can't put that into RE_BlenderFrame,
* since sequence rendering can call that recursively... (peter) */
BKE_sequencer_cache_cleanup();
/* get editmode results */
ED_object_editmode_load(CTX_data_edit_object(C));
// store spare
// get view3d layer, local layer, make this nice api call to render
// store spare
/* ensure at least 1 area shows result */
render_view_open(C, event->x, event->y);
jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS;
/* custom scene and single layer re-render */
screen_render_scene_layer_set(op, mainp, &scene, &srl);
if (RNA_struct_property_is_set(op->ptr, "layer"))
jobflag |= WM_JOB_SUSPEND;
/* job custom data */
rj = MEM_callocN(sizeof(RenderJob), "render job");
rj->main = mainp;
rj->scene = scene;
rj->win = CTX_wm_window(C);
rj->srl = srl;
rj->camera_override = camera_override;
rj->lay = scene->lay;
rj->anim = is_animation;
rj->write_still = is_write_still && !is_animation;
rj->iuser.scene = scene;
rj->iuser.ok = 1;
rj->reports = op->reports;
if (v3d) {
rj->lay = v3d->lay;
if (v3d->localvd)
rj->lay |= v3d->localvd->lay;
}
/* setup job */
if (RE_seq_render_active(scene, &scene->r)) name = "Sequence Render";
else name = "Render";
wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag, WM_JOB_TYPE_RENDER);
WM_jobs_customdata_set(wm_job, rj, render_freejob);
WM_jobs_timer(wm_job, 0.2, NC_SCENE | ND_RENDER_RESULT, 0);
WM_jobs_callbacks(wm_job, render_startjob, NULL, NULL, render_endjob);
/* get a render result image, and make sure it is empty */
ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE);
BKE_image_backup_render(rj->scene, ima);
rj->image = ima;
/* setup new render */
re = RE_NewRender(scene->id.name);
RE_test_break_cb(re, rj, render_breakjob);
RE_draw_lock_cb(re, rj, render_drawlock);
RE_display_draw_cb(re, rj, image_rect_update);
RE_stats_draw_cb(re, rj, image_renderinfo_cb);
RE_progress_cb(re, rj, render_progress_update);
rj->re = re;
G.is_break = FALSE;
/* store actual owner of job, so modal operator could check for it,
* the reason of this is that active scene could change when rendering
* several layers from compositor [#31800]
*/
op->customdata = scene;
WM_jobs_start(CTX_wm_manager(C), wm_job);
WM_cursor_wait(0);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
/* we set G.is_rendering here already instead of only in the job, this ensure
* main loop or other scene updates are disabled in time, since they may
* have started before the job thread */
G.is_rendering = TRUE;
/* add modal handler for ESC */
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
/* contextual render, using current scene, view3d? */
void RENDER_OT_render(wmOperatorType *ot)
{
PropertyRNA *prop;
/* identifiers */
ot->name = "Render";
ot->description = "Render active scene";
ot->idname = "RENDER_OT_render";
/* api callbacks */
ot->invoke = screen_render_invoke;
ot->modal = screen_render_modal;
ot->exec = screen_render_exec;
/*ot->poll = ED_operator_screenactive;*/ /* this isn't needed, causes failer in background mode */
RNA_def_boolean(ot->srna, "animation", 0, "Animation", "Render files from the animation range of this scene");
RNA_def_boolean(ot->srna, "write_still", 0, "Write Image", "Save rendered the image to the output path (used only when animation is disabled)");
prop = RNA_def_string(ot->srna, "layer", "", RE_MAXNAME, "Render Layer", "Single render layer to re-render (used only when animation is disabled)");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
prop = RNA_def_string(ot->srna, "scene", "", MAX_ID_NAME - 2, "Scene", "Scene to render, current scene if not specified");
RNA_def_property_flag(prop, PROP_SKIP_SAVE);
}
/* ************** preview for 3d viewport ***************** */
#define PR_UPDATE_VIEW 1
#define PR_UPDATE_RENDERSIZE 2
#define PR_UPDATE_MATERIAL 4
typedef struct RenderPreview {
/* from wmJob */
void *owner;
short *stop, *do_update;
wmJob *job;
Scene *scene;
ScrArea *sa;
ARegion *ar;
View3D *v3d;
RegionView3D *rv3d;
Main *bmain;
RenderEngine *engine;
float viewmat[4][4];
int keep_data;
} RenderPreview;
static int render_view3d_disprect(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, rcti *disprect)
{
/* copied code from view3d_draw.c */
rctf viewborder;
int draw_border;
if (rv3d->persp == RV3D_CAMOB)
draw_border = (scene->r.mode & R_BORDER) != 0;
else
draw_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
if (draw_border) {
if (rv3d->persp == RV3D_CAMOB) {
ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
disprect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
disprect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
disprect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
disprect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
}
else {
disprect->xmin = v3d->render_border.xmin * ar->winx;
disprect->xmax = v3d->render_border.xmax * ar->winx;
disprect->ymin = v3d->render_border.ymin * ar->winy;
disprect->ymax = v3d->render_border.ymax * ar->winy;
}
return 1;
}
BLI_rcti_init(disprect, 0, 0, 0, 0);
return 0;
}
/* returns true if OK */
static bool render_view3d_get_rects(ARegion *ar, View3D *v3d, RegionView3D *rv3d, rctf *viewplane, RenderEngine *engine,
float *r_clipsta, float *r_clipend, float *r_pixsize, bool *r_ortho)
{
if (ar->winx < 4 || ar->winy < 4) return false;
*r_ortho = ED_view3d_viewplane_get(v3d, rv3d, ar->winx, ar->winy, viewplane, r_clipsta, r_clipend, r_pixsize);
engine->resolution_x = ar->winx;
engine->resolution_y = ar->winy;
return true;
}
/* called by renderer, checks job value */
static int render_view3d_break(void *rpv)
{
RenderPreview *rp = rpv;
if (G.is_break)
return 1;
/* during render, rv3d->engine can get freed */
if (rp->rv3d->render_engine == NULL)
*rp->stop = 1;
return *(rp->stop);
}
static void render_view3d_draw_update(void *rpv, RenderResult *UNUSED(rr), volatile struct rcti *UNUSED(rect))
{
RenderPreview *rp = rpv;
*(rp->do_update) = TRUE;
}
static void render_view3d_renderinfo_cb(void *rjp, RenderStats *rs)
{
RenderPreview *rp = rjp;
/* during render, rv3d->engine can get freed */
if (rp->rv3d->render_engine == NULL)
*rp->stop = 1;
else if (rp->engine->text) {
make_renderinfo_string(rs, rp->scene, rp->engine->text);
/* make jobs timer to send notifier */
*(rp->do_update) = TRUE;
}
}
static void render_view3d_startjob(void *customdata, short *stop, short *do_update, float *UNUSED(progress))
{
RenderPreview *rp = customdata;
Render *re;
RenderStats *rstats;
RenderData rdata;
rctf viewplane;
rcti cliprct;
float clipsta, clipend, pixsize;
bool orth, restore = 0;
char name[32];
G.is_break = FALSE;
if (false == render_view3d_get_rects(rp->ar, rp->v3d, rp->rv3d, &viewplane, rp->engine, &clipsta, &clipend, &pixsize, &orth))
return;
rp->stop = stop;
rp->do_update = do_update;
// printf("Enter previewrender\n");
/* ok, are we rendering all over? */
sprintf(name, "View3dPreview %p", (void *)rp->ar);
re = rp->engine->re = RE_GetRender(name);
if (rp->engine->re == NULL) {
re = rp->engine->re = RE_NewRender(name);
rp->keep_data = 0;
}
/* set this always, rp is different for each job */
RE_test_break_cb(re, rp, render_view3d_break);
RE_display_draw_cb(re, rp, render_view3d_draw_update);
RE_stats_draw_cb(re, rp, render_view3d_renderinfo_cb);
rstats = RE_GetStats(re);
if (rp->keep_data == 0 || rstats->convertdone == 0 || (rp->keep_data & PR_UPDATE_RENDERSIZE)) {
/* no osa, blur, seq, layers, etc for preview render */
rdata = rp->scene->r;
rdata.mode &= ~(R_OSA | R_MBLUR | R_BORDER | R_PANORAMA);
rdata.scemode &= ~(R_DOSEQ | R_DOCOMP | R_FREE_IMAGE);
rdata.scemode |= R_VIEWPORT_PREVIEW;
/* we do use layers, but only active */
rdata.scemode |= R_SINGLE_LAYER;
/* initalize always */
if (render_view3d_disprect(rp->scene, rp->ar, rp->v3d, rp->rv3d, &cliprct)) {
rdata.mode |= R_BORDER;
RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, &cliprct);
}
else
RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, NULL);
}
if (orth)
RE_SetOrtho(re, &viewplane, clipsta, clipend);
else
RE_SetWindow(re, &viewplane, clipsta, clipend);
RE_SetPixelSize(re, pixsize);
/* database free can crash on a empty Render... */
if (rp->keep_data == 0 && rstats->convertdone)
RE_Database_Free(re);
if (rstats->convertdone == 0) {
unsigned int lay = rp->scene->lay;
/* allow localview render for objects with lights in normal layers */
if (rp->v3d->lay & 0xFF000000)
lay |= rp->v3d->lay;
else lay = rp->v3d->lay;
RE_SetView(re, rp->viewmat);
/* copying blender data while main thread is locked, to avoid crashes */
WM_job_main_thread_lock_acquire(rp->job);
RE_Database_FromScene(re, rp->bmain, rp->scene, lay, 0); // 0= dont use camera view
WM_job_main_thread_lock_release(rp->job);
/* do preprocessing like building raytree, shadows, volumes, SSS */
RE_Database_Preprocess(re);
// printf("dbase update\n");
}
else {
// printf("dbase rotate\n");
RE_DataBase_IncrementalView(re, rp->viewmat, 0);
restore = 1;
}
RE_DataBase_ApplyWindow(re);
/* OK, can we enter render code? */
if (rstats->convertdone) {
RE_TileProcessor(re);
/* always rotate back */
if (restore)
RE_DataBase_IncrementalView(re, rp->viewmat, 1);
rp->engine->flag &= ~RE_ENGINE_DO_UPDATE;
}
}
static void render_view3d_free(void *customdata)
{
RenderPreview *rp = customdata;
MEM_freeN(rp);
}
static void render_view3d_do(RenderEngine *engine, const bContext *C, int keep_data)
{
wmJob *wm_job;
RenderPreview *rp;
Scene *scene = CTX_data_scene(C);
if (CTX_wm_window(C) == NULL) {
engine->flag |= RE_ENGINE_DO_UPDATE;
return;
}
wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), CTX_wm_region(C), "Render Preview",
WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW);
rp = MEM_callocN(sizeof(RenderPreview), "render preview");
rp->job = wm_job;
/* customdata for preview thread */
rp->scene = scene;
rp->engine = engine;
rp->sa = CTX_wm_area(C);
rp->ar = CTX_wm_region(C);
rp->v3d = rp->sa->spacedata.first;
rp->rv3d = CTX_wm_region_view3d(C);
rp->bmain = CTX_data_main(C);
rp->keep_data = keep_data;
copy_m4_m4(rp->viewmat, rp->rv3d->viewmat);
/* dont alloc in threads */
if (engine->text == NULL)
engine->text = MEM_callocN(IMA_MAX_RENDER_TEXT, "rendertext");
/* setup job */
WM_jobs_customdata_set(wm_job, rp, render_view3d_free);
WM_jobs_timer(wm_job, 0.1, NC_SPACE | ND_SPACE_VIEW3D, NC_SPACE | ND_SPACE_VIEW3D);
WM_jobs_callbacks(wm_job, render_view3d_startjob, NULL, NULL, NULL);
WM_jobs_start(CTX_wm_manager(C), wm_job);
engine->flag &= ~RE_ENGINE_DO_UPDATE;
}
/* callback for render engine , on changes */
void render_view3d(RenderEngine *engine, const bContext *C)
{
render_view3d_do(engine, C, 0);
}
static int render_view3d_changed(RenderEngine *engine, const bContext *C)
{
ARegion *ar = CTX_wm_region(C);
Render *re;
int update = 0;
char name[32];
sprintf(name, "View3dPreview %p", (void *)ar);
re = RE_GetRender(name);
if (re) {
RegionView3D *rv3d = CTX_wm_region_view3d(C);
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
rctf viewplane, viewplane1;
rcti disprect, disprect1;
float mat[4][4];
float clipsta, clipend;
bool orth;
if (engine->update_flag & RE_ENGINE_UPDATE_MA)
update |= PR_UPDATE_MATERIAL;
if (engine->update_flag & RE_ENGINE_UPDATE_OTHER)
update |= PR_UPDATE_MATERIAL;
engine->update_flag = 0;
if (engine->resolution_x != ar->winx || engine->resolution_y != ar->winy)
update |= PR_UPDATE_RENDERSIZE;
RE_GetView(re, mat);
if (compare_m4m4(mat, rv3d->viewmat, 0.00001f) == 0) {
update |= PR_UPDATE_VIEW;
}
render_view3d_get_rects(ar, v3d, rv3d, &viewplane, engine, &clipsta, &clipend, NULL, &orth);
RE_GetViewPlane(re, &viewplane1, &disprect1);
if (BLI_rctf_compare(&viewplane, &viewplane1, 0.00001f) == 0)
update |= PR_UPDATE_VIEW;
render_view3d_disprect(scene, ar, v3d, rv3d, &disprect);
if (BLI_rcti_compare(&disprect, &disprect1) == 0)
update |= PR_UPDATE_RENDERSIZE;
if (update)
engine->flag |= RE_ENGINE_DO_UPDATE;
//if (update)
// printf("changed ma %d res %d view %d\n", update & PR_UPDATE_MATERIAL, update & PR_UPDATE_RENDERSIZE, update & PR_UPDATE_VIEW);
}
return update;
}
void render_view3d_draw(RenderEngine *engine, const bContext *C)
{
Render *re = engine->re;
RenderResult rres;
int keep_data = render_view3d_changed(engine, C);
if (engine->flag & RE_ENGINE_DO_UPDATE)
render_view3d_do(engine, C, keep_data);
if (re == NULL) return;
RE_AcquireResultImage(re, &rres);
if (rres.rectf) {
Scene *scene = CTX_data_scene(C);
bool force_fallback = false;
bool need_fallback = true;
float dither = scene->r.dither_intensity;
/* Dithering is not supported on GLSL yet */
force_fallback |= dither != 0.0f;
/* If user decided not to use GLSL, fallback to glaDrawPixelsAuto */
force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);
/* Try using GLSL display transform. */
if (force_fallback == false) {
if (IMB_colormanagement_setup_glsl_draw(NULL, &scene->display_settings, TRUE)) {
glEnable(GL_BLEND);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glaDrawPixelsTex(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_FLOAT,
GL_LINEAR, rres.rectf);
glDisable(GL_BLEND);
IMB_colormanagement_finish_glsl_draw();
need_fallback = false;
}
}
/* If GLSL failed, use old-school CPU-based transform. */
if (need_fallback) {
unsigned char *display_buffer = MEM_mallocN(4 * rres.rectx * rres.recty * sizeof(char),
"render_view3d_draw");
IMB_colormanagement_buffer_make_display_space(rres.rectf, display_buffer, rres.rectx, rres.recty,
4, dither, NULL, &scene->display_settings);
glEnable(GL_BLEND);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glaDrawPixelsAuto(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_UNSIGNED_BYTE,
GL_LINEAR, display_buffer);
glDisable(GL_BLEND);
MEM_freeN(display_buffer);
}
}
RE_ReleaseResultImage(re);
}