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blender-archive/intern/cycles/blender/session.cpp
Sergey Sharybin 20cb2c72a5 Fix second render failure with Cycles persistent data
The issue was caused by the recent changes in the way how the
render result is drawn: the display driver now could hold an
OpenGL resources. Those resources are not shared across contexts
so whenever OpenGL context is destroyed those resources are to
be destroyed as well (and not attempted to be re-used for a next
render).

Do such destruction and entire driver re-creation since it does
simplifies things from API usage point of view without causing
measurable slowdown.

Steps to reproduce the issue:
- Set the render resolution to 2x of Full HD
- Enable persistent data
- Render (F12)
- Render again

Observe OpenGL state being corrupted. Easy to see in debug mode
where IMM abstraction level reports issues about the buffer size
not being the proper size. This was caused by the display driver
trying to use VAO from the previous OpenGL context.

Differential Revision: https://developer.blender.org/D13789
2022-01-10 16:53:44 +01:00

1034 lines
32 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 "scene/background.h"
#include "scene/camera.h"
#include "scene/colorspace.h"
#include "scene/film.h"
#include "scene/integrator.h"
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/stats.h"
#include "session/buffers.h"
#include "session/session.h"
#include "util/algorithm.h"
#include "util/color.h"
#include "util/foreach.h"
#include "util/function.h"
#include "util/hash.h"
#include "util/log.h"
#include "util/murmurhash.h"
#include "util/path.h"
#include "util/progress.h"
#include "util/time.h"
#include "blender/display_driver.h"
#include "blender/output_driver.h"
#include "blender/session.h"
#include "blender/sync.h"
#include "blender/util.h"
CCL_NAMESPACE_BEGIN
DeviceTypeMask BlenderSession::device_override = DEVICE_MASK_ALL;
bool BlenderSession::headless = false;
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),
scene(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),
use_developer_ui(false)
{
/* 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),
scene(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),
use_developer_ui(b_userpref.experimental().use_cycles_debug() &&
b_userpref.view().show_developer_ui())
{
/* 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_session()
{
const SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
const SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
const bool session_pause = BlenderSync::get_session_pause(b_scene, background);
/* reset status/progress */
last_status = "";
last_error = "";
last_progress = -1.0;
start_resize_time = 0.0;
/* create session */
session = new Session(session_params, scene_params);
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 = session->scene;
scene->name = b_scene.name();
/* create sync */
sync = new BlenderSync(
b_engine, b_data, b_scene, scene, !background, use_developer_ui, 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 */
const BufferParams buffer_params = BlenderSync::get_buffer_params(
b_v3d, b_rv3d, scene->camera, width, height);
session->reset(session_params, buffer_params);
/* Viewport and preview (as in, material preview) does not do tiled rendering, so can inform
* engine that no tracking of the tiles state is needed.
* The offline rendering will make a decision when tile is being written. The penalty of asking
* the engine to keep track of tiles state is minimal, so there is nothing to worry about here
* about possible single-tiled final render. */
if (!b_engine.is_preview() && !b_v3d) {
b_engine.use_highlight_tiles(true);
}
}
void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsgraph)
{
/* Update data, scene and depsgraph pointers. These can change after undo. */
this->b_data = b_data;
this->b_depsgraph = b_depsgraph;
this->b_scene = b_depsgraph.scene_eval();
if (sync) {
sync->reset(this->b_data, this->b_scene);
}
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);
}
bool is_new_session = (session == NULL);
if (is_new_session) {
/* Initialize session and remember it was just created so not to
* re-create it below.
*/
create_session();
}
if (b_v3d) {
/* NOTE: We need to create session, but all the code from below
* will make viewport render to stuck on initialization.
*/
return;
}
const SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
const SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
if (scene->params.modified(scene_params) || session->params.modified(session_params) ||
!this->b_render.use_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
*/
if (!is_new_session) {
free_session();
create_session();
}
return;
}
session->progress.reset();
/* 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;
if (is_new_session) {
/* Sync object should be re-created for new scene. */
delete sync;
sync = new BlenderSync(
b_engine, b_data, b_scene, scene, !background, use_developer_ui, session->progress);
}
else {
/* Sync recalculations to do just the required updates. */
sync->sync_recalc(b_depsgraph, b_v3d);
}
BL::Object b_camera_override(b_engine.camera_override());
sync->sync_camera(b_render, b_camera_override, width, height, "");
BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL);
BL::RegionView3D b_null_region_view3d(PointerRNA_NULL);
const BufferParams buffer_params = BlenderSync::get_buffer_params(
b_null_space_view3d, b_null_region_view3d, scene->camera, width, height);
session->reset(session_params, buffer_params);
/* reset time */
start_resize_time = 0.0;
{
thread_scoped_lock lock(draw_state_.mutex);
draw_state_.last_pass_index = -1;
}
}
void BlenderSession::free_session()
{
if (session) {
session->cancel(true);
}
delete sync;
sync = nullptr;
delete session;
session = nullptr;
display_driver_ = nullptr;
}
void BlenderSession::full_buffer_written(string_view filename)
{
full_buffer_files_.emplace_back(filename);
}
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. */
/* TODO(sergey): Need to bring this information back. */
#if 0
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());
}
#endif
/* Write cryptomatte metadata. */
if (scene->film->get_cryptomatte_passes() & CRYPT_OBJECT) {
add_cryptomatte_layer(b_rr,
view_layer_name + ".CryptoObject",
scene->object_manager->get_cryptomatte_objects(scene));
}
if (scene->film->get_cryptomatte_passes() & CRYPT_MATERIAL) {
add_cryptomatte_layer(b_rr,
view_layer_name + ".CryptoMaterial",
scene->shader_manager->get_cryptomatte_materials(scene));
}
if (scene->film->get_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_;
if (session->progress.get_cancel()) {
update_status_progress();
return;
}
/* Create driver to write out render results. */
ensure_display_driver_if_needed();
session->set_output_driver(make_unique<BlenderOutputDriver>(b_engine));
session->full_buffer_written_cb = [&](string_view filename) { full_buffer_written(filename); };
BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
/* get buffer parameters */
const SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
BufferParams buffer_params = BlenderSync::get_buffer_params(
b_v3d, b_rv3d, scene->camera, width, height);
/* temporary render result to find needed passes and views */
BL::RenderResult b_rr = b_engine.begin_result(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;
{
thread_scoped_lock lock(draw_state_.mutex);
b_rlay_name = b_view_layer.name();
/* Signal that the display pass is to be updated. */
draw_state_.last_pass_index = -1;
}
/* Compute render passes and film settings. */
sync->sync_render_passes(b_rlay, b_view_layer);
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();
buffer_params.layer = b_view_layer.name();
buffer_params.view = b_rview_name;
/* set the current view */
b_engine.active_view_set(b_rview_name.c_str());
/* Force update in this case, since the camera transform on each frame changes
* in different views. This could be optimized by somehow storing the animated
* camera transforms separate from the fixed stereo transform. */
if ((scene->need_motion() != Scene::MOTION_NONE) && view_index > 0) {
sync->tag_update();
}
/* 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) {
int seed = scene->integrator->get_seed();
seed += hash_uint2(seed, hash_uint2(view_index * 0xdeadbeef, 0));
scene->integrator->set_seed(seed);
}
/* Update number of samples per layer. */
const int samples = sync->get_layer_samples();
const bool bound_samples = sync->get_layer_bound_samples();
SessionParams effective_session_params = session_params;
if (samples != 0 && (!bound_samples || (samples < session_params.samples))) {
effective_session_params.samples = samples;
}
/* Update session itself. */
session->reset(effective_session_params, buffer_params);
/* render */
if (!b_engine.is_preview() && background && print_render_stats) {
scene->enable_update_stats();
}
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 */
b_engine.end_result(b_rr, true, false, false);
/* When tiled rendering is used there will be no "write" done for the tile. Forcefully clear
* highlighted tiles now, so that the highlight will be removed while processing full frame from
* file. */
b_engine.tile_highlight_clear_all();
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;
}
void BlenderSession::render_frame_finish()
{
/* Processing of all layers and views is done. Clear the strings so that we can communicate
* progress about reading files and denoising them. */
b_rlay_name = "";
b_rview_name = "";
if (!b_render.use_persistent_data()) {
/* Free the sync object so that it can properly dereference nodes from the scene graph before
* the graph is freed. */
delete sync;
sync = nullptr;
session->device_free();
}
for (string_view filename : full_buffer_files_) {
session->process_full_buffer_from_disk(filename);
if (check_and_report_session_error()) {
break;
}
}
for (string_view filename : full_buffer_files_) {
path_remove(filename);
}
/* Clear output driver. */
session->set_output_driver(nullptr);
session->full_buffer_written_cb = function_null;
/* The display driver holds OpenGL resources which belong to an OpenGL context held by the render
* engine on Blender side. Force destruction of those resources. */
display_driver_ = nullptr;
session->set_display_driver(nullptr);
/* All the files are handled.
* Clear the list so that this session can be re-used by Persistent Data. */
full_buffer_files_.clear();
}
static PassType bake_type_to_pass(const string &bake_type_str, const int bake_filter)
{
const char *bake_type = bake_type_str.c_str();
/* data passes */
if (strcmp(bake_type, "POSITION") == 0) {
return PASS_POSITION;
}
else if (strcmp(bake_type, "NORMAL") == 0) {
return PASS_NORMAL;
}
else if (strcmp(bake_type, "UV") == 0) {
return PASS_UV;
}
else if (strcmp(bake_type, "ROUGHNESS") == 0) {
return PASS_ROUGHNESS;
}
else if (strcmp(bake_type, "EMIT") == 0) {
return PASS_EMISSION;
}
/* light passes */
else if (strcmp(bake_type, "AO") == 0) {
return PASS_AO;
}
else if (strcmp(bake_type, "COMBINED") == 0) {
return PASS_COMBINED;
}
else if (strcmp(bake_type, "SHADOW") == 0) {
return PASS_SHADOW;
}
else if (strcmp(bake_type, "DIFFUSE") == 0) {
if ((bake_filter & BL::BakeSettings::pass_filter_DIRECT) &&
bake_filter & BL::BakeSettings::pass_filter_INDIRECT) {
return PASS_DIFFUSE;
}
else if (bake_filter & BL::BakeSettings::pass_filter_DIRECT) {
return PASS_DIFFUSE_DIRECT;
}
else if (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) {
return PASS_DIFFUSE_INDIRECT;
}
else {
return PASS_DIFFUSE_COLOR;
}
}
else if (strcmp(bake_type, "GLOSSY") == 0) {
if ((bake_filter & BL::BakeSettings::pass_filter_DIRECT) &&
bake_filter & BL::BakeSettings::pass_filter_INDIRECT) {
return PASS_GLOSSY;
}
else if (bake_filter & BL::BakeSettings::pass_filter_DIRECT) {
return PASS_GLOSSY_DIRECT;
}
else if (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) {
return PASS_GLOSSY_INDIRECT;
}
else {
return PASS_GLOSSY_COLOR;
}
}
else if (strcmp(bake_type, "TRANSMISSION") == 0) {
if ((bake_filter & BL::BakeSettings::pass_filter_DIRECT) &&
bake_filter & BL::BakeSettings::pass_filter_INDIRECT) {
return PASS_TRANSMISSION;
}
else if (bake_filter & BL::BakeSettings::pass_filter_DIRECT) {
return PASS_TRANSMISSION_DIRECT;
}
else if (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) {
return PASS_TRANSMISSION_INDIRECT;
}
else {
return PASS_TRANSMISSION_COLOR;
}
}
/* extra */
else if (strcmp(bake_type, "ENVIRONMENT") == 0) {
return PASS_BACKGROUND;
}
return PASS_COMBINED;
}
void BlenderSession::bake(BL::Depsgraph &b_depsgraph_,
BL::Object &b_object,
const string &bake_type,
const int bake_filter,
const int bake_width,
const int bake_height)
{
b_depsgraph = b_depsgraph_;
/* Initialize bake manager, before we load the baking kernels. */
scene->bake_manager->set(scene, b_object.name());
/* Add render pass that we want to bake, and name it Combined so that it is
* used as that on the Blender side. */
Pass *pass = scene->create_node<Pass>();
pass->set_name(ustring("Combined"));
pass->set_type(bake_type_to_pass(bake_type, bake_filter));
pass->set_include_albedo((bake_filter & BL::BakeSettings::pass_filter_COLOR));
session->set_display_driver(nullptr);
session->set_output_driver(make_unique<BlenderOutputDriver>(b_engine));
if (!session->progress.get_cancel()) {
/* Sync 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);
/* Filtering settings for combined pass. */
if (pass->get_type() == PASS_COMBINED) {
Integrator *integrator = scene->integrator;
integrator->set_use_direct_light((bake_filter & BL::BakeSettings::pass_filter_DIRECT) != 0);
integrator->set_use_indirect_light((bake_filter & BL::BakeSettings::pass_filter_INDIRECT) !=
0);
integrator->set_use_diffuse((bake_filter & BL::BakeSettings::pass_filter_DIFFUSE) != 0);
integrator->set_use_glossy((bake_filter & BL::BakeSettings::pass_filter_GLOSSY) != 0);
integrator->set_use_transmission(
(bake_filter & BL::BakeSettings::pass_filter_TRANSMISSION) != 0);
integrator->set_use_emission((bake_filter & BL::BakeSettings::pass_filter_EMIT) != 0);
}
/* Always use transparent background for baking. */
scene->background->set_transparent(true);
/* Load built-in images from Blender. */
builtin_images_load();
}
/* Object might have been disabled for rendering or excluded in some
* other way, in that case Blender will report a warning afterwards. */
bool object_found = false;
foreach (Object *ob, scene->objects) {
if (ob->name == b_object.name()) {
object_found = true;
break;
}
}
if (object_found && !session->progress.get_cancel()) {
/* Get session and buffer parameters. */
const SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
BufferParams buffer_params;
buffer_params.width = bake_width;
buffer_params.height = bake_height;
/* Update session. */
session->reset(session_params, buffer_params);
session->progress.set_update_callback(
function_bind(&BlenderSession::update_bake_progress, this));
}
/* Perform bake. Check cancel to avoid crash with incomplete scene data. */
if (object_found && !session->progress.get_cancel()) {
session->start();
session->wait();
}
session->set_output_driver(nullptr);
}
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 */
const SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
const SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
const 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();
}
ensure_display_driver_if_needed();
/* increase samples and render time, but never decrease */
session->set_samples(session_params.samples);
session->set_time_limit(session_params.time_limit);
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_, b_v3d);
/* 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, "");
/* get buffer parameters */
const BufferParams buffer_params = BlenderSync::get_buffer_params(
b_v3d, b_rv3d, scene->camera, width, height);
/* reset if needed */
if (scene->need_reset()) {
session->reset(session_params, buffer_params);
/* 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();
}
void BlenderSession::draw(BL::SpaceImageEditor &space_image)
{
if (!session || !session->scene) {
/* Offline render drawing does not force the render engine update, which means it's possible
* that the Session is not created yet. */
return;
}
thread_scoped_lock lock(draw_state_.mutex);
const int pass_index = space_image.image_user().multilayer_pass();
if (pass_index != draw_state_.last_pass_index) {
BL::RenderPass b_display_pass(b_engine.pass_by_index_get(b_rlay_name.c_str(), pass_index));
if (!b_display_pass) {
return;
}
Scene *scene = session->scene;
thread_scoped_lock lock(scene->mutex);
const Pass *pass = Pass::find(scene->passes, b_display_pass.name());
if (!pass) {
return;
}
scene->film->set_display_pass(pass->get_type());
draw_state_.last_pass_index = pass_index;
}
if (display_driver_) {
BL::Array<float, 2> zoom = space_image.zoom();
display_driver_->set_zoom(zoom[0], zoom[1]);
}
session->draw();
}
void BlenderSession::view_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->is_modified())
reset = true;
session->scene->mutex.unlock();
}
/* reset if requested */
if (reset) {
const SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
const BufferParams buffer_params = BlenderSync::get_buffer_params(
b_v3d, b_rv3d, scene->camera, width, height);
const bool session_pause = BlenderSync::get_session_pause(b_scene, background);
if (session_pause == false) {
session->reset(session_params, buffer_params);
start_resize_time = 0.0;
}
}
}
else {
tag_update();
}
/* update status and progress for 3d view draw */
update_status_progress();
/* draw */
session->draw();
}
void BlenderSession::get_status(string &status, string &substatus)
{
session->progress.get_status(status, substatus);
}
void BlenderSession::get_progress(double &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()
{
double progress = session->progress.get_progress();
if (progress != last_progress) {
b_engine.update_progress((float)progress);
last_progress = progress;
}
}
void BlenderSession::update_status_progress()
{
string timestatus, status, substatus;
string scene_status = "";
double 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_progress(progress, total_time, render_time);
if (progress > 0) {
remaining_time = session->get_estimated_remaining_time();
}
if (background) {
if (scene)
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;
}
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((float)progress);
last_progress = progress;
}
check_and_report_session_error();
}
bool BlenderSession::check_and_report_session_error()
{
if (!session->progress.get_error()) {
return false;
}
const 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;
}
return true;
}
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");
}
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();
}
void BlenderSession::ensure_display_driver_if_needed()
{
if (display_driver_) {
/* Driver is already created. */
return;
}
if (headless) {
/* No display needed for headless. */
return;
}
if (b_engine.is_preview()) {
/* TODO(sergey): Investigate whether DisplayDriver can be used for the preview as well. */
return;
}
unique_ptr<BlenderDisplayDriver> display_driver = make_unique<BlenderDisplayDriver>(b_engine,
b_scene);
display_driver_ = display_driver.get();
session->set_display_driver(move(display_driver));
}
CCL_NAMESPACE_END