This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/intern/cycles/blender/blender_session.cpp
2019-08-02 12:05:13 +10:00

1515 lines
50 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <stdlib.h>
#include "device/device.h"
#include "render/background.h"
#include "render/buffers.h"
#include "render/camera.h"
#include "render/colorspace.h"
#include "render/film.h"
#include "render/integrator.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/session.h"
#include "render/shader.h"
#include "render/stats.h"
#include "util/util_algorithm.h"
#include "util/util_color.h"
#include "util/util_foreach.h"
#include "util/util_function.h"
#include "util/util_hash.h"
#include "util/util_logging.h"
#include "util/util_murmurhash.h"
#include "util/util_progress.h"
#include "util/util_time.h"
#include "blender/blender_sync.h"
#include "blender/blender_session.h"
#include "blender/blender_util.h"
CCL_NAMESPACE_BEGIN
bool BlenderSession::headless = false;
int BlenderSession::num_resumable_chunks = 0;
int BlenderSession::current_resumable_chunk = 0;
int BlenderSession::start_resumable_chunk = 0;
int BlenderSession::end_resumable_chunk = 0;
bool BlenderSession::print_render_stats = false;
BlenderSession::BlenderSession(BL::RenderEngine &b_engine,
BL::Preferences &b_userpref,
BL::BlendData &b_data,
bool preview_osl)
: session(NULL),
sync(NULL),
b_engine(b_engine),
b_userpref(b_userpref),
b_data(b_data),
b_render(b_engine.render()),
b_depsgraph(PointerRNA_NULL),
b_scene(PointerRNA_NULL),
b_v3d(PointerRNA_NULL),
b_rv3d(PointerRNA_NULL),
width(0),
height(0),
preview_osl(preview_osl),
python_thread_state(NULL)
{
/* offline render */
background = true;
last_redraw_time = 0.0;
start_resize_time = 0.0;
last_status_time = 0.0;
}
BlenderSession::BlenderSession(BL::RenderEngine &b_engine,
BL::Preferences &b_userpref,
BL::BlendData &b_data,
BL::SpaceView3D &b_v3d,
BL::RegionView3D &b_rv3d,
int width,
int height)
: session(NULL),
sync(NULL),
b_engine(b_engine),
b_userpref(b_userpref),
b_data(b_data),
b_render(b_engine.render()),
b_depsgraph(PointerRNA_NULL),
b_scene(PointerRNA_NULL),
b_v3d(b_v3d),
b_rv3d(b_rv3d),
width(width),
height(height),
preview_osl(false),
python_thread_state(NULL)
{
/* 3d view render */
background = false;
last_redraw_time = 0.0;
start_resize_time = 0.0;
last_status_time = 0.0;
}
BlenderSession::~BlenderSession()
{
free_session();
}
void BlenderSession::create()
{
create_session();
}
void BlenderSession::create_session()
{
SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
bool session_pause = BlenderSync::get_session_pause(b_scene, background);
/* reset status/progress */
last_status = "";
last_error = "";
last_progress = -1.0f;
start_resize_time = 0.0;
/* create session */
session = new Session(session_params);
session->scene = scene;
session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this));
session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this));
session->set_pause(session_pause);
/* create scene */
scene = new Scene(scene_params, session->device);
scene->name = b_scene.name();
/* setup callbacks for builtin image support */
scene->image_manager->builtin_image_info_cb = function_bind(
&BlenderSession::builtin_image_info, this, _1, _2, _3);
scene->image_manager->builtin_image_pixels_cb = function_bind(
&BlenderSession::builtin_image_pixels, this, _1, _2, _3, _4, _5, _6);
scene->image_manager->builtin_image_float_pixels_cb = function_bind(
&BlenderSession::builtin_image_float_pixels, this, _1, _2, _3, _4, _5, _6);
session->scene = scene;
/* There is no single depsgraph to use for the entire render.
* So we need to handle this differently.
*
* We could loop over the final render result render layers in pipeline and keep Cycles unaware
* of multiple layers, or perhaps move syncing further down in the pipeline.
*/
/* create sync */
sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
BL::Object b_camera_override(b_engine.camera_override());
if (b_v3d) {
sync->sync_view(b_v3d, b_rv3d, width, height);
}
else {
sync->sync_camera(b_render, b_camera_override, width, height, "");
}
/* set buffer parameters */
BufferParams buffer_params = BlenderSync::get_buffer_params(
b_render, b_v3d, b_rv3d, scene->camera, width, height);
session->reset(buffer_params, session_params.samples);
b_engine.use_highlight_tiles(session_params.progressive_refine == false);
update_resumable_tile_manager(session_params.samples);
}
void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsgraph)
{
this->b_data = b_data;
this->b_depsgraph = b_depsgraph;
this->b_scene = b_depsgraph.scene_eval();
if (preview_osl) {
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
RNA_boolean_set(&cscene, "shading_system", preview_osl);
}
if (b_v3d) {
this->b_render = b_scene.render();
}
else {
this->b_render = b_engine.render();
width = render_resolution_x(b_render);
height = render_resolution_y(b_render);
}
if (session == NULL) {
create();
}
if (b_v3d) {
/* NOTE: We need to create session, but all the code from below
* will make viewport render to stuck on initialization.
*/
return;
}
SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
if (scene->params.modified(scene_params) || session->params.modified(session_params) ||
!scene_params.persistent_data) {
/* if scene or session parameters changed, it's easier to simply re-create
* them rather than trying to distinguish which settings need to be updated
*/
free_session();
create_session();
return;
}
session->progress.reset();
scene->reset();
session->tile_manager.set_tile_order(session_params.tile_order);
/* peak memory usage should show current render peak, not peak for all renders
* made by this render session
*/
session->stats.mem_peak = session->stats.mem_used;
/* There is no single depsgraph to use for the entire render.
* See note on create_session().
*/
/* sync object should be re-created */
sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL);
BL::RegionView3D b_null_region_view3d(PointerRNA_NULL);
BufferParams buffer_params = BlenderSync::get_buffer_params(
b_render, b_null_space_view3d, b_null_region_view3d, scene->camera, width, height);
session->reset(buffer_params, session_params.samples);
b_engine.use_highlight_tiles(session_params.progressive_refine == false);
/* reset time */
start_resize_time = 0.0;
}
void BlenderSession::free_session()
{
if (sync)
delete sync;
delete session;
}
static ShaderEvalType get_shader_type(const string &pass_type)
{
const char *shader_type = pass_type.c_str();
/* data passes */
if (strcmp(shader_type, "NORMAL") == 0)
return SHADER_EVAL_NORMAL;
else if (strcmp(shader_type, "UV") == 0)
return SHADER_EVAL_UV;
else if (strcmp(shader_type, "ROUGHNESS") == 0)
return SHADER_EVAL_ROUGHNESS;
else if (strcmp(shader_type, "DIFFUSE_COLOR") == 0)
return SHADER_EVAL_DIFFUSE_COLOR;
else if (strcmp(shader_type, "GLOSSY_COLOR") == 0)
return SHADER_EVAL_GLOSSY_COLOR;
else if (strcmp(shader_type, "TRANSMISSION_COLOR") == 0)
return SHADER_EVAL_TRANSMISSION_COLOR;
else if (strcmp(shader_type, "SUBSURFACE_COLOR") == 0)
return SHADER_EVAL_SUBSURFACE_COLOR;
else if (strcmp(shader_type, "EMIT") == 0)
return SHADER_EVAL_EMISSION;
/* light passes */
else if (strcmp(shader_type, "AO") == 0)
return SHADER_EVAL_AO;
else if (strcmp(shader_type, "COMBINED") == 0)
return SHADER_EVAL_COMBINED;
else if (strcmp(shader_type, "SHADOW") == 0)
return SHADER_EVAL_SHADOW;
else if (strcmp(shader_type, "DIFFUSE") == 0)
return SHADER_EVAL_DIFFUSE;
else if (strcmp(shader_type, "GLOSSY") == 0)
return SHADER_EVAL_GLOSSY;
else if (strcmp(shader_type, "TRANSMISSION") == 0)
return SHADER_EVAL_TRANSMISSION;
else if (strcmp(shader_type, "SUBSURFACE") == 0)
return SHADER_EVAL_SUBSURFACE;
/* extra */
else if (strcmp(shader_type, "ENVIRONMENT") == 0)
return SHADER_EVAL_ENVIRONMENT;
else
return SHADER_EVAL_BAKE;
}
static BL::RenderResult begin_render_result(BL::RenderEngine &b_engine,
int x,
int y,
int w,
int h,
const char *layername,
const char *viewname)
{
return b_engine.begin_result(x, y, w, h, layername, viewname);
}
static void end_render_result(BL::RenderEngine &b_engine,
BL::RenderResult &b_rr,
bool cancel,
bool highlight,
bool do_merge_results)
{
b_engine.end_result(b_rr, (int)cancel, (int)highlight, (int)do_merge_results);
}
void BlenderSession::do_write_update_render_tile(RenderTile &rtile,
bool do_update_only,
bool highlight)
{
int x = rtile.x - session->tile_manager.params.full_x;
int y = rtile.y - session->tile_manager.params.full_y;
int w = rtile.w;
int h = rtile.h;
/* get render result */
BL::RenderResult b_rr = begin_render_result(
b_engine, x, y, w, h, b_rlay_name.c_str(), b_rview_name.c_str());
/* can happen if the intersected rectangle gives 0 width or height */
if (b_rr.ptr.data == NULL) {
return;
}
BL::RenderResult::layers_iterator b_single_rlay;
b_rr.layers.begin(b_single_rlay);
/* layer will be missing if it was disabled in the UI */
if (b_single_rlay == b_rr.layers.end())
return;
BL::RenderLayer b_rlay = *b_single_rlay;
if (do_update_only) {
/* Sample would be zero at initial tile update, which is only needed
* to tag tile form blender side as IN PROGRESS for proper highlight
* no buffers should be sent to blender yet. For denoise we also
* keep showing the noisy buffers until denoise is done. */
bool merge = (rtile.sample != 0) && (rtile.task != RenderTile::DENOISE);
if (merge) {
update_render_result(b_rlay, rtile);
}
end_render_result(b_engine, b_rr, true, highlight, merge);
}
else {
/* Write final render result. */
write_render_result(b_rlay, rtile);
end_render_result(b_engine, b_rr, false, false, true);
}
}
void BlenderSession::write_render_tile(RenderTile &rtile)
{
do_write_update_render_tile(rtile, false, false);
}
void BlenderSession::update_render_tile(RenderTile &rtile, bool highlight)
{
/* use final write for preview renders, otherwise render result wouldn't be
* be updated in blender side
* would need to be investigated a bit further, but for now shall be fine
*/
if (!b_engine.is_preview())
do_write_update_render_tile(rtile, true, highlight);
else
do_write_update_render_tile(rtile, false, false);
}
static void add_cryptomatte_layer(BL::RenderResult &b_rr, string name, string manifest)
{
string identifier = string_printf("%08x", util_murmur_hash3(name.c_str(), name.length(), 0));
string prefix = "cryptomatte/" + identifier.substr(0, 7) + "/";
render_add_metadata(b_rr, prefix + "name", name);
render_add_metadata(b_rr, prefix + "hash", "MurmurHash3_32");
render_add_metadata(b_rr, prefix + "conversion", "uint32_to_float32");
render_add_metadata(b_rr, prefix + "manifest", manifest);
}
void BlenderSession::stamp_view_layer_metadata(Scene *scene, const string &view_layer_name)
{
BL::RenderResult b_rr = b_engine.get_result();
string prefix = "cycles." + view_layer_name + ".";
/* Configured number of samples for the view layer. */
b_rr.stamp_data_add_field((prefix + "samples").c_str(),
to_string(session->params.samples).c_str());
/* Store ranged samples information. */
if (session->tile_manager.range_num_samples != -1) {
b_rr.stamp_data_add_field((prefix + "range_start_sample").c_str(),
to_string(session->tile_manager.range_start_sample).c_str());
b_rr.stamp_data_add_field((prefix + "range_num_samples").c_str(),
to_string(session->tile_manager.range_num_samples).c_str());
}
/* Write cryptomatte metadata. */
if (scene->film->cryptomatte_passes & CRYPT_OBJECT) {
add_cryptomatte_layer(b_rr,
view_layer_name + ".CryptoObject",
scene->object_manager->get_cryptomatte_objects(scene));
}
if (scene->film->cryptomatte_passes & CRYPT_MATERIAL) {
add_cryptomatte_layer(b_rr,
view_layer_name + ".CryptoMaterial",
scene->shader_manager->get_cryptomatte_materials(scene));
}
if (scene->film->cryptomatte_passes & CRYPT_ASSET) {
add_cryptomatte_layer(b_rr,
view_layer_name + ".CryptoAsset",
scene->object_manager->get_cryptomatte_assets(scene));
}
/* Store synchronization and bare-render times. */
double total_time, render_time;
session->progress.get_time(total_time, render_time);
b_rr.stamp_data_add_field((prefix + "total_time").c_str(),
time_human_readable_from_seconds(total_time).c_str());
b_rr.stamp_data_add_field((prefix + "render_time").c_str(),
time_human_readable_from_seconds(render_time).c_str());
b_rr.stamp_data_add_field((prefix + "synchronization_time").c_str(),
time_human_readable_from_seconds(total_time - render_time).c_str());
}
void BlenderSession::render(BL::Depsgraph &b_depsgraph_)
{
b_depsgraph = b_depsgraph_;
/* set callback to write out render results */
session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
session->update_render_tile_cb = function_bind(
&BlenderSession::update_render_tile, this, _1, _2);
/* get buffer parameters */
SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
BufferParams buffer_params = BlenderSync::get_buffer_params(
b_render, b_v3d, b_rv3d, scene->camera, width, height);
/* render each layer */
BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
/* temporary render result to find needed passes and views */
BL::RenderResult b_rr = begin_render_result(
b_engine, 0, 0, 1, 1, b_view_layer.name().c_str(), NULL);
BL::RenderResult::layers_iterator b_single_rlay;
b_rr.layers.begin(b_single_rlay);
BL::RenderLayer b_rlay = *b_single_rlay;
b_rlay_name = b_view_layer.name();
/* add passes */
vector<Pass> passes = sync->sync_render_passes(b_rlay, b_view_layer);
buffer_params.passes = passes;
PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
bool full_denoising = get_boolean(crl, "use_denoising");
bool write_denoising_passes = get_boolean(crl, "denoising_store_passes");
bool run_denoising = full_denoising || write_denoising_passes;
session->tile_manager.schedule_denoising = run_denoising;
buffer_params.denoising_data_pass = run_denoising;
buffer_params.denoising_clean_pass = (scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES);
buffer_params.denoising_prefiltered_pass = write_denoising_passes;
session->params.run_denoising = run_denoising;
session->params.full_denoising = full_denoising;
session->params.write_denoising_passes = write_denoising_passes;
session->params.denoising.radius = get_int(crl, "denoising_radius");
session->params.denoising.strength = get_float(crl, "denoising_strength");
session->params.denoising.feature_strength = get_float(crl, "denoising_feature_strength");
session->params.denoising.relative_pca = get_boolean(crl, "denoising_relative_pca");
scene->film->denoising_data_pass = buffer_params.denoising_data_pass;
scene->film->denoising_clean_pass = buffer_params.denoising_clean_pass;
scene->film->denoising_prefiltered_pass = buffer_params.denoising_prefiltered_pass;
scene->film->pass_alpha_threshold = b_view_layer.pass_alpha_threshold();
scene->film->tag_passes_update(scene, passes);
scene->film->tag_update(scene);
scene->integrator->tag_update(scene);
BL::RenderResult::views_iterator b_view_iter;
int num_views = 0;
for (b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter) {
num_views++;
}
int view_index = 0;
for (b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end();
++b_view_iter, ++view_index) {
b_rview_name = b_view_iter->name();
/* set the current view */
b_engine.active_view_set(b_rview_name.c_str());
/* update scene */
BL::Object b_camera_override(b_engine.camera_override());
sync->sync_camera(b_render, b_camera_override, width, height, b_rview_name.c_str());
sync->sync_data(
b_render, b_depsgraph, b_v3d, b_camera_override, width, height, &python_thread_state);
builtin_images_load();
/* Attempt to free all data which is held by Blender side, since at this
* point we know that we've got everything to render current view layer.
*/
/* At the moment we only free if we are not doing multi-view
* (or if we are rendering the last view). See T58142/D4239 for discussion.
*/
if (view_index == num_views - 1) {
free_blender_memory_if_possible();
}
/* Make sure all views have different noise patterns. - hardcoded value just to make it random
*/
if (view_index != 0) {
scene->integrator->seed += hash_int_2d(scene->integrator->seed,
hash_int(view_index * 0xdeadbeef));
scene->integrator->tag_update(scene);
}
/* Update number of samples per layer. */
int samples = sync->get_layer_samples();
bool bound_samples = sync->get_layer_bound_samples();
int effective_layer_samples;
if (samples != 0 && (!bound_samples || (samples < session_params.samples)))
effective_layer_samples = samples;
else
effective_layer_samples = session_params.samples;
/* Update tile manager if we're doing resumable render. */
update_resumable_tile_manager(effective_layer_samples);
/* Update session itself. */
session->reset(buffer_params, effective_layer_samples);
/* render */
session->start();
session->wait();
if (!b_engine.is_preview() && background && print_render_stats) {
RenderStats stats;
session->collect_statistics(&stats);
printf("Render statistics:\n%s\n", stats.full_report().c_str());
}
if (session->progress.get_cancel())
break;
}
/* add metadata */
stamp_view_layer_metadata(scene, b_rlay_name);
/* free result without merging */
end_render_result(b_engine, b_rr, true, true, false);
double total_time, render_time;
session->progress.get_time(total_time, render_time);
VLOG(1) << "Total render time: " << total_time;
VLOG(1) << "Render time (without synchronization): " << render_time;
/* clear callback */
session->write_render_tile_cb = function_null;
session->update_render_tile_cb = function_null;
/* TODO: find a way to clear this data for persistent data render */
#if 0
/* free all memory used (host and device), so we wouldn't leave render
* engine with extra memory allocated
*/
session->device_free();
delete sync;
sync = NULL;
#endif
}
static void populate_bake_data(BakeData *data,
const int object_id,
BL::BakePixel &pixel_array,
const int num_pixels)
{
BL::BakePixel bp = pixel_array;
int i;
for (i = 0; i < num_pixels; i++) {
if (bp.object_id() == object_id) {
data->set(i, bp.primitive_id(), bp.uv(), bp.du_dx(), bp.du_dy(), bp.dv_dx(), bp.dv_dy());
}
else {
data->set_null(i);
}
bp = bp.next();
}
}
static int bake_pass_filter_get(const int pass_filter)
{
int flag = BAKE_FILTER_NONE;
if ((pass_filter & BL::BakeSettings::pass_filter_DIRECT) != 0)
flag |= BAKE_FILTER_DIRECT;
if ((pass_filter & BL::BakeSettings::pass_filter_INDIRECT) != 0)
flag |= BAKE_FILTER_INDIRECT;
if ((pass_filter & BL::BakeSettings::pass_filter_COLOR) != 0)
flag |= BAKE_FILTER_COLOR;
if ((pass_filter & BL::BakeSettings::pass_filter_DIFFUSE) != 0)
flag |= BAKE_FILTER_DIFFUSE;
if ((pass_filter & BL::BakeSettings::pass_filter_GLOSSY) != 0)
flag |= BAKE_FILTER_GLOSSY;
if ((pass_filter & BL::BakeSettings::pass_filter_TRANSMISSION) != 0)
flag |= BAKE_FILTER_TRANSMISSION;
if ((pass_filter & BL::BakeSettings::pass_filter_SUBSURFACE) != 0)
flag |= BAKE_FILTER_SUBSURFACE;
if ((pass_filter & BL::BakeSettings::pass_filter_EMIT) != 0)
flag |= BAKE_FILTER_EMISSION;
if ((pass_filter & BL::BakeSettings::pass_filter_AO) != 0)
flag |= BAKE_FILTER_AO;
return flag;
}
void BlenderSession::bake(BL::Depsgraph &b_depsgraph_,
BL::Object &b_object,
const string &pass_type,
const int pass_filter,
const int object_id,
BL::BakePixel &pixel_array,
const size_t num_pixels,
const int /*depth*/,
float result[])
{
b_depsgraph = b_depsgraph_;
ShaderEvalType shader_type = get_shader_type(pass_type);
/* Set baking flag in advance, so kernel loading can check if we need
* any baking capabilities.
*/
scene->bake_manager->set_baking(true);
/* ensure kernels are loaded before we do any scene updates */
session->load_kernels();
if (shader_type == SHADER_EVAL_UV) {
/* force UV to be available */
Pass::add(PASS_UV, scene->film->passes);
}
int bake_pass_filter = bake_pass_filter_get(pass_filter);
bake_pass_filter = BakeManager::shader_type_to_pass_filter(shader_type, bake_pass_filter);
/* force use_light_pass to be true if we bake more than just colors */
if (bake_pass_filter & ~BAKE_FILTER_COLOR) {
Pass::add(PASS_LIGHT, scene->film->passes);
}
/* create device and update scene */
scene->film->tag_update(scene);
scene->integrator->tag_update(scene);
if (!session->progress.get_cancel()) {
/* update scene */
BL::Object b_camera_override(b_engine.camera_override());
sync->sync_camera(b_render, b_camera_override, width, height, "");
sync->sync_data(
b_render, b_depsgraph, b_v3d, b_camera_override, width, height, &python_thread_state);
builtin_images_load();
}
BakeData *bake_data = NULL;
if (!session->progress.get_cancel()) {
/* get buffer parameters */
SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
BufferParams buffer_params = BlenderSync::get_buffer_params(
b_render, b_v3d, b_rv3d, scene->camera, width, height);
scene->bake_manager->set_shader_limit((size_t)b_engine.tile_x(), (size_t)b_engine.tile_y());
/* set number of samples */
session->tile_manager.set_samples(session_params.samples);
session->reset(buffer_params, session_params.samples);
session->update_scene();
/* find object index. todo: is arbitrary - copied from mesh_displace.cpp */
size_t object_index = OBJECT_NONE;
int tri_offset = 0;
for (size_t i = 0; i < scene->objects.size(); i++) {
if (strcmp(scene->objects[i]->name.c_str(), b_object.name().c_str()) == 0) {
object_index = i;
tri_offset = scene->objects[i]->mesh->tri_offset;
break;
}
}
/* Object might have been disabled for rendering or excluded in some
* other way, in that case Blender will report a warning afterwards. */
if (object_index != OBJECT_NONE) {
int object = object_index;
bake_data = scene->bake_manager->init(object, tri_offset, num_pixels);
populate_bake_data(bake_data, object_id, pixel_array, num_pixels);
}
/* set number of samples */
session->tile_manager.set_samples(session_params.samples);
session->reset(buffer_params, session_params.samples);
session->update_scene();
session->progress.set_update_callback(
function_bind(&BlenderSession::update_bake_progress, this));
}
/* Perform bake. Check cancel to avoid crash with incomplete scene data. */
if (!session->progress.get_cancel() && bake_data) {
scene->bake_manager->bake(scene->device,
&scene->dscene,
scene,
session->progress,
shader_type,
bake_pass_filter,
bake_data,
result);
}
/* free all memory used (host and device), so we wouldn't leave render
* engine with extra memory allocated
*/
session->device_free();
delete sync;
sync = NULL;
}
void BlenderSession::do_write_update_render_result(BL::RenderLayer &b_rlay,
RenderTile &rtile,
bool do_update_only)
{
RenderBuffers *buffers = rtile.buffers;
/* copy data from device */
if (!buffers->copy_from_device())
return;
float exposure = scene->film->exposure;
vector<float> pixels(rtile.w * rtile.h * 4);
/* Adjust absolute sample number to the range. */
int sample = rtile.sample;
const int range_start_sample = session->tile_manager.range_start_sample;
if (range_start_sample != -1) {
sample -= range_start_sample;
}
if (!do_update_only) {
/* copy each pass */
BL::RenderLayer::passes_iterator b_iter;
for (b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
BL::RenderPass b_pass(*b_iter);
/* find matching pass type */
PassType pass_type = BlenderSync::get_pass_type(b_pass);
int components = b_pass.channels();
bool read = false;
if (pass_type != PASS_NONE) {
/* copy pixels */
read = buffers->get_pass_rect(
pass_type, exposure, sample, components, &pixels[0], b_pass.name());
}
else {
int denoising_offset = BlenderSync::get_denoising_pass(b_pass);
if (denoising_offset >= 0) {
read = buffers->get_denoising_pass_rect(
denoising_offset, exposure, sample, components, &pixels[0]);
}
}
if (!read) {
memset(&pixels[0], 0, pixels.size() * sizeof(float));
}
b_pass.rect(&pixels[0]);
}
}
else {
/* copy combined pass */
BL::RenderPass b_combined_pass(b_rlay.passes.find_by_name("Combined", b_rview_name.c_str()));
if (buffers->get_pass_rect(PASS_COMBINED, exposure, sample, 4, &pixels[0], "Combined"))
b_combined_pass.rect(&pixels[0]);
}
}
void BlenderSession::write_render_result(BL::RenderLayer &b_rlay, RenderTile &rtile)
{
do_write_update_render_result(b_rlay, rtile, false);
}
void BlenderSession::update_render_result(BL::RenderLayer &b_rlay, RenderTile &rtile)
{
do_write_update_render_result(b_rlay, rtile, true);
}
void BlenderSession::synchronize(BL::Depsgraph &b_depsgraph_)
{
/* only used for viewport render */
if (!b_v3d)
return;
/* on session/scene parameter changes, we recreate session entirely */
SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
bool session_pause = BlenderSync::get_session_pause(b_scene, background);
if (session->params.modified(session_params) || scene->params.modified(scene_params)) {
free_session();
create_session();
return;
}
/* increase samples, but never decrease */
session->set_samples(session_params.samples);
session->set_pause(session_pause);
/* copy recalc flags, outside of mutex so we can decide to do the real
* synchronization at a later time to not block on running updates */
sync->sync_recalc(b_depsgraph_);
/* don't do synchronization if on pause */
if (session_pause) {
tag_update();
return;
}
/* try to acquire mutex. if we don't want to or can't, come back later */
if (!session->ready_to_reset() || !session->scene->mutex.try_lock()) {
tag_update();
return;
}
/* data and camera synchronize */
b_depsgraph = b_depsgraph_;
BL::Object b_camera_override(b_engine.camera_override());
sync->sync_data(
b_render, b_depsgraph, b_v3d, b_camera_override, width, height, &python_thread_state);
if (b_rv3d)
sync->sync_view(b_v3d, b_rv3d, width, height);
else
sync->sync_camera(b_render, b_camera_override, width, height, "");
/* reset if needed */
if (scene->need_reset()) {
BufferParams buffer_params = BlenderSync::get_buffer_params(
b_render, b_v3d, b_rv3d, scene->camera, width, height);
session->reset(buffer_params, session_params.samples);
/* After session reset, so device is not accessing image data anymore. */
builtin_images_load();
/* reset time */
start_resize_time = 0.0;
}
/* unlock */
session->scene->mutex.unlock();
/* Start rendering thread, if it's not running already. Do this
* after all scene data has been synced at least once. */
session->start();
}
bool BlenderSession::draw(int w, int h)
{
/* pause in redraw in case update is not being called due to final render */
session->set_pause(BlenderSync::get_session_pause(b_scene, background));
/* before drawing, we verify camera and viewport size changes, because
* we do not get update callbacks for those, we must detect them here */
if (session->ready_to_reset()) {
bool reset = false;
/* if dimensions changed, reset */
if (width != w || height != h) {
if (start_resize_time == 0.0) {
/* don't react immediately to resizes to avoid flickery resizing
* of the viewport, and some window managers changing the window
* size temporarily on unminimize */
start_resize_time = time_dt();
tag_redraw();
}
else if (time_dt() - start_resize_time < 0.2) {
tag_redraw();
}
else {
width = w;
height = h;
reset = true;
}
}
/* try to acquire mutex. if we can't, come back later */
if (!session->scene->mutex.try_lock()) {
tag_update();
}
else {
/* update camera from 3d view */
sync->sync_view(b_v3d, b_rv3d, width, height);
if (scene->camera->need_update)
reset = true;
session->scene->mutex.unlock();
}
/* reset if requested */
if (reset) {
SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
BufferParams buffer_params = BlenderSync::get_buffer_params(
b_render, b_v3d, b_rv3d, scene->camera, width, height);
bool session_pause = BlenderSync::get_session_pause(b_scene, background);
if (session_pause == false) {
session->reset(buffer_params, session_params.samples);
start_resize_time = 0.0;
}
}
}
else {
tag_update();
}
/* update status and progress for 3d view draw */
update_status_progress();
/* draw */
BufferParams buffer_params = BlenderSync::get_buffer_params(
b_render, b_v3d, b_rv3d, scene->camera, width, height);
DeviceDrawParams draw_params;
if (session->params.display_buffer_linear) {
draw_params.bind_display_space_shader_cb = function_bind(
&BL::RenderEngine::bind_display_space_shader, &b_engine, b_scene);
draw_params.unbind_display_space_shader_cb = function_bind(
&BL::RenderEngine::unbind_display_space_shader, &b_engine);
}
return !session->draw(buffer_params, draw_params);
}
void BlenderSession::get_status(string &status, string &substatus)
{
session->progress.get_status(status, substatus);
}
void BlenderSession::get_kernel_status(string &kernel_status)
{
session->progress.get_kernel_status(kernel_status);
}
void BlenderSession::get_progress(float &progress, double &total_time, double &render_time)
{
session->progress.get_time(total_time, render_time);
progress = session->progress.get_progress();
}
void BlenderSession::update_bake_progress()
{
float progress = session->progress.get_progress();
if (progress != last_progress) {
b_engine.update_progress(progress);
last_progress = progress;
}
}
void BlenderSession::update_status_progress()
{
string timestatus, status, substatus, kernel_status;
string scene_status = "";
float progress;
double total_time, remaining_time = 0, render_time;
float mem_used = (float)session->stats.mem_used / 1024.0f / 1024.0f;
float mem_peak = (float)session->stats.mem_peak / 1024.0f / 1024.0f;
get_status(status, substatus);
get_kernel_status(kernel_status);
get_progress(progress, total_time, render_time);
if (progress > 0)
remaining_time = (1.0 - (double)progress) * (render_time / (double)progress);
if (background) {
scene_status += " | " + scene->name;
if (b_rlay_name != "")
scene_status += ", " + b_rlay_name;
if (b_rview_name != "")
scene_status += ", " + b_rview_name;
if (remaining_time > 0) {
timestatus += "Remaining:" + time_human_readable_from_seconds(remaining_time) + " | ";
}
timestatus += string_printf("Mem:%.2fM, Peak:%.2fM", (double)mem_used, (double)mem_peak);
if (status.size() > 0)
status = " | " + status;
if (substatus.size() > 0)
status += " | " + substatus;
if (kernel_status.size() > 0)
status += " | " + kernel_status;
}
double current_time = time_dt();
/* When rendering in a window, redraw the status at least once per second to keep the elapsed and
* remaining time up-to-date. For headless rendering, only report when something significant
* changes to keep the console output readable. */
if (status != last_status || (!headless && (current_time - last_status_time) > 1.0)) {
b_engine.update_stats("", (timestatus + scene_status + status).c_str());
b_engine.update_memory_stats(mem_used, mem_peak);
last_status = status;
last_status_time = current_time;
}
if (progress != last_progress) {
b_engine.update_progress(progress);
last_progress = progress;
}
if (session->progress.get_error()) {
string error = session->progress.get_error_message();
if (error != last_error) {
/* TODO(sergey): Currently C++ RNA API doesn't let us to
* use mnemonic name for the variable. Would be nice to
* have this figured out.
*
* For until then, 1 << 5 means RPT_ERROR.
*/
b_engine.report(1 << 5, error.c_str());
b_engine.error_set(error.c_str());
last_error = error;
}
}
}
void BlenderSession::tag_update()
{
/* tell blender that we want to get another update callback */
b_engine.tag_update();
}
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) {
b_engine.tag_redraw();
last_redraw_time = time_dt();
}
}
else {
/* tell blender that we want to redraw */
b_engine.tag_redraw();
}
}
void BlenderSession::test_cancel()
{
/* test if we need to cancel rendering */
if (background)
if (b_engine.test_break())
session->progress.set_cancel("Cancelled");
}
/* builtin image file name is actually an image datablock name with
* absolute sequence frame number concatenated via '@' character
*
* this function splits frame from builtin name
*/
int BlenderSession::builtin_image_frame(const string &builtin_name)
{
int last = builtin_name.find_last_of('@');
return atoi(builtin_name.substr(last + 1, builtin_name.size() - last - 1).c_str());
}
void BlenderSession::builtin_image_info(const string &builtin_name,
void *builtin_data,
ImageMetaData &metadata)
{
/* empty image */
metadata.width = 1;
metadata.height = 1;
if (!builtin_data)
return;
/* recover ID pointer */
PointerRNA ptr;
RNA_id_pointer_create((ID *)builtin_data, &ptr);
BL::ID b_id(ptr);
if (b_id.is_a(&RNA_Image)) {
/* image data */
BL::Image b_image(b_id);
metadata.builtin_free_cache = !b_image.has_data();
metadata.is_float = b_image.is_float();
metadata.width = b_image.size()[0];
metadata.height = b_image.size()[1];
metadata.depth = 1;
metadata.channels = b_image.channels();
if (metadata.is_float) {
/* Float images are already converted on the Blender side,
* no need to do anything in Cycles. */
metadata.colorspace = u_colorspace_raw;
}
}
else if (b_id.is_a(&RNA_Object)) {
/* smoke volume data */
BL::Object b_ob(b_id);
BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
metadata.is_float = true;
metadata.depth = 1;
metadata.channels = 1;
if (!b_domain)
return;
if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_DENSITY) ||
builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_FLAME) ||
builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT) ||
builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_TEMPERATURE))
metadata.channels = 1;
else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_COLOR))
metadata.channels = 4;
else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY))
metadata.channels = 3;
else
return;
int3 resolution = get_int3(b_domain.domain_resolution());
int amplify = (b_domain.use_high_resolution()) ? b_domain.amplify() + 1 : 1;
/* Velocity and heat data is always low-resolution. */
if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY) ||
builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT)) {
amplify = 1;
}
metadata.width = resolution.x * amplify;
metadata.height = resolution.y * amplify;
metadata.depth = resolution.z * amplify;
}
else {
/* TODO(sergey): Check we're indeed in shader node tree. */
PointerRNA ptr;
RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
BL::Node b_node(ptr);
if (b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
metadata.channels = 4;
metadata.width = b_point_density_node.resolution();
metadata.height = metadata.width;
metadata.depth = metadata.width;
metadata.is_float = true;
}
}
}
bool BlenderSession::builtin_image_pixels(const string &builtin_name,
void *builtin_data,
unsigned char *pixels,
const size_t pixels_size,
const bool associate_alpha,
const bool free_cache)
{
if (!builtin_data) {
return false;
}
const int frame = builtin_image_frame(builtin_name);
PointerRNA ptr;
RNA_id_pointer_create((ID *)builtin_data, &ptr);
BL::Image b_image(ptr);
const int width = b_image.size()[0];
const int height = b_image.size()[1];
const int channels = b_image.channels();
unsigned char *image_pixels = image_get_pixels_for_frame(b_image, frame);
const size_t num_pixels = ((size_t)width) * height;
if (image_pixels && num_pixels * channels == pixels_size) {
memcpy(pixels, image_pixels, pixels_size * sizeof(unsigned char));
}
else {
if (channels == 1) {
memset(pixels, 0, pixels_size * sizeof(unsigned char));
}
else {
const size_t num_pixels_safe = pixels_size / channels;
unsigned char *cp = pixels;
for (size_t i = 0; i < num_pixels_safe; i++, cp += channels) {
cp[0] = 255;
cp[1] = 0;
cp[2] = 255;
if (channels == 4) {
cp[3] = 255;
}
}
}
}
if (image_pixels) {
MEM_freeN(image_pixels);
}
/* Free image buffers to save memory during render. */
if (free_cache) {
b_image.buffers_free();
}
if (associate_alpha) {
/* Premultiply, byte images are always straight for Blender. */
unsigned char *cp = pixels;
for (size_t i = 0; i < num_pixels; i++, cp += channels) {
cp[0] = (cp[0] * cp[3]) >> 8;
cp[1] = (cp[1] * cp[3]) >> 8;
cp[2] = (cp[2] * cp[3]) >> 8;
}
}
return true;
}
bool BlenderSession::builtin_image_float_pixels(const string &builtin_name,
void *builtin_data,
float *pixels,
const size_t pixels_size,
const bool,
const bool free_cache)
{
if (!builtin_data) {
return false;
}
PointerRNA ptr;
RNA_id_pointer_create((ID *)builtin_data, &ptr);
BL::ID b_id(ptr);
if (b_id.is_a(&RNA_Image)) {
/* image data */
BL::Image b_image(b_id);
int frame = builtin_image_frame(builtin_name);
const int width = b_image.size()[0];
const int height = b_image.size()[1];
const int channels = b_image.channels();
float *image_pixels;
image_pixels = image_get_float_pixels_for_frame(b_image, frame);
const size_t num_pixels = ((size_t)width) * height;
if (image_pixels && num_pixels * channels == pixels_size) {
memcpy(pixels, image_pixels, pixels_size * sizeof(float));
}
else {
if (channels == 1) {
memset(pixels, 0, num_pixels * sizeof(float));
}
else {
const size_t num_pixels_safe = pixels_size / channels;
float *fp = pixels;
for (int i = 0; i < num_pixels_safe; i++, fp += channels) {
fp[0] = 1.0f;
fp[1] = 0.0f;
fp[2] = 1.0f;
if (channels == 4) {
fp[3] = 1.0f;
}
}
}
}
if (image_pixels) {
MEM_freeN(image_pixels);
}
/* Free image buffers to save memory during render. */
if (free_cache) {
b_image.buffers_free();
}
return true;
}
else if (b_id.is_a(&RNA_Object)) {
/* smoke volume data */
BL::Object b_ob(b_id);
BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
if (!b_domain) {
return false;
}
int3 resolution = get_int3(b_domain.domain_resolution());
int length, amplify = (b_domain.use_high_resolution()) ? b_domain.amplify() + 1 : 1;
/* Velocity and heat data is always low-resolution. */
if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY) ||
builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT)) {
amplify = 1;
}
const int width = resolution.x * amplify;
const int height = resolution.y * amplify;
const int depth = resolution.z * amplify;
const size_t num_pixels = ((size_t)width) * height * depth;
if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_DENSITY)) {
SmokeDomainSettings_density_grid_get_length(&b_domain.ptr, &length);
if (length == num_pixels) {
SmokeDomainSettings_density_grid_get(&b_domain.ptr, pixels);
return true;
}
}
else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_FLAME)) {
/* this is in range 0..1, and interpreted by the OpenGL smoke viewer
* as 1500..3000 K with the first part faded to zero density */
SmokeDomainSettings_flame_grid_get_length(&b_domain.ptr, &length);
if (length == num_pixels) {
SmokeDomainSettings_flame_grid_get(&b_domain.ptr, pixels);
return true;
}
}
else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_COLOR)) {
/* the RGB is "premultiplied" by density for better interpolation results */
SmokeDomainSettings_color_grid_get_length(&b_domain.ptr, &length);
if (length == num_pixels * 4) {
SmokeDomainSettings_color_grid_get(&b_domain.ptr, pixels);
return true;
}
}
else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY)) {
SmokeDomainSettings_velocity_grid_get_length(&b_domain.ptr, &length);
if (length == num_pixels * 3) {
SmokeDomainSettings_velocity_grid_get(&b_domain.ptr, pixels);
return true;
}
}
else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT)) {
SmokeDomainSettings_heat_grid_get_length(&b_domain.ptr, &length);
if (length == num_pixels) {
SmokeDomainSettings_heat_grid_get(&b_domain.ptr, pixels);
return true;
}
}
else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_TEMPERATURE)) {
SmokeDomainSettings_temperature_grid_get_length(&b_domain.ptr, &length);
if (length == num_pixels) {
SmokeDomainSettings_temperature_grid_get(&b_domain.ptr, pixels);
return true;
}
}
else {
fprintf(
stderr, "Cycles error: unknown volume attribute %s, skipping\n", builtin_name.c_str());
pixels[0] = 0.0f;
return false;
}
fprintf(stderr, "Cycles error: unexpected smoke volume resolution, skipping\n");
}
else {
/* We originally were passing view_layer here but in reality we need a
* a depsgraph to pass to the RE_point_density_minmax() function.
*/
/* TODO(sergey): Check we're indeed in shader node tree. */
PointerRNA ptr;
RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
BL::Node b_node(ptr);
if (b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
int length;
b_point_density_node.calc_point_density(b_depsgraph, &length, &pixels);
}
}
return false;
}
void BlenderSession::builtin_images_load()
{
/* Force builtin images to be loaded along with Blender data sync. This
* is needed because we may be reading from depsgraph evaluated data which
* can be freed by Blender before Cycles reads it.
*
* TODO: the assumption that no further access to builtin image data will
* happen is really weak, and likely to break in the future. We should find
* a better solution to hand over the data directly to the image manager
* instead of through callbacks whose timing is difficult to control. */
ImageManager *manager = session->scene->image_manager;
Device *device = session->device;
manager->device_load_builtin(device, session->scene, session->progress);
}
void BlenderSession::update_resumable_tile_manager(int num_samples)
{
const int num_resumable_chunks = BlenderSession::num_resumable_chunks,
current_resumable_chunk = BlenderSession::current_resumable_chunk;
if (num_resumable_chunks == 0) {
return;
}
if (num_resumable_chunks > num_samples) {
fprintf(stderr,
"Cycles warning: more sample chunks (%d) than samples (%d), "
"this will cause some samples to be included in multiple chunks.\n",
num_resumable_chunks,
num_samples);
}
const float num_samples_per_chunk = (float)num_samples / num_resumable_chunks;
float range_start_sample, range_num_samples;
if (current_resumable_chunk != 0) {
/* Single chunk rendering. */
range_start_sample = num_samples_per_chunk * (current_resumable_chunk - 1);
range_num_samples = num_samples_per_chunk;
}
else {
/* Ranged-chunks. */
const int num_chunks = end_resumable_chunk - start_resumable_chunk + 1;
range_start_sample = num_samples_per_chunk * (start_resumable_chunk - 1);
range_num_samples = num_chunks * num_samples_per_chunk;
}
/* Round after doing the multiplications with num_chunks and num_samples_per_chunk
* to allow for many small chunks. */
int rounded_range_start_sample = (int)floor(range_start_sample + 0.5f);
int rounded_range_num_samples = max((int)floor(range_num_samples + 0.5f), 1);
/* Make sure we don't overshoot. */
if (rounded_range_start_sample + rounded_range_num_samples > num_samples) {
rounded_range_num_samples = num_samples - rounded_range_num_samples;
}
VLOG(1) << "Samples range start is " << range_start_sample << ", "
<< "number of samples to render is " << range_num_samples;
scene->integrator->start_sample = rounded_range_start_sample;
scene->integrator->tag_update(scene);
session->tile_manager.range_start_sample = rounded_range_start_sample;
session->tile_manager.range_num_samples = rounded_range_num_samples;
}
void BlenderSession::free_blender_memory_if_possible()
{
if (!background) {
/* During interactive render we can not free anything: attempts to save
* memory would cause things to be allocated and evaluated for every
* updated sample.
*/
return;
}
b_engine.free_blender_memory();
}
CCL_NAMESPACE_END