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blender-archive/intern/cycles/blender/blender_sync.cpp
Lukas Stockner 4cf7fc3b3a Render API/Cycles: Identify Render Passes by their name instead of a type flag
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.

To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.

To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.

From a user perspective, nothing should change with this commit.

Differential Revision: https://developer.blender.org/D2443

Differential Revision: https://developer.blender.org/D2444
2017-05-03 16:44:52 +02:00

824 lines
25 KiB
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/*
* 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 "render/background.h"
#include "render/camera.h"
#include "render/film.h"
#include "render/graph.h"
#include "render/integrator.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/nodes.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/shader.h"
#include "render/curves.h"
#include "device/device.h"
#include "blender/blender_sync.h"
#include "blender/blender_session.h"
#include "blender/blender_util.h"
#include "util/util_debug.h"
#include "util/util_foreach.h"
#include "util/util_opengl.h"
#include "util/util_hash.h"
CCL_NAMESPACE_BEGIN
/* Constructor */
BlenderSync::BlenderSync(BL::RenderEngine& b_engine,
BL::BlendData& b_data,
BL::Scene& b_scene,
Scene *scene,
bool preview,
Progress &progress,
bool is_cpu)
: b_engine(b_engine),
b_data(b_data),
b_scene(b_scene),
shader_map(&scene->shaders),
object_map(&scene->objects),
mesh_map(&scene->meshes),
light_map(&scene->lights),
particle_system_map(&scene->particle_systems),
world_map(NULL),
world_recalc(false),
scene(scene),
preview(preview),
experimental(false),
is_cpu(is_cpu),
dicing_rate(1.0f),
max_subdivisions(12),
progress(progress)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") : RNA_float_get(&cscene, "dicing_rate");
max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
}
BlenderSync::~BlenderSync()
{
}
/* Sync */
bool BlenderSync::sync_recalc()
{
/* sync recalc flags from blender to cycles. actual update is done separate,
* so we can do it later on if doing it immediate is not suitable */
BL::BlendData::materials_iterator b_mat;
bool has_updated_objects = b_data.objects.is_updated();
for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat) {
if(b_mat->is_updated() || (b_mat->node_tree() && b_mat->node_tree().is_updated())) {
shader_map.set_recalc(*b_mat);
}
else {
Shader *shader = shader_map.find(*b_mat);
if(has_updated_objects && shader != NULL && shader->has_object_dependency) {
shader_map.set_recalc(*b_mat);
}
}
}
BL::BlendData::lamps_iterator b_lamp;
for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp)
if(b_lamp->is_updated() || (b_lamp->node_tree() && b_lamp->node_tree().is_updated()))
shader_map.set_recalc(*b_lamp);
bool dicing_prop_changed = false;
if(experimental) {
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
float updated_dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate")
: RNA_float_get(&cscene, "dicing_rate");
if(dicing_rate != updated_dicing_rate) {
dicing_rate = updated_dicing_rate;
dicing_prop_changed = true;
}
int updated_max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
if(max_subdivisions != updated_max_subdivisions) {
max_subdivisions = updated_max_subdivisions;
dicing_prop_changed = true;
}
}
BL::BlendData::objects_iterator b_ob;
for(b_data.objects.begin(b_ob); b_ob != b_data.objects.end(); ++b_ob) {
if(b_ob->is_updated()) {
object_map.set_recalc(*b_ob);
light_map.set_recalc(*b_ob);
}
if(object_is_mesh(*b_ob)) {
if(b_ob->is_updated_data() || b_ob->data().is_updated() ||
(dicing_prop_changed && object_subdivision_type(*b_ob, preview, experimental) != Mesh::SUBDIVISION_NONE))
{
BL::ID key = BKE_object_is_modified(*b_ob)? *b_ob: b_ob->data();
mesh_map.set_recalc(key);
}
}
else if(object_is_light(*b_ob)) {
if(b_ob->is_updated_data() || b_ob->data().is_updated())
light_map.set_recalc(*b_ob);
}
if(b_ob->is_updated_data()) {
BL::Object::particle_systems_iterator b_psys;
for(b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys)
particle_system_map.set_recalc(*b_ob);
}
}
BL::BlendData::meshes_iterator b_mesh;
for(b_data.meshes.begin(b_mesh); b_mesh != b_data.meshes.end(); ++b_mesh) {
if(b_mesh->is_updated()) {
mesh_map.set_recalc(*b_mesh);
}
}
BL::BlendData::worlds_iterator b_world;
for(b_data.worlds.begin(b_world); b_world != b_data.worlds.end(); ++b_world) {
if(world_map == b_world->ptr.data) {
if(b_world->is_updated() ||
(b_world->node_tree() && b_world->node_tree().is_updated()))
{
world_recalc = true;
}
else if(b_world->node_tree() && b_world->use_nodes()) {
Shader *shader = scene->default_background;
if(has_updated_objects && shader->has_object_dependency) {
world_recalc = true;
}
}
}
}
bool recalc =
shader_map.has_recalc() ||
object_map.has_recalc() ||
light_map.has_recalc() ||
mesh_map.has_recalc() ||
particle_system_map.has_recalc() ||
BlendDataObjects_is_updated_get(&b_data.ptr) ||
world_recalc;
return recalc;
}
void BlenderSync::sync_data(BL::RenderSettings& b_render,
BL::SpaceView3D& b_v3d,
BL::Object& b_override,
int width, int height,
void **python_thread_state,
const char *layer)
{
sync_render_layers(b_v3d, layer);
sync_integrator();
sync_film();
sync_shaders();
sync_images();
sync_curve_settings();
mesh_synced.clear(); /* use for objects and motion sync */
if(scene->need_motion() == Scene::MOTION_PASS ||
scene->need_motion() == Scene::MOTION_NONE ||
scene->camera->motion_position == Camera::MOTION_POSITION_CENTER)
{
sync_objects();
}
sync_motion(b_render,
b_override,
width, height,
python_thread_state);
mesh_synced.clear();
}
/* Integrator */
void BlenderSync::sync_integrator()
{
#ifdef __CAMERA_MOTION__
BL::RenderSettings r = b_scene.render();
#endif
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
experimental = (get_enum(cscene, "feature_set") != 0);
Integrator *integrator = scene->integrator;
Integrator previntegrator = *integrator;
integrator->min_bounce = get_int(cscene, "min_bounces");
integrator->max_bounce = get_int(cscene, "max_bounces");
integrator->max_diffuse_bounce = get_int(cscene, "diffuse_bounces");
integrator->max_glossy_bounce = get_int(cscene, "glossy_bounces");
integrator->max_transmission_bounce = get_int(cscene, "transmission_bounces");
integrator->max_volume_bounce = get_int(cscene, "volume_bounces");
integrator->transparent_max_bounce = get_int(cscene, "transparent_max_bounces");
integrator->transparent_min_bounce = get_int(cscene, "transparent_min_bounces");
integrator->transparent_shadows = get_boolean(cscene, "use_transparent_shadows");
integrator->volume_max_steps = get_int(cscene, "volume_max_steps");
integrator->volume_step_size = get_float(cscene, "volume_step_size");
integrator->caustics_reflective = get_boolean(cscene, "caustics_reflective");
integrator->caustics_refractive = get_boolean(cscene, "caustics_refractive");
integrator->filter_glossy = get_float(cscene, "blur_glossy");
integrator->seed = get_int(cscene, "seed");
if(get_boolean(cscene, "use_animated_seed")) {
integrator->seed = hash_int_2d(b_scene.frame_current(),
get_int(cscene, "seed"));
if(b_scene.frame_subframe() != 0.0f) {
/* TODO(sergey): Ideally should be some sort of hash_merge,
* but this is good enough for now.
*/
integrator->seed += hash_int_2d((int)(b_scene.frame_subframe() * (float)INT_MAX),
get_int(cscene, "seed"));
}
}
integrator->sampling_pattern = (SamplingPattern)get_enum(
cscene,
"sampling_pattern",
SAMPLING_NUM_PATTERNS,
SAMPLING_PATTERN_SOBOL);
integrator->sample_clamp_direct = get_float(cscene, "sample_clamp_direct");
integrator->sample_clamp_indirect = get_float(cscene, "sample_clamp_indirect");
#ifdef __CAMERA_MOTION__
if(!preview) {
if(integrator->motion_blur != r.use_motion_blur()) {
scene->object_manager->tag_update(scene);
scene->camera->tag_update();
}
integrator->motion_blur = r.use_motion_blur();
}
#endif
integrator->method = (Integrator::Method)get_enum(cscene,
"progressive",
Integrator::NUM_METHODS,
Integrator::PATH);
integrator->sample_all_lights_direct = get_boolean(cscene, "sample_all_lights_direct");
integrator->sample_all_lights_indirect = get_boolean(cscene, "sample_all_lights_indirect");
integrator->light_sampling_threshold = get_float(cscene, "light_sampling_threshold");
int diffuse_samples = get_int(cscene, "diffuse_samples");
int glossy_samples = get_int(cscene, "glossy_samples");
int transmission_samples = get_int(cscene, "transmission_samples");
int ao_samples = get_int(cscene, "ao_samples");
int mesh_light_samples = get_int(cscene, "mesh_light_samples");
int subsurface_samples = get_int(cscene, "subsurface_samples");
int volume_samples = get_int(cscene, "volume_samples");
if(get_boolean(cscene, "use_square_samples")) {
integrator->diffuse_samples = diffuse_samples * diffuse_samples;
integrator->glossy_samples = glossy_samples * glossy_samples;
integrator->transmission_samples = transmission_samples * transmission_samples;
integrator->ao_samples = ao_samples * ao_samples;
integrator->mesh_light_samples = mesh_light_samples * mesh_light_samples;
integrator->subsurface_samples = subsurface_samples * subsurface_samples;
integrator->volume_samples = volume_samples * volume_samples;
}
else {
integrator->diffuse_samples = diffuse_samples;
integrator->glossy_samples = glossy_samples;
integrator->transmission_samples = transmission_samples;
integrator->ao_samples = ao_samples;
integrator->mesh_light_samples = mesh_light_samples;
integrator->subsurface_samples = subsurface_samples;
integrator->volume_samples = volume_samples;
}
if(b_scene.render().use_simplify()) {
if(preview) {
integrator->ao_bounces = get_int(cscene, "ao_bounces");
}
else {
integrator->ao_bounces = get_int(cscene, "ao_bounces_render");
}
}
if(integrator->modified(previntegrator))
integrator->tag_update(scene);
}
/* Film */
void BlenderSync::sync_film()
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
Film *film = scene->film;
Film prevfilm = *film;
film->exposure = get_float(cscene, "film_exposure");
film->filter_type = (FilterType)get_enum(cscene,
"pixel_filter_type",
FILTER_NUM_TYPES,
FILTER_BLACKMAN_HARRIS);
film->filter_width = (film->filter_type == FILTER_BOX)? 1.0f: get_float(cscene, "filter_width");
if(b_scene.world()) {
BL::WorldMistSettings b_mist = b_scene.world().mist_settings();
film->mist_start = b_mist.start();
film->mist_depth = b_mist.depth();
switch(b_mist.falloff()) {
case BL::WorldMistSettings::falloff_QUADRATIC:
film->mist_falloff = 2.0f;
break;
case BL::WorldMistSettings::falloff_LINEAR:
film->mist_falloff = 1.0f;
break;
case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
film->mist_falloff = 0.5f;
break;
}
}
if(film->modified(prevfilm))
film->tag_update(scene);
}
/* Render Layer */
void BlenderSync::sync_render_layers(BL::SpaceView3D& b_v3d, const char *layer)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
string layername;
/* 3d view */
if(b_v3d) {
if(RNA_boolean_get(&cscene, "preview_active_layer")) {
BL::RenderLayers layers(b_scene.render().ptr);
layername = layers.active().name();
layer = layername.c_str();
}
else {
render_layer.scene_layer = get_layer(b_v3d.layers(), b_v3d.layers_local_view());
render_layer.layer = render_layer.scene_layer;
render_layer.exclude_layer = 0;
render_layer.holdout_layer = 0;
render_layer.material_override = PointerRNA_NULL;
render_layer.use_background_shader = true;
render_layer.use_background_ao = true;
render_layer.use_hair = true;
render_layer.use_surfaces = true;
render_layer.use_viewport_visibility = true;
render_layer.samples = 0;
render_layer.bound_samples = false;
return;
}
}
/* render layer */
BL::RenderSettings r = b_scene.render();
BL::RenderSettings::layers_iterator b_rlay;
int use_layer_samples = get_enum(cscene, "use_layer_samples");
bool first_layer = true;
uint layer_override = get_layer(b_engine.layer_override());
uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers());
for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
render_layer.name = b_rlay->name();
render_layer.holdout_layer = get_layer(b_rlay->layers_zmask());
render_layer.exclude_layer = get_layer(b_rlay->layers_exclude());
render_layer.scene_layer = scene_layers & ~render_layer.exclude_layer;
render_layer.scene_layer |= render_layer.exclude_layer & render_layer.holdout_layer;
render_layer.layer = get_layer(b_rlay->layers());
render_layer.layer |= render_layer.holdout_layer;
render_layer.material_override = b_rlay->material_override();
render_layer.use_background_shader = b_rlay->use_sky();
render_layer.use_background_ao = b_rlay->use_ao();
render_layer.use_surfaces = b_rlay->use_solid();
render_layer.use_hair = b_rlay->use_strand();
render_layer.use_viewport_visibility = false;
render_layer.bound_samples = (use_layer_samples == 1);
if(use_layer_samples != 2) {
int samples = b_rlay->samples();
if(get_boolean(cscene, "use_square_samples"))
render_layer.samples = samples * samples;
else
render_layer.samples = samples;
}
}
first_layer = false;
}
}
/* Images */
void BlenderSync::sync_images()
{
/* Sync is a convention for this API, but currently it frees unused buffers. */
const bool is_interface_locked = b_engine.render() &&
b_engine.render().use_lock_interface();
if(is_interface_locked == false && BlenderSession::headless == false) {
/* If interface is not locked, it's possible image is needed for
* the display.
*/
return;
}
/* Free buffers used by images which are not needed for render. */
BL::BlendData::images_iterator b_image;
for(b_data.images.begin(b_image);
b_image != b_data.images.end();
++b_image)
{
/* TODO(sergey): Consider making it an utility function to check
* whether image is considered builtin.
*/
const bool is_builtin = b_image->packed_file() ||
b_image->source() == BL::Image::source_GENERATED ||
b_image->source() == BL::Image::source_MOVIE ||
b_engine.is_preview();
if(is_builtin == false) {
b_image->buffers_free();
}
/* TODO(sergey): Free builtin images not used by any shader. */
}
}
/* Passes */
PassType BlenderSync::get_pass_type(BL::RenderPass& b_pass)
{
string name = b_pass.name();
#define MAP_PASS(passname, passtype) if(name == passname) return passtype;
/* NOTE: Keep in sync with defined names from DNA_scene_types.h */
MAP_PASS("Combined", PASS_COMBINED);
MAP_PASS("Depth", PASS_DEPTH);
MAP_PASS("Mist", PASS_MIST);
MAP_PASS("Normal", PASS_NORMAL);
MAP_PASS("IndexOB", PASS_OBJECT_ID);
MAP_PASS("UV", PASS_UV);
MAP_PASS("Vector", PASS_MOTION);
MAP_PASS("IndexMA", PASS_MATERIAL_ID);
MAP_PASS("DiffDir", PASS_DIFFUSE_DIRECT);
MAP_PASS("GlossDir", PASS_GLOSSY_DIRECT);
MAP_PASS("TransDir", PASS_TRANSMISSION_DIRECT);
MAP_PASS("SubsurfaceDir", PASS_SUBSURFACE_DIRECT);
MAP_PASS("DiffInd", PASS_DIFFUSE_INDIRECT);
MAP_PASS("GlossInd", PASS_GLOSSY_INDIRECT);
MAP_PASS("TransInd", PASS_TRANSMISSION_INDIRECT);
MAP_PASS("SubsurfaceInd", PASS_SUBSURFACE_INDIRECT);
MAP_PASS("DiffCol", PASS_DIFFUSE_COLOR);
MAP_PASS("GlossCol", PASS_GLOSSY_COLOR);
MAP_PASS("TransCol", PASS_TRANSMISSION_COLOR);
MAP_PASS("SubsurfaceCol", PASS_SUBSURFACE_COLOR);
MAP_PASS("Emit", PASS_EMISSION);
MAP_PASS("Env", PASS_BACKGROUND);
MAP_PASS("AO", PASS_AO);
MAP_PASS("Shadow", PASS_SHADOW);
#ifdef __KERNEL_DEBUG__
MAP_PASS("Debug BVH Traversed Nodes", PASS_BVH_TRAVERSED_NODES);
MAP_PASS("Debug BVH Traversed Instances", PASS_BVH_TRAVERSED_INSTANCES);
MAP_PASS("Debug BVH Intersections", PASS_BVH_INTERSECTIONS);
MAP_PASS("Debug Ray Bounces", PASS_RAY_BOUNCES);
#endif
#undef MAP_PASS
return PASS_NONE;
}
array<Pass> BlenderSync::sync_render_passes(BL::RenderLayer& b_rlay,
BL::SceneRenderLayer& b_srlay)
{
array<Pass> passes;
Pass::add(PASS_COMBINED, passes);
/* loop over passes */
BL::RenderLayer::passes_iterator b_pass_iter;
for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
BL::RenderPass b_pass(*b_pass_iter);
PassType pass_type = get_pass_type(b_pass);
if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
continue;
if(pass_type != PASS_NONE)
Pass::add(pass_type, passes);
}
#ifdef __KERNEL_DEBUG__
PointerRNA crp = RNA_pointer_get(&b_srlay.ptr, "cycles");
if(get_boolean(crp, "pass_debug_bvh_traversed_nodes")) {
b_engine.add_pass("Debug BVH Traversed Nodes", 1, "X", b_srlay.name().c_str());
Pass::add(PASS_BVH_TRAVERSED_NODES, passes);
}
if(get_boolean(crp, "pass_debug_bvh_traversed_instances")) {
b_engine.add_pass("Debug BVH Traversed Instances", 1, "X", b_srlay.name().c_str());
Pass::add(PASS_BVH_TRAVERSED_INSTANCES, passes);
}
if(get_boolean(crp, "pass_debug_bvh_intersections")) {
b_engine.add_pass("Debug BVH Intersections", 1, "X", b_srlay.name().c_str());
Pass::add(PASS_BVH_INTERSECTIONS, passes);
}
if(get_boolean(crp, "pass_debug_ray_bounces")) {
b_engine.add_pass("Debug Ray Bounces", 1, "X", b_srlay.name().c_str());
Pass::add(PASS_RAY_BOUNCES, passes);
}
#endif
return passes;
}
/* Scene Parameters */
SceneParams BlenderSync::get_scene_params(BL::Scene& b_scene,
bool background,
bool is_cpu)
{
BL::RenderSettings r = b_scene.render();
SceneParams params;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
if(shadingsystem == 0)
params.shadingsystem = SHADINGSYSTEM_SVM;
else if(shadingsystem == 1)
params.shadingsystem = SHADINGSYSTEM_OSL;
if(background)
params.bvh_type = SceneParams::BVH_STATIC;
else
params.bvh_type = (SceneParams::BVHType)get_enum(
cscene,
"debug_bvh_type",
SceneParams::BVH_NUM_TYPES,
SceneParams::BVH_STATIC);
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
params.use_bvh_unaligned_nodes = RNA_boolean_get(&cscene, "debug_use_hair_bvh");
params.num_bvh_time_steps = RNA_int_get(&cscene, "debug_bvh_time_steps");
if(background && params.shadingsystem != SHADINGSYSTEM_OSL)
params.persistent_data = r.use_persistent_data();
else
params.persistent_data = false;
int texture_limit;
if(background) {
texture_limit = RNA_enum_get(&cscene, "texture_limit_render");
}
else {
texture_limit = RNA_enum_get(&cscene, "texture_limit");
}
if(texture_limit > 0 && b_scene.render().use_simplify()) {
params.texture_limit = 1 << (texture_limit + 6);
}
else {
params.texture_limit = 0;
}
#if !(defined(__GNUC__) && (defined(i386) || defined(_M_IX86)))
if(is_cpu) {
params.use_qbvh = DebugFlags().cpu.qbvh && system_cpu_support_sse2();
}
else
#endif
{
params.use_qbvh = false;
}
return params;
}
/* Session Parameters */
bool BlenderSync::get_session_pause(BL::Scene& b_scene, bool background)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
return (background)? false: get_boolean(cscene, "preview_pause");
}
SessionParams BlenderSync::get_session_params(BL::RenderEngine& b_engine,
BL::UserPreferences& b_userpref,
BL::Scene& b_scene,
bool background)
{
SessionParams params;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
/* feature set */
params.experimental = (get_enum(cscene, "feature_set") != 0);
/* device type */
vector<DeviceInfo>& devices = Device::available_devices();
/* device default CPU */
foreach(DeviceInfo& device, devices) {
if(device.type == DEVICE_CPU) {
params.device = device;
break;
}
}
if(get_enum(cscene, "device") == 2) {
/* find network device */
foreach(DeviceInfo& info, devices)
if(info.type == DEVICE_NETWORK)
params.device = info;
}
else if(get_enum(cscene, "device") == 1) {
PointerRNA b_preferences;
BL::UserPreferences::addons_iterator b_addon_iter;
for(b_userpref.addons.begin(b_addon_iter); b_addon_iter != b_userpref.addons.end(); ++b_addon_iter) {
if(b_addon_iter->module() == "cycles") {
b_preferences = b_addon_iter->preferences().ptr;
break;
}
}
int compute_device = get_enum(b_preferences, "compute_device_type");
if(compute_device != 0) {
vector<DeviceInfo> used_devices;
RNA_BEGIN(&b_preferences, device, "devices") {
if(get_enum(device, "type") == compute_device && get_boolean(device, "use")) {
string id = get_string(device, "id");
foreach(DeviceInfo& info, devices) {
if(info.id == id) {
used_devices.push_back(info);
break;
}
}
}
} RNA_END
if(used_devices.size() == 1) {
params.device = used_devices[0];
}
else if(used_devices.size() > 1) {
params.device = Device::get_multi_device(used_devices);
}
/* Else keep using the CPU device that was set before. */
}
}
/* Background */
params.background = background;
/* samples */
int samples = get_int(cscene, "samples");
int aa_samples = get_int(cscene, "aa_samples");
int preview_samples = get_int(cscene, "preview_samples");
int preview_aa_samples = get_int(cscene, "preview_aa_samples");
if(get_boolean(cscene, "use_square_samples")) {
aa_samples = aa_samples * aa_samples;
preview_aa_samples = preview_aa_samples * preview_aa_samples;
samples = samples * samples;
preview_samples = preview_samples * preview_samples;
}
if(get_enum(cscene, "progressive") == 0) {
if(background) {
params.samples = aa_samples;
}
else {
params.samples = preview_aa_samples;
if(params.samples == 0)
params.samples = INT_MAX;
}
}
else {
if(background) {
params.samples = samples;
}
else {
params.samples = preview_samples;
if(params.samples == 0)
params.samples = INT_MAX;
}
}
/* tiles */
if(params.device.type != DEVICE_CPU && !background) {
/* currently GPU could be much slower than CPU when using tiles,
* still need to be investigated, but meanwhile make it possible
* to work in viewport smoothly
*/
int debug_tile_size = get_int(cscene, "debug_tile_size");
params.tile_size = make_int2(debug_tile_size, debug_tile_size);
}
else {
int tile_x = b_engine.tile_x();
int tile_y = b_engine.tile_y();
params.tile_size = make_int2(tile_x, tile_y);
}
if((BlenderSession::headless == false) && background) {
params.tile_order = (TileOrder)get_enum(cscene, "tile_order");
}
else {
params.tile_order = TILE_BOTTOM_TO_TOP;
}
params.start_resolution = get_int(cscene, "preview_start_resolution");
/* other parameters */
if(b_scene.render().threads_mode() == BL::RenderSettings::threads_mode_FIXED)
params.threads = b_scene.render().threads();
else
params.threads = 0;
params.cancel_timeout = (double)get_float(cscene, "debug_cancel_timeout");
params.reset_timeout = (double)get_float(cscene, "debug_reset_timeout");
params.text_timeout = (double)get_float(cscene, "debug_text_timeout");
params.progressive_refine = get_boolean(cscene, "use_progressive_refine");
if(background) {
if(params.progressive_refine)
params.progressive = true;
else
params.progressive = false;
params.start_resolution = INT_MAX;
}
else
params.progressive = true;
/* shading system - scene level needs full refresh */
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
if(shadingsystem == 0)
params.shadingsystem = SHADINGSYSTEM_SVM;
else if(shadingsystem == 1)
params.shadingsystem = SHADINGSYSTEM_OSL;
/* color managagement */
#ifdef GLEW_MX
/* When using GLEW MX we need to check whether we've got an OpenGL
* context for current window. This is because command line rendering
* doesn't have OpenGL context actually.
*/
if(glewGetContext() != NULL)
#endif
{
params.display_buffer_linear = GLEW_ARB_half_float_pixel &&
b_engine.support_display_space_shader(b_scene);
}
if(b_engine.is_preview()) {
/* For preview rendering we're using same timeout as
* blender's job update.
*/
params.progressive_update_timeout = 0.1;
}
return params;
}
CCL_NAMESPACE_END