In T93382, the problem was that the Blender-side rendering code was still generating the subsurface passes because the old render pass flags were set, even though Cycles doesn't generate them anymore. After a closer look, it turns out that the entire hardcoded pass creation code can be removed. We already have an Engine API function to query the list of render passes from the engine, so we might as well just call that and create the returned passes. Turns out that Eevee already did this anyways. On the Cycles side, it allows to deduplicate a lot of `BlenderSync::sync_render_passes`. Before, passes were defined in engine.py and in sync.cpp. Now, all passes that engine.py returns are created automatically, so sync.cpp only needs to handle a few special cases. I'm not really concerned about affecting external renderer addons, since they already needed to handle the old "builtin passes" in their Engine API implementation anyways to make them show up in the compositor. So, unless they missed that for like 10 releases, they should not notice any difference. Differential Revision: https://developer.blender.org/D16295
1376 lines
38 KiB
C++
1376 lines
38 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2006 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup render
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*/
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#include <cstddef>
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#include <cstdlib>
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#include <cstring>
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#include "MEM_guardedalloc.h"
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#include "BLT_translation.h"
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#include "BLI_ghash.h"
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#include "BLI_listbase.h"
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#include "BLI_math_bits.h"
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#include "BLI_rect.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "DNA_object_types.h"
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#include "BKE_camera.h"
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#include "BKE_colortools.h"
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#include "BKE_global.h"
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#include "BKE_layer.h"
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#include "BKE_node.h"
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#include "BKE_report.h"
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#include "BKE_scene.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_debug.h"
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#include "DEG_depsgraph_query.h"
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#include "RNA_access.h"
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#ifdef WITH_PYTHON
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# include "BPY_extern.h"
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#endif
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#include "RE_bake.h"
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#include "RE_engine.h"
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#include "RE_pipeline.h"
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#include "DRW_engine.h"
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#include "GPU_context.h"
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#include "WM_api.h"
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#include "pipeline.h"
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#include "render_result.h"
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#include "render_types.h"
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/* Render Engine Types */
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ListBase R_engines = {nullptr, nullptr};
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void RE_engines_init(void)
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{
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DRW_engines_register();
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}
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void RE_engines_init_experimental()
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{
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DRW_engines_register_experimental();
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}
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void RE_engines_exit(void)
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{
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RenderEngineType *type, *next;
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DRW_engines_free();
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for (type = static_cast<RenderEngineType *>(R_engines.first); type; type = next) {
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next = type->next;
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BLI_remlink(&R_engines, type);
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if (!(type->flag & RE_INTERNAL)) {
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if (type->rna_ext.free) {
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type->rna_ext.free(type->rna_ext.data);
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}
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MEM_freeN(type);
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}
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}
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}
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void RE_engines_register(RenderEngineType *render_type)
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{
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if (render_type->draw_engine) {
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DRW_engine_register(render_type->draw_engine);
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}
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BLI_addtail(&R_engines, render_type);
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}
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RenderEngineType *RE_engines_find(const char *idname)
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{
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RenderEngineType *type = static_cast<RenderEngineType *>(
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BLI_findstring(&R_engines, idname, offsetof(RenderEngineType, idname)));
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if (!type) {
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type = static_cast<RenderEngineType *>(
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BLI_findstring(&R_engines, "BLENDER_EEVEE", offsetof(RenderEngineType, idname)));
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}
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return type;
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}
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bool RE_engine_is_external(const Render *re)
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{
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return (re->engine && re->engine->type && re->engine->type->render);
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}
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bool RE_engine_is_opengl(RenderEngineType *render_type)
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{
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/* TODO: refine? Can we have ogl render engine without ogl render pipeline? */
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return (render_type->draw_engine != nullptr) &&
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DRW_engine_render_support(render_type->draw_engine);
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}
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bool RE_engine_supports_alembic_procedural(const RenderEngineType *render_type, Scene *scene)
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{
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if ((render_type->flag & RE_USE_ALEMBIC_PROCEDURAL) == 0) {
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return false;
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}
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if (BKE_scene_uses_cycles(scene) && !BKE_scene_uses_cycles_experimental_features(scene)) {
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return false;
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}
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return true;
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}
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/* Create, Free */
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RenderEngine *RE_engine_create(RenderEngineType *type)
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{
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RenderEngine *engine = MEM_cnew<RenderEngine>("RenderEngine");
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engine->type = type;
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BLI_mutex_init(&engine->update_render_passes_mutex);
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BLI_mutex_init(&engine->gpu_context_mutex);
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return engine;
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}
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static void engine_depsgraph_free(RenderEngine *engine)
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{
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if (engine->depsgraph) {
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/* Need GPU context since this might free GPU buffers. */
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const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT);
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if (use_gpu_context) {
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DRW_render_context_enable(engine->re);
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}
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DEG_graph_free(engine->depsgraph);
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engine->depsgraph = nullptr;
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if (use_gpu_context) {
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DRW_render_context_disable(engine->re);
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}
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}
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}
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void RE_engine_free(RenderEngine *engine)
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{
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#ifdef WITH_PYTHON
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if (engine->py_instance) {
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BPY_DECREF_RNA_INVALIDATE(engine->py_instance);
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}
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#endif
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engine_depsgraph_free(engine);
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BLI_mutex_end(&engine->gpu_context_mutex);
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BLI_mutex_end(&engine->update_render_passes_mutex);
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MEM_freeN(engine);
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}
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/* Bake Render Results */
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static RenderResult *render_result_from_bake(
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RenderEngine *engine, int x, int y, int w, int h, const char *layername)
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{
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BakeImage *image = &engine->bake.targets->images[engine->bake.image_id];
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const BakePixel *pixels = engine->bake.pixels + image->offset;
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const size_t channels_num = engine->bake.targets->channels_num;
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/* Remember layer name for to match images in render_frame_finish. */
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if (image->render_layer_name[0] == '\0') {
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STRNCPY(image->render_layer_name, layername);
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}
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/* Create render result with specified size. */
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RenderResult *rr = MEM_cnew<RenderResult>(__func__);
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rr->rectx = w;
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rr->recty = h;
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rr->tilerect.xmin = x;
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rr->tilerect.ymin = y;
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rr->tilerect.xmax = x + w;
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rr->tilerect.ymax = y + h;
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/* Add single baking render layer. */
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RenderLayer *rl = MEM_cnew<RenderLayer>("bake render layer");
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STRNCPY(rl->name, layername);
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rl->rectx = w;
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rl->recty = h;
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BLI_addtail(&rr->layers, rl);
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/* Add render passes. */
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render_layer_add_pass(rr, rl, channels_num, RE_PASSNAME_COMBINED, "", "RGBA", true);
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RenderPass *primitive_pass = render_layer_add_pass(rr, rl, 4, "BakePrimitive", "", "RGBA", true);
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RenderPass *differential_pass = render_layer_add_pass(
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rr, rl, 4, "BakeDifferential", "", "RGBA", true);
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/* Fill render passes from bake pixel array, to be read by the render engine. */
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for (int ty = 0; ty < h; ty++) {
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size_t offset = ty * w * 4;
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float *primitive = primitive_pass->rect + offset;
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float *differential = differential_pass->rect + offset;
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size_t bake_offset = (y + ty) * image->width + x;
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const BakePixel *bake_pixel = pixels + bake_offset;
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for (int tx = 0; tx < w; tx++) {
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if (bake_pixel->object_id != engine->bake.object_id) {
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primitive[0] = int_as_float(-1);
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primitive[1] = int_as_float(-1);
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}
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else {
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primitive[0] = int_as_float(bake_pixel->seed);
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primitive[1] = int_as_float(bake_pixel->primitive_id);
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primitive[2] = bake_pixel->uv[0];
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primitive[3] = bake_pixel->uv[1];
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differential[0] = bake_pixel->du_dx;
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differential[1] = bake_pixel->du_dy;
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differential[2] = bake_pixel->dv_dx;
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differential[3] = bake_pixel->dv_dy;
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}
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primitive += 4;
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differential += 4;
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bake_pixel++;
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}
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}
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return rr;
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}
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static void render_result_to_bake(RenderEngine *engine, RenderResult *rr)
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{
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RenderLayer *rl = static_cast<RenderLayer *>(rr->layers.first);
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RenderPass *rpass = RE_pass_find_by_name(rl, RE_PASSNAME_COMBINED, "");
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if (!rpass) {
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return;
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}
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/* Find bake image corresponding to layer. */
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int image_id = 0;
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for (; image_id < engine->bake.targets->images_num; image_id++) {
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if (STREQ(engine->bake.targets->images[image_id].render_layer_name, rl->name)) {
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break;
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}
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}
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if (image_id == engine->bake.targets->images_num) {
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return;
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}
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const BakeImage *image = &engine->bake.targets->images[image_id];
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const BakePixel *pixels = engine->bake.pixels + image->offset;
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const size_t channels_num = engine->bake.targets->channels_num;
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const size_t channels_size = channels_num * sizeof(float);
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float *result = engine->bake.result + image->offset * channels_num;
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/* Copy from tile render result to full image bake result. Just the pixels for the
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* object currently being baked, to preserve other objects when baking multiple. */
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const int x = rr->tilerect.xmin;
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const int y = rr->tilerect.ymin;
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const int w = rr->tilerect.xmax - rr->tilerect.xmin;
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const int h = rr->tilerect.ymax - rr->tilerect.ymin;
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for (int ty = 0; ty < h; ty++) {
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const size_t offset = ty * w;
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const size_t bake_offset = (y + ty) * image->width + x;
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const float *pass_rect = rpass->rect + offset * channels_num;
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const BakePixel *bake_pixel = pixels + bake_offset;
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float *bake_result = result + bake_offset * channels_num;
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for (int tx = 0; tx < w; tx++) {
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if (bake_pixel->object_id == engine->bake.object_id) {
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memcpy(bake_result, pass_rect, channels_size);
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}
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pass_rect += channels_num;
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bake_result += channels_num;
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bake_pixel++;
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}
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}
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}
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/* Render Results */
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static HighlightedTile highlighted_tile_from_result_get(Render * /*re*/, RenderResult *result)
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{
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HighlightedTile tile;
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tile.rect = result->tilerect;
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return tile;
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}
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static void engine_tile_highlight_set(RenderEngine *engine,
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const HighlightedTile *tile,
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bool highlight)
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{
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if ((engine->flag & RE_ENGINE_HIGHLIGHT_TILES) == 0) {
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return;
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}
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Render *re = engine->re;
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BLI_mutex_lock(&re->highlighted_tiles_mutex);
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if (re->highlighted_tiles == nullptr) {
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re->highlighted_tiles = BLI_gset_new(
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BLI_ghashutil_inthash_v4_p, BLI_ghashutil_inthash_v4_cmp, "highlighted tiles");
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}
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if (highlight) {
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HighlightedTile **tile_in_set;
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if (!BLI_gset_ensure_p_ex(re->highlighted_tiles, tile, (void ***)&tile_in_set)) {
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*tile_in_set = MEM_cnew<HighlightedTile>(__func__);
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**tile_in_set = *tile;
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}
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}
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else {
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BLI_gset_remove(re->highlighted_tiles, tile, MEM_freeN);
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}
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BLI_mutex_unlock(&re->highlighted_tiles_mutex);
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}
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RenderResult *RE_engine_begin_result(
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RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname)
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{
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if (engine->bake.targets) {
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RenderResult *result = render_result_from_bake(engine, x, y, w, h, layername);
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BLI_addtail(&engine->fullresult, result);
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return result;
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}
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Render *re = engine->re;
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RenderResult *result;
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rcti disprect;
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/* ensure the coordinates are within the right limits */
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CLAMP(x, 0, re->result->rectx);
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CLAMP(y, 0, re->result->recty);
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CLAMP(w, 0, re->result->rectx);
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CLAMP(h, 0, re->result->recty);
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if (x + w > re->result->rectx) {
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w = re->result->rectx - x;
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}
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if (y + h > re->result->recty) {
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h = re->result->recty - y;
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}
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/* allocate a render result */
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disprect.xmin = x;
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disprect.xmax = x + w;
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disprect.ymin = y;
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disprect.ymax = y + h;
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result = render_result_new(re, &disprect, layername, viewname);
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/* TODO: make this thread safe. */
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/* can be nullptr if we CLAMP the width or height to 0 */
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if (result) {
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render_result_clone_passes(re, result, viewname);
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render_result_passes_allocated_ensure(result);
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BLI_addtail(&engine->fullresult, result);
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result->tilerect.xmin += re->disprect.xmin;
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result->tilerect.xmax += re->disprect.xmin;
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result->tilerect.ymin += re->disprect.ymin;
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result->tilerect.ymax += re->disprect.ymin;
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}
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return result;
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}
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static void re_ensure_passes_allocated_thread_safe(Render *re)
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{
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if (!re->result->passes_allocated) {
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BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
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if (!re->result->passes_allocated) {
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render_result_passes_allocated_ensure(re->result);
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}
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BLI_rw_mutex_unlock(&re->resultmutex);
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}
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}
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void RE_engine_update_result(RenderEngine *engine, RenderResult *result)
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{
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if (engine->bake.targets) {
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/* No interactive baking updates for now. */
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return;
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}
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Render *re = engine->re;
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if (result) {
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re_ensure_passes_allocated_thread_safe(re);
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render_result_merge(re->result, result);
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result->renlay = static_cast<RenderLayer *>(
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result->layers.first); /* weak, draws first layer always */
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re->display_update(re->duh, result, nullptr);
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}
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}
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void RE_engine_add_pass(RenderEngine *engine,
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const char *name,
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int channels,
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const char *chan_id,
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const char *layername)
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{
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Render *re = engine->re;
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if (!re || !re->result) {
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return;
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}
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RE_create_render_pass(re->result, name, channels, chan_id, layername, nullptr, false);
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}
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void RE_engine_end_result(
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RenderEngine *engine, RenderResult *result, bool cancel, bool highlight, bool merge_results)
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{
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Render *re = engine->re;
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if (!result) {
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return;
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}
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if (engine->bake.targets) {
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if (!cancel || merge_results) {
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render_result_to_bake(engine, result);
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}
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BLI_remlink(&engine->fullresult, result);
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render_result_free(result);
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return;
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}
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if (re->engine && (re->engine->flag & RE_ENGINE_HIGHLIGHT_TILES)) {
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const HighlightedTile tile = highlighted_tile_from_result_get(re, result);
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engine_tile_highlight_set(engine, &tile, highlight);
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}
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if (!cancel || merge_results) {
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if (!(re->test_break(re->tbh) && (re->r.scemode & R_BUTS_PREVIEW))) {
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re_ensure_passes_allocated_thread_safe(re);
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render_result_merge(re->result, result);
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}
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/* draw */
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if (!re->test_break(re->tbh)) {
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result->renlay = static_cast<RenderLayer *>(
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result->layers.first); /* weak, draws first layer always */
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re->display_update(re->duh, result, nullptr);
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}
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}
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/* free */
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BLI_remlink(&engine->fullresult, result);
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render_result_free(result);
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}
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RenderResult *RE_engine_get_result(RenderEngine *engine)
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{
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return engine->re->result;
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}
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/* Cancel */
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bool RE_engine_test_break(RenderEngine *engine)
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{
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Render *re = engine->re;
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if (re) {
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return re->test_break(re->tbh);
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}
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return false;
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}
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/* Statistics */
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void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info)
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{
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Render *re = engine->re;
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|
|
|
/* stats draw callback */
|
|
if (re) {
|
|
re->i.statstr = stats;
|
|
re->i.infostr = info;
|
|
re->stats_draw(re->sdh, &re->i);
|
|
re->i.infostr = nullptr;
|
|
re->i.statstr = nullptr;
|
|
}
|
|
|
|
/* set engine text */
|
|
engine->text[0] = '\0';
|
|
|
|
if (stats && stats[0] && info && info[0]) {
|
|
BLI_snprintf(engine->text, sizeof(engine->text), "%s | %s", stats, info);
|
|
}
|
|
else if (info && info[0]) {
|
|
BLI_strncpy(engine->text, info, sizeof(engine->text));
|
|
}
|
|
else if (stats && stats[0]) {
|
|
BLI_strncpy(engine->text, stats, sizeof(engine->text));
|
|
}
|
|
}
|
|
|
|
void RE_engine_update_progress(RenderEngine *engine, float progress)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
if (re) {
|
|
CLAMP(progress, 0.0f, 1.0f);
|
|
re->progress(re->prh, progress);
|
|
}
|
|
}
|
|
|
|
void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
if (re) {
|
|
re->i.mem_used = mem_used;
|
|
re->i.mem_peak = mem_peak;
|
|
}
|
|
}
|
|
|
|
void RE_engine_report(RenderEngine *engine, int type, const char *msg)
|
|
{
|
|
Render *re = engine->re;
|
|
|
|
if (re) {
|
|
BKE_report(engine->re->reports, (eReportType)type, msg);
|
|
}
|
|
else if (engine->reports) {
|
|
BKE_report(engine->reports, (eReportType)type, msg);
|
|
}
|
|
}
|
|
|
|
void RE_engine_set_error_message(RenderEngine *engine, const char *msg)
|
|
{
|
|
Render *re = engine->re;
|
|
if (re != nullptr) {
|
|
RenderResult *rr = RE_AcquireResultRead(re);
|
|
if (rr) {
|
|
if (rr->error != nullptr) {
|
|
MEM_freeN(rr->error);
|
|
}
|
|
rr->error = BLI_strdup(msg);
|
|
}
|
|
RE_ReleaseResult(re);
|
|
}
|
|
}
|
|
|
|
RenderPass *RE_engine_pass_by_index_get(RenderEngine *engine, const char *layer_name, int index)
|
|
{
|
|
Render *re = engine->re;
|
|
if (re == nullptr) {
|
|
return nullptr;
|
|
}
|
|
|
|
RenderPass *pass = nullptr;
|
|
|
|
RenderResult *rr = RE_AcquireResultRead(re);
|
|
if (rr != nullptr) {
|
|
const RenderLayer *layer = RE_GetRenderLayer(rr, layer_name);
|
|
if (layer != nullptr) {
|
|
pass = static_cast<RenderPass *>(BLI_findlink(&layer->passes, index));
|
|
}
|
|
}
|
|
RE_ReleaseResult(re);
|
|
|
|
return pass;
|
|
}
|
|
|
|
const char *RE_engine_active_view_get(RenderEngine *engine)
|
|
{
|
|
Render *re = engine->re;
|
|
return RE_GetActiveRenderView(re);
|
|
}
|
|
|
|
void RE_engine_active_view_set(RenderEngine *engine, const char *viewname)
|
|
{
|
|
Render *re = engine->re;
|
|
RE_SetActiveRenderView(re, viewname);
|
|
}
|
|
|
|
float RE_engine_get_camera_shift_x(RenderEngine *engine, Object *camera, bool use_spherical_stereo)
|
|
{
|
|
/* When using spherical stereo, get camera shift without multiview,
|
|
* leaving stereo to be handled by the engine. */
|
|
Render *re = engine->re;
|
|
if (use_spherical_stereo || re == nullptr) {
|
|
return BKE_camera_multiview_shift_x(nullptr, camera, nullptr);
|
|
}
|
|
|
|
return BKE_camera_multiview_shift_x(&re->r, camera, re->viewname);
|
|
}
|
|
|
|
void RE_engine_get_camera_model_matrix(RenderEngine *engine,
|
|
Object *camera,
|
|
bool use_spherical_stereo,
|
|
float r_modelmat[16])
|
|
{
|
|
/* When using spherical stereo, get model matrix without multiview,
|
|
* leaving stereo to be handled by the engine. */
|
|
Render *re = engine->re;
|
|
if (use_spherical_stereo || re == nullptr) {
|
|
BKE_camera_multiview_model_matrix(nullptr, camera, nullptr, (float(*)[4])r_modelmat);
|
|
}
|
|
else {
|
|
BKE_camera_multiview_model_matrix(&re->r, camera, re->viewname, (float(*)[4])r_modelmat);
|
|
}
|
|
}
|
|
|
|
bool RE_engine_get_spherical_stereo(RenderEngine *engine, Object *camera)
|
|
{
|
|
Render *re = engine->re;
|
|
return BKE_camera_multiview_spherical_stereo(re ? &re->r : nullptr, camera) ? true : false;
|
|
}
|
|
|
|
rcti *RE_engine_get_current_tiles(Render *re, int *r_total_tiles, bool *r_needs_free)
|
|
{
|
|
static rcti tiles_static[BLENDER_MAX_THREADS];
|
|
const int allocation_step = BLENDER_MAX_THREADS;
|
|
int total_tiles = 0;
|
|
rcti *tiles = tiles_static;
|
|
int allocation_size = BLENDER_MAX_THREADS;
|
|
|
|
BLI_mutex_lock(&re->highlighted_tiles_mutex);
|
|
|
|
*r_needs_free = false;
|
|
|
|
if (re->highlighted_tiles == nullptr) {
|
|
*r_total_tiles = 0;
|
|
BLI_mutex_unlock(&re->highlighted_tiles_mutex);
|
|
return nullptr;
|
|
}
|
|
|
|
GSET_FOREACH_BEGIN (HighlightedTile *, tile, re->highlighted_tiles) {
|
|
if (total_tiles >= allocation_size) {
|
|
/* Just in case we're using crazy network rendering with more
|
|
* workers than BLENDER_MAX_THREADS.
|
|
*/
|
|
allocation_size += allocation_step;
|
|
if (tiles == tiles_static) {
|
|
/* Can not realloc yet, tiles are pointing to a
|
|
* stack memory.
|
|
*/
|
|
tiles = MEM_cnew_array<rcti>(allocation_size, "current engine tiles");
|
|
}
|
|
else {
|
|
tiles = static_cast<rcti *>(MEM_reallocN(tiles, allocation_size * sizeof(rcti)));
|
|
}
|
|
*r_needs_free = true;
|
|
}
|
|
tiles[total_tiles] = tile->rect;
|
|
|
|
total_tiles++;
|
|
}
|
|
GSET_FOREACH_END();
|
|
|
|
BLI_mutex_unlock(&re->highlighted_tiles_mutex);
|
|
|
|
*r_total_tiles = total_tiles;
|
|
|
|
return tiles;
|
|
}
|
|
|
|
RenderData *RE_engine_get_render_data(Render *re)
|
|
{
|
|
return &re->r;
|
|
}
|
|
|
|
bool RE_engine_use_persistent_data(RenderEngine *engine)
|
|
{
|
|
/* Re-rendering is not supported with GPU contexts, since the GPU context
|
|
* is destroyed when the render thread exists. */
|
|
return (engine->re->r.mode & R_PERSISTENT_DATA) && !(engine->type->flag & RE_USE_GPU_CONTEXT);
|
|
}
|
|
|
|
static bool engine_keep_depsgraph(RenderEngine *engine)
|
|
{
|
|
/* For persistent data or GPU engines like Eevee, reuse the depsgraph between
|
|
* view layers and animation frames. For renderers like Cycles that create
|
|
* their own copy of the scene, persistent data must be explicitly enabled to
|
|
* keep memory usage low by default. */
|
|
return (engine->re->r.mode & R_PERSISTENT_DATA) || (engine->type->flag & RE_USE_GPU_CONTEXT);
|
|
}
|
|
|
|
/* Depsgraph */
|
|
static void engine_depsgraph_init(RenderEngine *engine, ViewLayer *view_layer)
|
|
{
|
|
Main *bmain = engine->re->main;
|
|
Scene *scene = engine->re->scene;
|
|
bool reuse_depsgraph = false;
|
|
|
|
/* Reuse depsgraph from persistent data if possible. */
|
|
if (engine->depsgraph) {
|
|
if (DEG_get_bmain(engine->depsgraph) != bmain ||
|
|
DEG_get_input_scene(engine->depsgraph) != scene) {
|
|
/* If bmain or scene changes, we need a completely new graph. */
|
|
engine_depsgraph_free(engine);
|
|
}
|
|
else if (DEG_get_input_view_layer(engine->depsgraph) != view_layer) {
|
|
/* If only view layer changed, reuse depsgraph in the hope of reusing
|
|
* objects shared between view layers. */
|
|
DEG_graph_replace_owners(engine->depsgraph, bmain, scene, view_layer);
|
|
DEG_graph_tag_relations_update(engine->depsgraph);
|
|
}
|
|
|
|
reuse_depsgraph = true;
|
|
}
|
|
|
|
if (!engine->depsgraph) {
|
|
/* Ensure we only use persistent data for one scene / view layer at a time,
|
|
* to avoid excessive memory usage. */
|
|
RE_FreePersistentData(nullptr);
|
|
|
|
/* Create new depsgraph if not cached with persistent data. */
|
|
engine->depsgraph = DEG_graph_new(bmain, scene, view_layer, DAG_EVAL_RENDER);
|
|
DEG_debug_name_set(engine->depsgraph, "RENDER");
|
|
}
|
|
|
|
if (engine->re->r.scemode & R_BUTS_PREVIEW) {
|
|
/* Update for preview render. */
|
|
Depsgraph *depsgraph = engine->depsgraph;
|
|
DEG_graph_relations_update(depsgraph);
|
|
|
|
/* Need GPU context since this might free GPU buffers. */
|
|
const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT) && reuse_depsgraph;
|
|
if (use_gpu_context) {
|
|
DRW_render_context_enable(engine->re);
|
|
}
|
|
|
|
DEG_evaluate_on_framechange(depsgraph, BKE_scene_frame_get(scene));
|
|
|
|
if (use_gpu_context) {
|
|
DRW_render_context_disable(engine->re);
|
|
}
|
|
}
|
|
else {
|
|
/* Go through update with full Python callbacks for regular render. */
|
|
BKE_scene_graph_update_for_newframe_ex(engine->depsgraph, false);
|
|
}
|
|
|
|
engine->has_grease_pencil = DRW_render_check_grease_pencil(engine->depsgraph);
|
|
}
|
|
|
|
static void engine_depsgraph_exit(RenderEngine *engine)
|
|
{
|
|
if (engine->depsgraph) {
|
|
if (engine_keep_depsgraph(engine)) {
|
|
/* Clear recalc flags since the engine should have handled the updates for the currently
|
|
* rendered framed by now. */
|
|
DEG_ids_clear_recalc(engine->depsgraph, false);
|
|
}
|
|
else {
|
|
/* Free immediately to save memory. */
|
|
engine_depsgraph_free(engine);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RE_engine_frame_set(RenderEngine *engine, int frame, float subframe)
|
|
{
|
|
if (!engine->depsgraph) {
|
|
return;
|
|
}
|
|
|
|
/* Clear recalc flags before update so engine can detect what changed. */
|
|
DEG_ids_clear_recalc(engine->depsgraph, false);
|
|
|
|
Render *re = engine->re;
|
|
double cfra = double(frame) + double(subframe);
|
|
|
|
CLAMP(cfra, MINAFRAME, MAXFRAME);
|
|
BKE_scene_frame_set(re->scene, cfra);
|
|
BKE_scene_graph_update_for_newframe_ex(engine->depsgraph, false);
|
|
|
|
BKE_scene_camera_switch_update(re->scene);
|
|
}
|
|
|
|
/* Bake */
|
|
|
|
void RE_bake_engine_set_engine_parameters(Render *re, Main *bmain, Scene *scene)
|
|
{
|
|
re->scene = scene;
|
|
re->main = bmain;
|
|
render_copy_renderdata(&re->r, &scene->r);
|
|
}
|
|
|
|
bool RE_bake_has_engine(const Render *re)
|
|
{
|
|
const RenderEngineType *type = RE_engines_find(re->r.engine);
|
|
return (type->bake != nullptr);
|
|
}
|
|
|
|
bool RE_bake_engine(Render *re,
|
|
Depsgraph *depsgraph,
|
|
Object *object,
|
|
const int object_id,
|
|
const BakePixel pixel_array[],
|
|
const BakeTargets *targets,
|
|
const eScenePassType pass_type,
|
|
const int pass_filter,
|
|
float result[])
|
|
{
|
|
RenderEngineType *type = RE_engines_find(re->r.engine);
|
|
RenderEngine *engine;
|
|
|
|
/* set render info */
|
|
re->i.cfra = re->scene->r.cfra;
|
|
BLI_strncpy(re->i.scene_name, re->scene->id.name + 2, sizeof(re->i.scene_name) - 2);
|
|
|
|
/* render */
|
|
engine = re->engine;
|
|
|
|
if (!engine) {
|
|
engine = RE_engine_create(type);
|
|
re->engine = engine;
|
|
}
|
|
|
|
engine->flag |= RE_ENGINE_RENDERING;
|
|
|
|
/* TODO: actually link to a parent which shouldn't happen */
|
|
engine->re = re;
|
|
|
|
engine->resolution_x = re->winx;
|
|
engine->resolution_y = re->winy;
|
|
|
|
if (type->bake) {
|
|
engine->depsgraph = depsgraph;
|
|
|
|
/* update is only called so we create the engine.session */
|
|
if (type->update) {
|
|
type->update(engine, re->main, engine->depsgraph);
|
|
}
|
|
|
|
/* Bake all images. */
|
|
engine->bake.targets = targets;
|
|
engine->bake.pixels = pixel_array;
|
|
engine->bake.result = result;
|
|
engine->bake.object_id = object_id;
|
|
|
|
for (int i = 0; i < targets->images_num; i++) {
|
|
const BakeImage *image = &targets->images[i];
|
|
engine->bake.image_id = i;
|
|
|
|
type->bake(
|
|
engine, engine->depsgraph, object, pass_type, pass_filter, image->width, image->height);
|
|
}
|
|
|
|
/* Optionally let render images read bake images from disk delayed. */
|
|
if (type->render_frame_finish) {
|
|
engine->bake.image_id = 0;
|
|
type->render_frame_finish(engine);
|
|
}
|
|
|
|
memset(&engine->bake, 0, sizeof(engine->bake));
|
|
|
|
engine->depsgraph = nullptr;
|
|
}
|
|
|
|
engine->flag &= ~RE_ENGINE_RENDERING;
|
|
|
|
engine_depsgraph_free(engine);
|
|
|
|
RE_engine_free(engine);
|
|
re->engine = nullptr;
|
|
|
|
if (BKE_reports_contain(re->reports, RPT_ERROR)) {
|
|
G.is_break = true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Render */
|
|
|
|
static void engine_render_view_layer(Render *re,
|
|
RenderEngine *engine,
|
|
ViewLayer *view_layer_iter,
|
|
const bool use_engine,
|
|
const bool use_grease_pencil)
|
|
{
|
|
/* Lock UI so scene can't be edited while we read from it in this render thread. */
|
|
if (re->draw_lock) {
|
|
re->draw_lock(re->dlh, true);
|
|
}
|
|
|
|
/* Create depsgraph with scene evaluated at render resolution. */
|
|
ViewLayer *view_layer = static_cast<ViewLayer *>(
|
|
BLI_findstring(&re->scene->view_layers, view_layer_iter->name, offsetof(ViewLayer, name)));
|
|
engine_depsgraph_init(engine, view_layer);
|
|
|
|
/* Sync data to engine, within draw lock so scene data can be accessed safely. */
|
|
if (use_engine) {
|
|
if (engine->type->update) {
|
|
engine->type->update(engine, re->main, engine->depsgraph);
|
|
}
|
|
}
|
|
|
|
if (re->draw_lock) {
|
|
re->draw_lock(re->dlh, false);
|
|
}
|
|
|
|
/* Perform render with engine. */
|
|
if (use_engine) {
|
|
const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT);
|
|
if (use_gpu_context) {
|
|
DRW_render_context_enable(engine->re);
|
|
}
|
|
|
|
BLI_mutex_lock(&engine->re->engine_draw_mutex);
|
|
re->engine->flag |= RE_ENGINE_CAN_DRAW;
|
|
BLI_mutex_unlock(&engine->re->engine_draw_mutex);
|
|
|
|
engine->type->render(engine, engine->depsgraph);
|
|
|
|
BLI_mutex_lock(&engine->re->engine_draw_mutex);
|
|
re->engine->flag &= ~RE_ENGINE_CAN_DRAW;
|
|
BLI_mutex_unlock(&engine->re->engine_draw_mutex);
|
|
|
|
if (use_gpu_context) {
|
|
DRW_render_context_disable(engine->re);
|
|
}
|
|
}
|
|
|
|
/* Optionally composite grease pencil over render result.
|
|
* Only do it if the passes are allocated (and the engine will not override the grease pencil
|
|
* when reading its result from EXR file and writing to the Blender side. */
|
|
if (engine->has_grease_pencil && use_grease_pencil && re->result->passes_allocated) {
|
|
/* NOTE: External engine might have been requested to free its
|
|
* dependency graph, which is only allowed if there is no grease
|
|
* pencil (pipeline is taking care of that). */
|
|
if (!RE_engine_test_break(engine) && engine->depsgraph != nullptr) {
|
|
DRW_render_gpencil(engine, engine->depsgraph);
|
|
}
|
|
}
|
|
|
|
/* Free dependency graph, if engine has not done it already. */
|
|
engine_depsgraph_exit(engine);
|
|
}
|
|
|
|
/* Callback function for engine_render_create_result to add all render passes to the result. */
|
|
static void engine_render_add_result_pass_cb(void *user_data,
|
|
struct Scene *UNUSED(scene),
|
|
struct ViewLayer *view_layer,
|
|
const char *name,
|
|
int channels,
|
|
const char *chanid,
|
|
eNodeSocketDatatype UNUSED(type))
|
|
{
|
|
RenderResult *rr = (RenderResult *)user_data;
|
|
RE_create_render_pass(rr, name, channels, chanid, view_layer->name, RR_ALL_VIEWS, false);
|
|
}
|
|
|
|
static RenderResult *engine_render_create_result(Render *re)
|
|
{
|
|
RenderResult *rr = render_result_new(re, &re->disprect, RR_ALL_LAYERS, RR_ALL_VIEWS);
|
|
if (rr == nullptr) {
|
|
return nullptr;
|
|
}
|
|
|
|
FOREACH_VIEW_LAYER_TO_RENDER_BEGIN (re, view_layer) {
|
|
RE_engine_update_render_passes(
|
|
re->engine, re->scene, view_layer, engine_render_add_result_pass_cb, rr);
|
|
}
|
|
FOREACH_VIEW_LAYER_TO_RENDER_END;
|
|
|
|
/* Preview does not support deferred render result allocation. */
|
|
if (re->r.scemode & R_BUTS_PREVIEW) {
|
|
render_result_passes_allocated_ensure(rr);
|
|
}
|
|
|
|
return rr;
|
|
}
|
|
|
|
bool RE_engine_render(Render *re, bool do_all)
|
|
{
|
|
RenderEngineType *type = RE_engines_find(re->r.engine);
|
|
|
|
/* verify if we can render */
|
|
if (!type->render) {
|
|
return false;
|
|
}
|
|
if ((re->r.scemode & R_BUTS_PREVIEW) && !(type->flag & RE_USE_PREVIEW)) {
|
|
return false;
|
|
}
|
|
if (do_all && !(type->flag & RE_USE_POSTPROCESS)) {
|
|
return false;
|
|
}
|
|
if (!do_all && (type->flag & RE_USE_POSTPROCESS)) {
|
|
return false;
|
|
}
|
|
|
|
/* Lock drawing in UI during data phase. */
|
|
if (re->draw_lock) {
|
|
re->draw_lock(re->dlh, true);
|
|
}
|
|
|
|
if ((type->flag & RE_USE_GPU_CONTEXT) && !GPU_backend_supported()) {
|
|
/* Clear UI drawing locks. */
|
|
if (re->draw_lock) {
|
|
re->draw_lock(re->dlh, false);
|
|
}
|
|
BKE_report(re->reports, RPT_ERROR, "Can not initialize the GPU");
|
|
G.is_break = true;
|
|
return true;
|
|
}
|
|
|
|
/* update animation here so any render layer animation is applied before
|
|
* creating the render result */
|
|
if ((re->r.scemode & (R_NO_FRAME_UPDATE | R_BUTS_PREVIEW)) == 0) {
|
|
render_update_anim_renderdata(re, &re->scene->r, &re->scene->view_layers);
|
|
}
|
|
|
|
/* Create engine. */
|
|
RenderEngine *engine = re->engine;
|
|
|
|
if (!engine) {
|
|
engine = RE_engine_create(type);
|
|
re->engine = engine;
|
|
}
|
|
|
|
/* create render result */
|
|
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
|
|
if (re->result == nullptr || !(re->r.scemode & R_BUTS_PREVIEW)) {
|
|
if (re->result) {
|
|
render_result_free(re->result);
|
|
}
|
|
|
|
re->result = engine_render_create_result(re);
|
|
}
|
|
BLI_rw_mutex_unlock(&re->resultmutex);
|
|
|
|
if (re->result == nullptr) {
|
|
/* Clear UI drawing locks. */
|
|
if (re->draw_lock) {
|
|
re->draw_lock(re->dlh, false);
|
|
}
|
|
/* Free engine. */
|
|
RE_engine_free(engine);
|
|
re->engine = nullptr;
|
|
/* Too small image is handled earlier, here it could only happen if
|
|
* there was no sufficient memory to allocate all passes.
|
|
*/
|
|
BKE_report(re->reports, RPT_ERROR, "Failed allocate render result, out of memory");
|
|
G.is_break = true;
|
|
return true;
|
|
}
|
|
|
|
/* set render info */
|
|
re->i.cfra = re->scene->r.cfra;
|
|
BLI_strncpy(re->i.scene_name, re->scene->id.name + 2, sizeof(re->i.scene_name));
|
|
|
|
engine->flag |= RE_ENGINE_RENDERING;
|
|
|
|
/* TODO: actually link to a parent which shouldn't happen */
|
|
engine->re = re;
|
|
|
|
if (re->flag & R_ANIMATION) {
|
|
engine->flag |= RE_ENGINE_ANIMATION;
|
|
}
|
|
if (re->r.scemode & R_BUTS_PREVIEW) {
|
|
engine->flag |= RE_ENGINE_PREVIEW;
|
|
}
|
|
engine->camera_override = re->camera_override;
|
|
|
|
engine->resolution_x = re->winx;
|
|
engine->resolution_y = re->winy;
|
|
|
|
/* Clear UI drawing locks. */
|
|
if (re->draw_lock) {
|
|
re->draw_lock(re->dlh, false);
|
|
}
|
|
|
|
/* Render view layers. */
|
|
bool delay_grease_pencil = false;
|
|
|
|
if (type->render) {
|
|
FOREACH_VIEW_LAYER_TO_RENDER_BEGIN (re, view_layer_iter) {
|
|
engine_render_view_layer(re, engine, view_layer_iter, true, true);
|
|
|
|
/* If render passes are not allocated the render engine deferred final pixels write for
|
|
* later. Need to defer the grease pencil for until after the engine has written the
|
|
* render result to Blender. */
|
|
delay_grease_pencil = engine->has_grease_pencil && !re->result->passes_allocated;
|
|
|
|
if (RE_engine_test_break(engine)) {
|
|
break;
|
|
}
|
|
}
|
|
FOREACH_VIEW_LAYER_TO_RENDER_END;
|
|
}
|
|
|
|
if (type->render_frame_finish) {
|
|
type->render_frame_finish(engine);
|
|
}
|
|
|
|
/* Perform delayed grease pencil rendering. */
|
|
if (delay_grease_pencil) {
|
|
FOREACH_VIEW_LAYER_TO_RENDER_BEGIN (re, view_layer_iter) {
|
|
engine_render_view_layer(re, engine, view_layer_iter, false, true);
|
|
if (RE_engine_test_break(engine)) {
|
|
break;
|
|
}
|
|
}
|
|
FOREACH_VIEW_LAYER_TO_RENDER_END;
|
|
}
|
|
|
|
/* Clear tile data */
|
|
engine->flag &= ~RE_ENGINE_RENDERING;
|
|
|
|
render_result_free_list(&engine->fullresult,
|
|
static_cast<RenderResult *>(engine->fullresult.first));
|
|
|
|
/* re->engine becomes zero if user changed active render engine during render */
|
|
if (!engine_keep_depsgraph(engine) || !re->engine) {
|
|
engine_depsgraph_free(engine);
|
|
|
|
RE_engine_free(engine);
|
|
re->engine = nullptr;
|
|
}
|
|
|
|
if (re->r.scemode & R_EXR_CACHE_FILE) {
|
|
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
|
|
render_result_exr_file_cache_write(re);
|
|
BLI_rw_mutex_unlock(&re->resultmutex);
|
|
}
|
|
|
|
if (BKE_reports_contain(re->reports, RPT_ERROR)) {
|
|
G.is_break = true;
|
|
}
|
|
|
|
#ifdef WITH_FREESTYLE
|
|
if (re->r.mode & R_EDGE_FRS) {
|
|
RE_RenderFreestyleExternal(re);
|
|
}
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
void RE_engine_update_render_passes(struct RenderEngine *engine,
|
|
struct Scene *scene,
|
|
struct ViewLayer *view_layer,
|
|
update_render_passes_cb_t callback,
|
|
void *callback_data)
|
|
{
|
|
if (!(scene && view_layer && engine && callback && engine->type->update_render_passes)) {
|
|
return;
|
|
}
|
|
|
|
BLI_mutex_lock(&engine->update_render_passes_mutex);
|
|
|
|
engine->update_render_passes_cb = callback;
|
|
engine->update_render_passes_data = callback_data;
|
|
engine->type->update_render_passes(engine, scene, view_layer);
|
|
engine->update_render_passes_cb = nullptr;
|
|
engine->update_render_passes_data = nullptr;
|
|
|
|
BLI_mutex_unlock(&engine->update_render_passes_mutex);
|
|
}
|
|
|
|
void RE_engine_register_pass(struct RenderEngine *engine,
|
|
struct Scene *scene,
|
|
struct ViewLayer *view_layer,
|
|
const char *name,
|
|
int channels,
|
|
const char *chanid,
|
|
eNodeSocketDatatype type)
|
|
{
|
|
if (!(scene && view_layer && engine && engine->update_render_passes_cb)) {
|
|
return;
|
|
}
|
|
|
|
engine->update_render_passes_cb(
|
|
engine->update_render_passes_data, scene, view_layer, name, channels, chanid, type);
|
|
}
|
|
|
|
void RE_engine_free_blender_memory(RenderEngine *engine)
|
|
{
|
|
/* Weak way to save memory, but not crash grease pencil.
|
|
*
|
|
* TODO(sergey): Find better solution for this.
|
|
*/
|
|
if (engine->has_grease_pencil || engine_keep_depsgraph(engine)) {
|
|
return;
|
|
}
|
|
engine_depsgraph_free(engine);
|
|
}
|
|
|
|
struct RenderEngine *RE_engine_get(const Render *re)
|
|
{
|
|
return re->engine;
|
|
}
|
|
|
|
bool RE_engine_draw_acquire(Render *re)
|
|
{
|
|
BLI_mutex_lock(&re->engine_draw_mutex);
|
|
|
|
RenderEngine *engine = re->engine;
|
|
|
|
if (engine == nullptr || engine->type->draw == nullptr ||
|
|
(engine->flag & RE_ENGINE_CAN_DRAW) == 0) {
|
|
BLI_mutex_unlock(&re->engine_draw_mutex);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void RE_engine_draw_release(Render *re)
|
|
{
|
|
BLI_mutex_unlock(&re->engine_draw_mutex);
|
|
}
|
|
|
|
void RE_engine_tile_highlight_set(
|
|
RenderEngine *engine, int x, int y, int width, int height, bool highlight)
|
|
{
|
|
HighlightedTile tile;
|
|
BLI_rcti_init(&tile.rect, x, x + width, y, y + height);
|
|
|
|
engine_tile_highlight_set(engine, &tile, highlight);
|
|
}
|
|
|
|
void RE_engine_tile_highlight_clear_all(RenderEngine *engine)
|
|
{
|
|
if ((engine->flag & RE_ENGINE_HIGHLIGHT_TILES) == 0) {
|
|
return;
|
|
}
|
|
|
|
Render *re = engine->re;
|
|
|
|
BLI_mutex_lock(&re->highlighted_tiles_mutex);
|
|
|
|
if (re->highlighted_tiles != nullptr) {
|
|
BLI_gset_clear(re->highlighted_tiles, MEM_freeN);
|
|
}
|
|
|
|
BLI_mutex_unlock(&re->highlighted_tiles_mutex);
|
|
}
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name OpenGL context manipulation.
|
|
*
|
|
* GPU context for engine to create and update GPU resources in its own thread,
|
|
* without blocking the main thread. Used by Cycles' display driver to create
|
|
* display textures.
|
|
*
|
|
* \{ */
|
|
|
|
bool RE_engine_gpu_context_create(RenderEngine *engine)
|
|
{
|
|
/* If the there already is a draw manager render context available, reuse it. */
|
|
engine->use_drw_render_context = (engine->re && RE_gl_context_get(engine->re));
|
|
if (engine->use_drw_render_context) {
|
|
return true;
|
|
}
|
|
|
|
/* Viewport render case where no render context is available. We are expected to be on
|
|
* the main thread here to safely create a context. */
|
|
BLI_assert(BLI_thread_is_main());
|
|
|
|
const bool drw_state = DRW_opengl_context_release();
|
|
engine->gpu_context = WM_opengl_context_create();
|
|
|
|
/* On Windows an old context is restored after creation, and subsequent release of context
|
|
* generates a Win32 error. Harmless for users, but annoying to have possible misleading
|
|
* error prints in the console. */
|
|
#ifndef _WIN32
|
|
if (engine->gpu_context) {
|
|
WM_opengl_context_release(engine->gpu_context);
|
|
}
|
|
#endif
|
|
|
|
DRW_opengl_context_activate(drw_state);
|
|
|
|
return engine->gpu_context != nullptr;
|
|
}
|
|
|
|
void RE_engine_gpu_context_destroy(RenderEngine *engine)
|
|
{
|
|
if (!engine->gpu_context) {
|
|
return;
|
|
}
|
|
|
|
const bool drw_state = DRW_opengl_context_release();
|
|
|
|
WM_opengl_context_activate(engine->gpu_context);
|
|
WM_opengl_context_dispose(engine->gpu_context);
|
|
|
|
DRW_opengl_context_activate(drw_state);
|
|
}
|
|
|
|
bool RE_engine_gpu_context_enable(RenderEngine *engine)
|
|
{
|
|
if (engine->use_drw_render_context) {
|
|
DRW_render_context_enable(engine->re);
|
|
return true;
|
|
}
|
|
if (engine->gpu_context) {
|
|
BLI_mutex_lock(&engine->gpu_context_mutex);
|
|
WM_opengl_context_activate(engine->gpu_context);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void RE_engine_gpu_context_disable(RenderEngine *engine)
|
|
{
|
|
if (engine->use_drw_render_context) {
|
|
DRW_render_context_disable(engine->re);
|
|
}
|
|
else {
|
|
if (engine->gpu_context) {
|
|
WM_opengl_context_release(engine->gpu_context);
|
|
BLI_mutex_unlock(&engine->gpu_context_mutex);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RE_engine_gpu_context_lock(RenderEngine *engine)
|
|
{
|
|
if (engine->use_drw_render_context) {
|
|
/* Locking already handled by the draw manager. */
|
|
}
|
|
else {
|
|
if (engine->gpu_context) {
|
|
BLI_mutex_lock(&engine->gpu_context_mutex);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RE_engine_gpu_context_unlock(RenderEngine *engine)
|
|
{
|
|
if (engine->use_drw_render_context) {
|
|
/* Locking already handled by the draw manager. */
|
|
}
|
|
else {
|
|
if (engine->gpu_context) {
|
|
BLI_mutex_unlock(&engine->gpu_context_mutex);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** \} */
|