Expose them to the interface, and stop rendering as soon as possible. Differential Revision: https://developer.blender.org/D12617
1114 lines
34 KiB
C++
1114 lines
34 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <stdlib.h>
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#include "device/device.h"
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#include "render/background.h"
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#include "render/buffers.h"
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#include "render/camera.h"
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#include "render/colorspace.h"
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#include "render/film.h"
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#include "render/integrator.h"
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#include "render/light.h"
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#include "render/mesh.h"
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#include "render/object.h"
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#include "render/scene.h"
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#include "render/session.h"
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#include "render/shader.h"
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#include "render/stats.h"
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#include "util/util_algorithm.h"
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#include "util/util_color.h"
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#include "util/util_foreach.h"
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#include "util/util_function.h"
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#include "util/util_hash.h"
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#include "util/util_logging.h"
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#include "util/util_murmurhash.h"
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#include "util/util_path.h"
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#include "util/util_progress.h"
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#include "util/util_time.h"
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#include "blender/blender_gpu_display.h"
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#include "blender/blender_session.h"
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#include "blender/blender_sync.h"
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#include "blender/blender_util.h"
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CCL_NAMESPACE_BEGIN
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DeviceTypeMask BlenderSession::device_override = DEVICE_MASK_ALL;
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bool BlenderSession::headless = false;
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bool BlenderSession::print_render_stats = false;
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BlenderSession::BlenderSession(BL::RenderEngine &b_engine,
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BL::Preferences &b_userpref,
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BL::BlendData &b_data,
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bool preview_osl)
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: session(NULL),
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scene(NULL),
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sync(NULL),
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b_engine(b_engine),
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b_userpref(b_userpref),
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b_data(b_data),
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b_render(b_engine.render()),
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b_depsgraph(PointerRNA_NULL),
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b_scene(PointerRNA_NULL),
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b_v3d(PointerRNA_NULL),
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b_rv3d(PointerRNA_NULL),
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width(0),
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height(0),
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preview_osl(preview_osl),
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python_thread_state(NULL),
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use_developer_ui(false)
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{
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/* offline render */
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background = true;
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last_redraw_time = 0.0;
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start_resize_time = 0.0;
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last_status_time = 0.0;
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}
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BlenderSession::BlenderSession(BL::RenderEngine &b_engine,
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BL::Preferences &b_userpref,
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BL::BlendData &b_data,
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BL::SpaceView3D &b_v3d,
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BL::RegionView3D &b_rv3d,
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int width,
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int height)
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: session(NULL),
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scene(NULL),
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sync(NULL),
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b_engine(b_engine),
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b_userpref(b_userpref),
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b_data(b_data),
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b_render(b_engine.render()),
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b_depsgraph(PointerRNA_NULL),
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b_scene(PointerRNA_NULL),
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b_v3d(b_v3d),
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b_rv3d(b_rv3d),
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width(width),
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height(height),
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preview_osl(false),
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python_thread_state(NULL),
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use_developer_ui(b_userpref.experimental().use_cycles_debug() &&
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b_userpref.view().show_developer_ui())
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{
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/* 3d view render */
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background = false;
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last_redraw_time = 0.0;
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start_resize_time = 0.0;
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last_status_time = 0.0;
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}
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BlenderSession::~BlenderSession()
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{
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free_session();
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}
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void BlenderSession::create_session()
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{
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const SessionParams session_params = BlenderSync::get_session_params(
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b_engine, b_userpref, b_scene, background);
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const SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
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const bool session_pause = BlenderSync::get_session_pause(b_scene, background);
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/* reset status/progress */
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last_status = "";
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last_error = "";
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last_progress = -1.0f;
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start_resize_time = 0.0;
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/* create session */
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session = new Session(session_params, scene_params);
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session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this));
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session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this));
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session->set_pause(session_pause);
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/* create scene */
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scene = session->scene;
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scene->name = b_scene.name();
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/* create sync */
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sync = new BlenderSync(
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b_engine, b_data, b_scene, scene, !background, use_developer_ui, session->progress);
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BL::Object b_camera_override(b_engine.camera_override());
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if (b_v3d) {
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sync->sync_view(b_v3d, b_rv3d, width, height);
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}
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else {
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sync->sync_camera(b_render, b_camera_override, width, height, "");
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}
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/* set buffer parameters */
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const BufferParams buffer_params = BlenderSync::get_buffer_params(
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b_v3d, b_rv3d, scene->camera, width, height);
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session->reset(session_params, buffer_params);
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/* Create GPU display. */
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if (!b_engine.is_preview() && !headless) {
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unique_ptr<BlenderGPUDisplay> gpu_display = make_unique<BlenderGPUDisplay>(b_engine, b_scene);
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gpu_display_ = gpu_display.get();
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session->set_gpu_display(move(gpu_display));
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}
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/* Viewport and preview (as in, material preview) does not do tiled rendering, so can inform
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* engine that no tracking of the tiles state is needed.
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* The offline rendering will make a decision when tile is being written. The penalty of asking
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* the engine to keep track of tiles state is minimal, so there is nothing to worry about here
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* about possible single-tiled final render. */
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if (!b_engine.is_preview() && !b_v3d) {
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b_engine.use_highlight_tiles(true);
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}
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}
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void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsgraph)
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{
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/* Update data, scene and depsgraph pointers. These can change after undo. */
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this->b_data = b_data;
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this->b_depsgraph = b_depsgraph;
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this->b_scene = b_depsgraph.scene_eval();
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if (sync) {
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sync->reset(this->b_data, this->b_scene);
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}
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if (preview_osl) {
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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RNA_boolean_set(&cscene, "shading_system", preview_osl);
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}
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if (b_v3d) {
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this->b_render = b_scene.render();
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}
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else {
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this->b_render = b_engine.render();
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width = render_resolution_x(b_render);
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height = render_resolution_y(b_render);
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}
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bool is_new_session = (session == NULL);
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if (is_new_session) {
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/* Initialize session and remember it was just created so not to
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* re-create it below.
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*/
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create_session();
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}
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if (b_v3d) {
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/* NOTE: We need to create session, but all the code from below
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* will make viewport render to stuck on initialization.
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*/
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return;
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}
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const SessionParams session_params = BlenderSync::get_session_params(
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b_engine, b_userpref, b_scene, background);
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const SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
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if (scene->params.modified(scene_params) || session->params.modified(session_params) ||
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!this->b_render.use_persistent_data()) {
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/* if scene or session parameters changed, it's easier to simply re-create
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* them rather than trying to distinguish which settings need to be updated
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*/
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if (!is_new_session) {
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free_session();
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create_session();
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}
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return;
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}
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session->progress.reset();
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/* peak memory usage should show current render peak, not peak for all renders
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* made by this render session
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*/
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session->stats.mem_peak = session->stats.mem_used;
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if (is_new_session) {
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/* Sync object should be re-created for new scene. */
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delete sync;
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sync = new BlenderSync(
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b_engine, b_data, b_scene, scene, !background, use_developer_ui, session->progress);
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}
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else {
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/* Sync recalculations to do just the required updates. */
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sync->sync_recalc(b_depsgraph, b_v3d);
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}
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BL::Object b_camera_override(b_engine.camera_override());
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sync->sync_camera(b_render, b_camera_override, width, height, "");
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BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL);
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BL::RegionView3D b_null_region_view3d(PointerRNA_NULL);
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const BufferParams buffer_params = BlenderSync::get_buffer_params(
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b_null_space_view3d, b_null_region_view3d, scene->camera, width, height);
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session->reset(session_params, buffer_params);
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/* reset time */
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start_resize_time = 0.0;
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{
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thread_scoped_lock lock(draw_state_.mutex);
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draw_state_.last_pass_index = -1;
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}
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}
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void BlenderSession::free_session()
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{
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if (session) {
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session->cancel(true);
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}
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delete sync;
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sync = nullptr;
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delete session;
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session = nullptr;
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}
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void BlenderSession::read_render_tile()
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{
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const int2 tile_offset = session->get_render_tile_offset();
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const int2 tile_size = session->get_render_tile_size();
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/* get render result */
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BL::RenderResult b_rr = b_engine.begin_result(tile_offset.x,
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tile_offset.y,
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tile_size.x,
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tile_size.y,
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b_rlay_name.c_str(),
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b_rview_name.c_str());
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/* can happen if the intersected rectangle gives 0 width or height */
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if (b_rr.ptr.data == NULL) {
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return;
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}
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BL::RenderResult::layers_iterator b_single_rlay;
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b_rr.layers.begin(b_single_rlay);
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/* layer will be missing if it was disabled in the UI */
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if (b_single_rlay == b_rr.layers.end())
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return;
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BL::RenderLayer b_rlay = *b_single_rlay;
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vector<float> pixels(tile_size.x * tile_size.y * 4);
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/* Copy each pass.
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* TODO:copy only the required ones for better performance? */
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for (BL::RenderPass &b_pass : b_rlay.passes) {
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session->set_render_tile_pixels(b_pass.name(), b_pass.channels(), (float *)b_pass.rect());
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}
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b_engine.end_result(b_rr, false, false, false);
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}
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void BlenderSession::write_render_tile()
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{
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const int2 tile_offset = session->get_render_tile_offset();
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const int2 tile_size = session->get_render_tile_size();
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const string_view render_layer_name = session->get_render_tile_layer();
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const string_view render_view_name = session->get_render_tile_view();
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b_engine.tile_highlight_clear_all();
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/* get render result */
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BL::RenderResult b_rr = b_engine.begin_result(tile_offset.x,
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tile_offset.y,
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tile_size.x,
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tile_size.y,
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render_layer_name.c_str(),
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render_view_name.c_str());
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/* can happen if the intersected rectangle gives 0 width or height */
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if (b_rr.ptr.data == NULL) {
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return;
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}
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BL::RenderResult::layers_iterator b_single_rlay;
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b_rr.layers.begin(b_single_rlay);
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/* layer will be missing if it was disabled in the UI */
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if (b_single_rlay == b_rr.layers.end()) {
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return;
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}
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BL::RenderLayer b_rlay = *b_single_rlay;
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write_render_result(b_rlay);
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b_engine.end_result(b_rr, true, false, true);
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}
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void BlenderSession::update_render_tile()
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{
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if (!session->has_multiple_render_tiles()) {
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/* Don't highlight full-frame tile. */
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return;
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}
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const int2 tile_offset = session->get_render_tile_offset();
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const int2 tile_size = session->get_render_tile_size();
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b_engine.tile_highlight_clear_all();
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b_engine.tile_highlight_set(tile_offset.x, tile_offset.y, tile_size.x, tile_size.y, true);
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}
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void BlenderSession::full_buffer_written(string_view filename)
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{
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full_buffer_files_.emplace_back(filename);
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}
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static void add_cryptomatte_layer(BL::RenderResult &b_rr, string name, string manifest)
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{
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string identifier = string_printf("%08x", util_murmur_hash3(name.c_str(), name.length(), 0));
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string prefix = "cryptomatte/" + identifier.substr(0, 7) + "/";
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render_add_metadata(b_rr, prefix + "name", name);
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render_add_metadata(b_rr, prefix + "hash", "MurmurHash3_32");
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render_add_metadata(b_rr, prefix + "conversion", "uint32_to_float32");
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render_add_metadata(b_rr, prefix + "manifest", manifest);
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}
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void BlenderSession::stamp_view_layer_metadata(Scene *scene, const string &view_layer_name)
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{
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BL::RenderResult b_rr = b_engine.get_result();
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string prefix = "cycles." + view_layer_name + ".";
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/* Configured number of samples for the view layer. */
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b_rr.stamp_data_add_field((prefix + "samples").c_str(),
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to_string(session->params.samples).c_str());
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/* Store ranged samples information. */
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/* TODO(sergey): Need to bring this information back. */
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#if 0
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if (session->tile_manager.range_num_samples != -1) {
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b_rr.stamp_data_add_field((prefix + "range_start_sample").c_str(),
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to_string(session->tile_manager.range_start_sample).c_str());
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b_rr.stamp_data_add_field((prefix + "range_num_samples").c_str(),
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to_string(session->tile_manager.range_num_samples).c_str());
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}
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#endif
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/* Write cryptomatte metadata. */
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if (scene->film->get_cryptomatte_passes() & CRYPT_OBJECT) {
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add_cryptomatte_layer(b_rr,
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view_layer_name + ".CryptoObject",
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scene->object_manager->get_cryptomatte_objects(scene));
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}
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if (scene->film->get_cryptomatte_passes() & CRYPT_MATERIAL) {
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add_cryptomatte_layer(b_rr,
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view_layer_name + ".CryptoMaterial",
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scene->shader_manager->get_cryptomatte_materials(scene));
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}
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if (scene->film->get_cryptomatte_passes() & CRYPT_ASSET) {
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add_cryptomatte_layer(b_rr,
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view_layer_name + ".CryptoAsset",
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scene->object_manager->get_cryptomatte_assets(scene));
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}
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/* Store synchronization and bare-render times. */
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double total_time, render_time;
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session->progress.get_time(total_time, render_time);
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b_rr.stamp_data_add_field((prefix + "total_time").c_str(),
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time_human_readable_from_seconds(total_time).c_str());
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b_rr.stamp_data_add_field((prefix + "render_time").c_str(),
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time_human_readable_from_seconds(render_time).c_str());
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b_rr.stamp_data_add_field((prefix + "synchronization_time").c_str(),
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time_human_readable_from_seconds(total_time - render_time).c_str());
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}
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void BlenderSession::render(BL::Depsgraph &b_depsgraph_)
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{
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b_depsgraph = b_depsgraph_;
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if (session->progress.get_cancel()) {
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update_status_progress();
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return;
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}
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/* set callback to write out render results */
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session->write_render_tile_cb = [&]() { write_render_tile(); };
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/* Use final write for preview renders, otherwise render result wouldn't be be updated on Blender
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* side. */
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/* TODO(sergey): Investigate whether GPUDisplay can be used for the preview as well. */
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if (b_engine.is_preview()) {
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session->update_render_tile_cb = [&]() { write_render_tile(); };
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}
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else {
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session->update_render_tile_cb = [&]() { update_render_tile(); };
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}
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session->full_buffer_written_cb = [&](string_view filename) { full_buffer_written(filename); };
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BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
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/* get buffer parameters */
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const SessionParams session_params = BlenderSync::get_session_params(
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b_engine, b_userpref, b_scene, background);
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BufferParams buffer_params = BlenderSync::get_buffer_params(
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b_v3d, b_rv3d, scene->camera, width, height);
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/* temporary render result to find needed passes and views */
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BL::RenderResult b_rr = b_engine.begin_result(0, 0, 1, 1, b_view_layer.name().c_str(), NULL);
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BL::RenderResult::layers_iterator b_single_rlay;
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b_rr.layers.begin(b_single_rlay);
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BL::RenderLayer b_rlay = *b_single_rlay;
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{
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thread_scoped_lock lock(draw_state_.mutex);
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b_rlay_name = b_view_layer.name();
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/* Signal that the display pass is to be updated. */
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draw_state_.last_pass_index = -1;
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}
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/* Compute render passes and film settings. */
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sync->sync_render_passes(b_rlay, b_view_layer);
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|
|
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());
|
|
|
|
/* 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 callback */
|
|
session->write_render_tile_cb = function_null;
|
|
session->update_render_tile_cb = function_null;
|
|
session->full_buffer_written_cb = function_null;
|
|
}
|
|
|
|
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->read_render_tile_cb = [&]() { read_render_tile(); };
|
|
session->write_render_tile_cb = [&]() { write_render_tile(); };
|
|
session->set_gpu_display(nullptr);
|
|
|
|
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);
|
|
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->read_render_tile_cb = function_null;
|
|
session->write_render_tile_cb = function_null;
|
|
}
|
|
|
|
void BlenderSession::write_render_result(BL::RenderLayer &b_rlay)
|
|
{
|
|
if (!session->copy_render_tile_from_device()) {
|
|
return;
|
|
}
|
|
|
|
const int2 tile_size = session->get_render_tile_size();
|
|
vector<float> pixels(tile_size.x * tile_size.y * 4);
|
|
|
|
/* Copy each pass. */
|
|
for (BL::RenderPass &b_pass : b_rlay.passes) {
|
|
if (!session->get_render_tile_pixels(b_pass.name(), b_pass.channels(), &pixels[0])) {
|
|
memset(&pixels[0], 0, pixels.size() * sizeof(float));
|
|
}
|
|
|
|
b_pass.rect(&pixels[0]);
|
|
}
|
|
}
|
|
|
|
void BlenderSession::update_render_result(BL::RenderLayer &b_rlay)
|
|
{
|
|
if (!session->copy_render_tile_from_device()) {
|
|
return;
|
|
}
|
|
|
|
const int2 tile_size = session->get_render_tile_size();
|
|
vector<float> pixels(tile_size.x * tile_size.y * 4);
|
|
|
|
/* Copy combined pass. */
|
|
BL::RenderPass b_combined_pass(b_rlay.passes.find_by_name("Combined", b_rview_name.c_str()));
|
|
if (session->get_render_tile_pixels("Combined", b_combined_pass.channels(), &pixels[0])) {
|
|
b_combined_pass.rect(&pixels[0]);
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
/* 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;
|
|
}
|
|
|
|
BL::Array<float, 2> zoom = space_image.zoom();
|
|
gpu_display_->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(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;
|
|
}
|
|
}
|
|
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void BlenderSession::update_status_progress()
|
|
{
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string timestatus, status, substatus;
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|
string scene_status = "";
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|
float progress;
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|
double total_time, remaining_time = 0, render_time;
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float mem_used = (float)session->stats.mem_used / 1024.0f / 1024.0f;
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float mem_peak = (float)session->stats.mem_peak / 1024.0f / 1024.0f;
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get_status(status, substatus);
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get_progress(progress, total_time, render_time);
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|
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if (progress > 0) {
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remaining_time = session->get_estimated_remaining_time();
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}
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|
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if (background) {
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if (scene)
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scene_status += " | " + scene->name;
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|
if (b_rlay_name != "")
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scene_status += ", " + b_rlay_name;
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|
|
|
if (b_rview_name != "")
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|
scene_status += ", " + b_rview_name;
|
|
|
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if (remaining_time > 0) {
|
|
timestatus += "Remaining:" + time_human_readable_from_seconds(remaining_time) + " | ";
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|
}
|
|
|
|
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(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();
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|