This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/intern/cycles/blender/blender_sync.cpp
Brecht Van Lommel 74fd17e9d7 UI/Python: rename Lamps to Lights, to follow more standard terminology.
Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
2018-07-06 20:06:09 +02:00

836 lines
26 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 "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)
: 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),
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 */
void BlenderSync::sync_recalc(BL::Depsgraph& b_depsgraph)
{
/* 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. */
bool has_updated_objects = b_depsgraph.id_type_updated(BL::DriverTarget::id_type_OBJECT);
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;
}
}
/* Iterate over all IDs in this depsgraph. */
BL::Depsgraph::updates_iterator b_update;
for(b_depsgraph.updates.begin(b_update); b_update != b_depsgraph.updates.end(); ++b_update) {
BL::ID b_id(b_update->id());
/* Material */
if (b_id.is_a(&RNA_Material)) {
BL::Material b_mat(b_id);
shader_map.set_recalc(b_mat);
}
/* Light */
else if (b_id.is_a(&RNA_Light)) {
BL::Light b_light(b_id);
shader_map.set_recalc(b_light);
}
/* Object */
else if (b_id.is_a(&RNA_Object)) {
BL::Object b_ob(b_id);
const bool updated_geometry = !b_update->is_dirty_geometry();
if (!b_update->is_dirty_transform()) {
object_map.set_recalc(b_ob);
light_map.set_recalc(b_ob);
}
if(object_is_mesh(b_ob)) {
if(updated_geometry ||
(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(updated_geometry) {
light_map.set_recalc(b_ob);
}
}
if(updated_geometry) {
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);
}
}
/* Mesh */
else if (b_id.is_a(&RNA_Mesh)) {
BL::Mesh b_mesh(b_id);
mesh_map.set_recalc(b_mesh);
}
/* World */
else if (b_id.is_a(&RNA_World)) {
BL::World b_world(b_id);
if(world_map == b_world.ptr.data) {
world_recalc = true;
}
}
}
/* Updates shader with object dependency if objects changed. */
if (has_updated_objects) {
if(scene->default_background->has_object_dependency) {
world_recalc = true;
}
foreach(Shader *shader, scene->shaders) {
if (shader->has_object_dependency) {
shader->need_sync_object = true;
}
}
}
}
void BlenderSync::sync_data(BL::RenderSettings& b_render,
BL::Depsgraph& b_depsgraph,
BL::SpaceView3D& b_v3d,
BL::Object& b_override,
int width, int height,
void **python_thread_state)
{
BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
sync_view_layer(b_v3d, b_view_layer);
sync_integrator();
sync_film();
sync_shaders(b_depsgraph);
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(b_depsgraph);
}
sync_motion(b_render,
b_depsgraph,
b_override,
width, height,
python_thread_state);
mesh_synced.clear();
}
/* Integrator */
void BlenderSync::sync_integrator()
{
BL::RenderSettings r = b_scene.render();
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
experimental = (get_enum(cscene, "feature_set") != 0);
Integrator *integrator = scene->integrator;
Integrator previntegrator = *integrator;
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->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");
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();
}
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");
}
}
else {
integrator->ao_bounces = 0;
}
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_view_layer(BL::SpaceView3D& /*b_v3d*/, BL::ViewLayer& b_view_layer)
{
/* render layer */
uint layer_override = get_layer(b_engine.layer_override());
uint view_layers = layer_override ? layer_override : get_layer(b_scene.layers());
view_layer.name = b_view_layer.name();
view_layer.holdout_layer = 0;
view_layer.exclude_layer = 0;
view_layer.view_layer = view_layers & ~view_layer.exclude_layer;
view_layer.view_layer |= view_layer.exclude_layer & view_layer.holdout_layer;
view_layer.layer = (1 << 20) - 1;
view_layer.layer |= view_layer.holdout_layer;
view_layer.material_override = PointerRNA_NULL;
view_layer.use_background_shader = b_view_layer.use_sky();
view_layer.use_background_ao = b_view_layer.use_ao();
view_layer.use_surfaces = b_view_layer.use_solid();
view_layer.use_hair = b_view_layer.use_strand();
view_layer.bound_samples = false;
view_layer.samples = 0;
}
/* 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("VolumeDir", PASS_VOLUME_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("VolumeInd", PASS_VOLUME_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
MAP_PASS("Debug Render Time", PASS_RENDER_TIME);
#undef MAP_PASS
return PASS_NONE;
}
int BlenderSync::get_denoising_pass(BL::RenderPass& b_pass)
{
string name = b_pass.name();
if(name.substr(0, 10) != "Denoising ") {
return -1;
}
name = name.substr(10);
#define MAP_PASS(passname, offset) if(name == passname) return offset;
MAP_PASS("Normal", DENOISING_PASS_NORMAL);
MAP_PASS("Normal Variance", DENOISING_PASS_NORMAL_VAR);
MAP_PASS("Albedo", DENOISING_PASS_ALBEDO);
MAP_PASS("Albedo Variance", DENOISING_PASS_ALBEDO_VAR);
MAP_PASS("Depth", DENOISING_PASS_DEPTH);
MAP_PASS("Depth Variance", DENOISING_PASS_DEPTH_VAR);
MAP_PASS("Shadow A", DENOISING_PASS_SHADOW_A);
MAP_PASS("Shadow B", DENOISING_PASS_SHADOW_B);
MAP_PASS("Image", DENOISING_PASS_COLOR);
MAP_PASS("Image Variance", DENOISING_PASS_COLOR_VAR);
#undef MAP_PASS
return -1;
}
array<Pass> BlenderSync::sync_render_passes(BL::RenderLayer& b_rlay,
BL::ViewLayer& b_view_layer,
const SessionParams &session_params)
{
array<Pass> passes;
Pass::add(PASS_COMBINED, passes);
if(!session_params.device.advanced_shading) {
return 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);
}
PointerRNA crp = RNA_pointer_get(&b_view_layer.ptr, "cycles");
if(get_boolean(crp, "denoising_store_passes") &&
get_boolean(crp, "use_denoising"))
{
b_engine.add_pass("Denoising Normal", 3, "XYZ", b_view_layer.name().c_str());
b_engine.add_pass("Denoising Normal Variance", 3, "XYZ", b_view_layer.name().c_str());
b_engine.add_pass("Denoising Albedo", 3, "RGB", b_view_layer.name().c_str());
b_engine.add_pass("Denoising Albedo Variance", 3, "RGB", b_view_layer.name().c_str());
b_engine.add_pass("Denoising Depth", 1, "Z", b_view_layer.name().c_str());
b_engine.add_pass("Denoising Depth Variance", 1, "Z", b_view_layer.name().c_str());
b_engine.add_pass("Denoising Shadow A", 3, "XYV", b_view_layer.name().c_str());
b_engine.add_pass("Denoising Shadow B", 3, "XYV", b_view_layer.name().c_str());
b_engine.add_pass("Denoising Image", 3, "RGB", b_view_layer.name().c_str());
b_engine.add_pass("Denoising Image Variance", 3, "RGB", b_view_layer.name().c_str());
}
#ifdef __KERNEL_DEBUG__
if(get_boolean(crp, "pass_debug_bvh_traversed_nodes")) {
b_engine.add_pass("Debug BVH Traversed Nodes", 1, "X", b_view_layer.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_view_layer.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_view_layer.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_view_layer.name().c_str());
Pass::add(PASS_RAY_BOUNCES, passes);
}
#endif
if(get_boolean(crp, "pass_debug_render_time")) {
b_engine.add_pass("Debug Render Time", 1, "X", b_view_layer.name().c_str());
Pass::add(PASS_RENDER_TIME, passes);
}
if(get_boolean(crp, "use_pass_volume_direct")) {
b_engine.add_pass("VolumeDir", 3, "RGB", b_view_layer.name().c_str());
Pass::add(PASS_VOLUME_DIRECT, passes);
}
if(get_boolean(crp, "use_pass_volume_indirect")) {
b_engine.add_pass("VolumeInd", 3, "RGB", b_view_layer.name().c_str());
Pass::add(PASS_VOLUME_INDIRECT, passes);
}
return passes;
}
/* Scene Parameters */
SceneParams BlenderSync::get_scene_params(BL::Scene& b_scene,
bool background)
{
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 || DebugFlags().viewport_static_bvh)
params.bvh_type = SceneParams::BVH_STATIC;
else
params.bvh_type = SceneParams::BVH_DYNAMIC;
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;
}
params.bvh_layout = DebugFlags().cpu.bvh_layout;
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);
/* threads */
BL::RenderSettings b_r = b_scene.render();
if(b_r.threads_mode() == BL::RenderSettings::threads_mode_FIXED)
params.threads = b_r.threads();
else
params.threads = 0;
/* Background */
params.background = background;
/* 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;
}
}
enum ComputeDevice {
COMPUTE_DEVICE_CPU = 0,
COMPUTE_DEVICE_CUDA = 1,
COMPUTE_DEVICE_OPENCL = 2,
COMPUTE_DEVICE_NUM = 3,
};
ComputeDevice compute_device = (ComputeDevice)get_enum(b_preferences,
"compute_device_type",
COMPUTE_DEVICE_NUM,
COMPUTE_DEVICE_CPU);
if(compute_device != COMPUTE_DEVICE_CPU) {
vector<DeviceInfo> used_devices;
RNA_BEGIN(&b_preferences, device, "devices") {
ComputeDevice device_type = (ComputeDevice)get_enum(device,
"type",
COMPUTE_DEVICE_NUM,
COMPUTE_DEVICE_CPU);
if(get_boolean(device, "use") &&
(device_type == compute_device || device_type == COMPUTE_DEVICE_CPU)) {
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,
params.threads,
params.background);
}
/* Else keep using the CPU device that was set before. */
}
}
/* 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;
}
/* other parameters */
params.start_resolution = get_int(cscene, "preview_start_resolution");
params.pixel_size = b_engine.get_preview_pixel_size(b_scene);
/* other parameters */
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");
/* progressive refine */
params.progressive_refine = (b_engine.is_preview() ||
get_boolean(cscene, "use_progressive_refine")) &&
!b_r.use_save_buffers();
if(params.progressive_refine) {
BL::Scene::view_layers_iterator b_view_layer;
for(b_scene.view_layers.begin(b_view_layer); b_view_layer != b_scene.view_layers.end(); ++b_view_layer) {
PointerRNA crl = RNA_pointer_get(&b_view_layer->ptr, "cycles");
if(get_boolean(crl, "use_denoising")) {
params.progressive_refine = false;
}
}
}
if(background) {
if(params.progressive_refine)
params.progressive = true;
else
params.progressive = false;
params.start_resolution = INT_MAX;
params.pixel_size = 1;
}
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 */
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