Leading to excessive memory usage compared to Blender 2.93. There's still some avoidable memory usage remaining, due to the full float buffer in the new image editor drawing and not loading the cached EXR from disk in tiles. Main difficulty was handling multi-image baking and disk caches, which is solved by associating a unique layer name with each image so it can be matched when reading back the image from the disk. Also some minor header changes to be able to use RE_MAXNAME in RE_bake.h.
293 lines
10 KiB
C++
293 lines
10 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2006 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup render
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*/
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#pragma once
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#include "DNA_listBase.h"
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#include "DNA_node_types.h"
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#include "DNA_scene_types.h"
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#include "RE_bake.h"
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#include "RNA_types.h"
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#include "BLI_threads.h"
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struct BakeTargets;
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struct BakePixel;
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struct Depsgraph;
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struct Main;
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struct Object;
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struct Render;
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struct RenderData;
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struct RenderEngine;
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struct RenderEngineType;
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struct RenderLayer;
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struct RenderPass;
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struct RenderResult;
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struct ReportList;
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struct Scene;
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struct ViewLayer;
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struct bNode;
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struct bNodeTree;
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* External Engine */
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/** #RenderEngineType.flag */
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#define RE_INTERNAL 1
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/* #define RE_FLAG_DEPRECATED 2 */
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#define RE_USE_PREVIEW 4
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#define RE_USE_POSTPROCESS 8
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#define RE_USE_EEVEE_VIEWPORT 16
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/* #define RE_USE_SAVE_BUFFERS_DEPRECATED 32 */
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#define RE_USE_SHADING_NODES_CUSTOM 64
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#define RE_USE_SPHERICAL_STEREO 128
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#define RE_USE_STEREO_VIEWPORT 256
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#define RE_USE_GPU_CONTEXT 512
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#define RE_USE_CUSTOM_FREESTYLE 1024
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#define RE_USE_NO_IMAGE_SAVE 2048
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#define RE_USE_ALEMBIC_PROCEDURAL 4096
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/** #RenderEngine.flag */
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#define RE_ENGINE_ANIMATION 1
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#define RE_ENGINE_PREVIEW 2
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#define RE_ENGINE_DO_DRAW 4
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#define RE_ENGINE_DO_UPDATE 8
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#define RE_ENGINE_RENDERING 16
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#define RE_ENGINE_HIGHLIGHT_TILES 32
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#define RE_ENGINE_CAN_DRAW 64
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extern ListBase R_engines;
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typedef struct RenderEngineType {
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struct RenderEngineType *next, *prev;
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/* type info */
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char idname[64]; /* best keep the same size as BKE_ST_MAXNAME. */
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char name[64];
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int flag;
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void (*update)(struct RenderEngine *engine, struct Main *bmain, struct Depsgraph *depsgraph);
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void (*render)(struct RenderEngine *engine, struct Depsgraph *depsgraph);
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/* Offline rendering is finished - no more view layers will be rendered.
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*
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* All the pending data is to be communicated from the engine back to Blender. In a possibly
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* most memory-efficient manner (engine might free its database before making Blender to allocate
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* full-frame render result). */
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void (*render_frame_finish)(struct RenderEngine *engine);
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void (*draw)(struct RenderEngine *engine,
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const struct bContext *context,
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struct Depsgraph *depsgraph);
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void (*bake)(struct RenderEngine *engine,
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struct Depsgraph *depsgraph,
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struct Object *object,
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int pass_type,
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int pass_filter,
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int width,
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int height);
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void (*view_update)(struct RenderEngine *engine,
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const struct bContext *context,
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struct Depsgraph *depsgraph);
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void (*view_draw)(struct RenderEngine *engine,
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const struct bContext *context,
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struct Depsgraph *depsgraph);
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void (*update_script_node)(struct RenderEngine *engine,
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struct bNodeTree *ntree,
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struct bNode *node);
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void (*update_render_passes)(struct RenderEngine *engine,
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struct Scene *scene,
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struct ViewLayer *view_layer);
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struct DrawEngineType *draw_engine;
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/* RNA integration */
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ExtensionRNA rna_ext;
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} RenderEngineType;
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typedef void (*update_render_passes_cb_t)(void *userdata,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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const char *name,
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int channels,
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const char *chanid,
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eNodeSocketDatatype type);
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typedef struct RenderEngine {
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RenderEngineType *type;
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void *py_instance;
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int flag;
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struct Object *camera_override;
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unsigned int layer_override;
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struct Render *re;
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ListBase fullresult;
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char text[512]; /* IMA_MAX_RENDER_TEXT */
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int resolution_x, resolution_y;
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struct ReportList *reports;
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struct {
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const struct BakeTargets *targets;
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const struct BakePixel *pixels;
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float *result;
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int image_id;
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int object_id;
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} bake;
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/* Depsgraph */
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struct Depsgraph *depsgraph;
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bool has_grease_pencil;
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/* callback for render pass query */
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ThreadMutex update_render_passes_mutex;
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update_render_passes_cb_t update_render_passes_cb;
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void *update_render_passes_data;
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/* GPU context. */
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void *gpu_context;
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ThreadMutex gpu_context_mutex;
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bool use_drw_render_context;
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} RenderEngine;
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RenderEngine *RE_engine_create(RenderEngineType *type);
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void RE_engine_free(RenderEngine *engine);
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/**
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* Loads in image into a result, size must match
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* x/y offsets are only used on a partial copy when dimensions don't match.
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*/
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void RE_layer_load_from_file(
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struct RenderLayer *layer, struct ReportList *reports, const char *filepath, int x, int y);
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void RE_result_load_from_file(struct RenderResult *result,
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struct ReportList *reports,
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const char *filepath);
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struct RenderResult *RE_engine_begin_result(
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RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname);
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void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result);
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void RE_engine_add_pass(RenderEngine *engine,
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const char *name,
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int channels,
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const char *chan_id,
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const char *layername);
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void RE_engine_end_result(RenderEngine *engine,
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struct RenderResult *result,
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bool cancel,
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bool highlight,
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bool merge_results);
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struct RenderResult *RE_engine_get_result(struct RenderEngine *engine);
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struct RenderPass *RE_engine_pass_by_index_get(struct RenderEngine *engine,
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const char *layer_name,
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int index);
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const char *RE_engine_active_view_get(RenderEngine *engine);
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void RE_engine_active_view_set(RenderEngine *engine, const char *viewname);
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float RE_engine_get_camera_shift_x(RenderEngine *engine,
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struct Object *camera,
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bool use_spherical_stereo);
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void RE_engine_get_camera_model_matrix(RenderEngine *engine,
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struct Object *camera,
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bool use_spherical_stereo,
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float r_modelmat[16]);
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bool RE_engine_get_spherical_stereo(RenderEngine *engine, struct Object *camera);
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bool RE_engine_test_break(RenderEngine *engine);
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void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info);
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void RE_engine_update_progress(RenderEngine *engine, float progress);
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void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak);
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void RE_engine_report(RenderEngine *engine, int type, const char *msg);
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void RE_engine_set_error_message(RenderEngine *engine, const char *msg);
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bool RE_engine_render(struct Render *re, bool do_all);
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bool RE_engine_is_external(const struct Render *re);
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void RE_engine_frame_set(struct RenderEngine *engine, int frame, float subframe);
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void RE_engine_update_render_passes(struct RenderEngine *engine,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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update_render_passes_cb_t callback,
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void *callback_data);
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void RE_engine_register_pass(struct RenderEngine *engine,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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const char *name,
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int channels,
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const char *chanid,
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eNodeSocketDatatype type);
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bool RE_engine_use_persistent_data(struct RenderEngine *engine);
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struct RenderEngine *RE_engine_get(const struct Render *re);
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/* Acquire render engine for drawing via its `draw()` callback.
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*
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* If drawing is not possible false is returned. If drawing is possible then the engine is
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* "acquired" so that it can not be freed by the render pipeline.
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*
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* Drawing is possible if the engine has the `draw()` callback and it is in its `render()`
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* callback. */
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bool RE_engine_draw_acquire(struct Render *re);
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void RE_engine_draw_release(struct Render *re);
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/* GPU context for engine to create and update GPU resources in its own thread,
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* without blocking the main thread. Used by Cycles' display driver to create
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* display textures. */
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bool RE_engine_gpu_context_create(struct RenderEngine *engine);
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void RE_engine_gpu_context_destroy(struct RenderEngine *engine);
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bool RE_engine_gpu_context_enable(struct RenderEngine *engine);
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void RE_engine_gpu_context_disable(struct RenderEngine *engine);
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void RE_engine_gpu_context_lock(struct RenderEngine *engine);
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void RE_engine_gpu_context_unlock(struct RenderEngine *engine);
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/* Engine Types */
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void RE_engines_init(void);
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void RE_engines_init_experimental(void);
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void RE_engines_exit(void);
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void RE_engines_register(RenderEngineType *render_type);
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bool RE_engine_is_opengl(RenderEngineType *render_type);
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/**
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* Return true if the RenderEngineType has native support for direct loading of Alembic data. For
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* Cycles, this also checks that the experimental feature set is enabled.
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*/
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bool RE_engine_supports_alembic_procedural(const RenderEngineType *render_type, Scene *scene);
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RenderEngineType *RE_engines_find(const char *idname);
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rcti *RE_engine_get_current_tiles(struct Render *re, int *r_total_tiles, bool *r_needs_free);
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struct RenderData *RE_engine_get_render_data(struct Render *re);
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void RE_bake_engine_set_engine_parameters(struct Render *re,
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struct Main *bmain,
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struct Scene *scene);
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void RE_engine_free_blender_memory(struct RenderEngine *engine);
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void RE_engine_tile_highlight_set(
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struct RenderEngine *engine, int x, int y, int width, int height, bool highlight);
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void RE_engine_tile_highlight_clear_all(struct RenderEngine *engine);
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#ifdef __cplusplus
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}
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#endif
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