Branched path tracing is not supported for OptiX, and it would still use the number of AA samples from there when branched path was enabled by the user earlier but auto disabled and hidden in the UI when using OptiX. Ref D10159
1031 lines
36 KiB
C++
1031 lines
36 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 "render/background.h"
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#include "render/camera.h"
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#include "render/curves.h"
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#include "render/film.h"
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#include "render/graph.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/nodes.h"
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#include "render/object.h"
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#include "render/scene.h"
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#include "render/shader.h"
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#include "device/device.h"
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#include "blender/blender_device.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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#include "util/util_debug.h"
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#include "util/util_foreach.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_opengl.h"
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#include "util/util_openimagedenoise.h"
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CCL_NAMESPACE_BEGIN
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static const char *cryptomatte_prefix = "Crypto";
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/* Constructor */
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BlenderSync::BlenderSync(BL::RenderEngine &b_engine,
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BL::BlendData &b_data,
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BL::Scene &b_scene,
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Scene *scene,
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bool preview,
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Progress &progress)
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: b_engine(b_engine),
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b_data(b_data),
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b_scene(b_scene),
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shader_map(scene),
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object_map(scene),
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geometry_map(scene),
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light_map(scene),
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particle_system_map(scene),
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world_map(NULL),
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world_recalc(false),
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scene(scene),
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preview(preview),
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experimental(false),
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dicing_rate(1.0f),
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max_subdivisions(12),
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progress(progress)
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") :
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RNA_float_get(&cscene, "dicing_rate");
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max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
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}
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BlenderSync::~BlenderSync()
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{
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}
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void BlenderSync::reset(BL::BlendData &b_data, BL::Scene &b_scene)
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{
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/* Update data and scene pointers in case they change in session reset,
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* for example after undo. */
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this->b_data = b_data;
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this->b_scene = b_scene;
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}
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/* Sync */
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void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
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{
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/* Sync recalc flags from blender to cycles. Actual update is done separate,
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* so we can do it later on if doing it immediate is not suitable. */
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if (experimental) {
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/* Mark all meshes as needing to be exported again if dicing changed. */
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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bool dicing_prop_changed = false;
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float updated_dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") :
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RNA_float_get(&cscene, "dicing_rate");
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if (dicing_rate != updated_dicing_rate) {
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dicing_rate = updated_dicing_rate;
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dicing_prop_changed = true;
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}
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int updated_max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
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if (max_subdivisions != updated_max_subdivisions) {
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max_subdivisions = updated_max_subdivisions;
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dicing_prop_changed = true;
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}
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if (dicing_prop_changed) {
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for (const pair<const GeometryKey, Geometry *> &iter : geometry_map.key_to_scene_data()) {
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Geometry *geom = iter.second;
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if (geom->is_mesh()) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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if (mesh->get_subdivision_type() != Mesh::SUBDIVISION_NONE) {
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PointerRNA id_ptr;
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RNA_id_pointer_create((::ID *)iter.first.id, &id_ptr);
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geometry_map.set_recalc(BL::ID(id_ptr));
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}
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}
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}
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}
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}
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/* Iterate over all IDs in this depsgraph. */
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BL::Depsgraph::updates_iterator b_update;
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for (b_depsgraph.updates.begin(b_update); b_update != b_depsgraph.updates.end(); ++b_update) {
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BL::ID b_id(b_update->id());
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/* Material */
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if (b_id.is_a(&RNA_Material)) {
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BL::Material b_mat(b_id);
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shader_map.set_recalc(b_mat);
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}
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/* Light */
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else if (b_id.is_a(&RNA_Light)) {
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BL::Light b_light(b_id);
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shader_map.set_recalc(b_light);
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}
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/* Object */
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else if (b_id.is_a(&RNA_Object)) {
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BL::Object b_ob(b_id);
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const bool is_geometry = object_is_geometry(b_ob);
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const bool is_light = !is_geometry && object_is_light(b_ob);
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if (b_ob.is_instancer() && b_update->is_updated_shading()) {
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/* Needed for e.g. object color updates on instancer. */
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object_map.set_recalc(b_ob);
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}
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if (is_geometry || is_light) {
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const bool updated_geometry = b_update->is_updated_geometry();
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/* Geometry (mesh, hair, volume). */
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if (is_geometry) {
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if (b_update->is_updated_transform() || b_update->is_updated_shading()) {
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object_map.set_recalc(b_ob);
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}
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if (updated_geometry ||
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(object_subdivision_type(b_ob, preview, experimental) != Mesh::SUBDIVISION_NONE)) {
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BL::ID key = BKE_object_is_modified(b_ob) ? b_ob : b_ob.data();
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geometry_map.set_recalc(key);
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}
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if (updated_geometry) {
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BL::Object::particle_systems_iterator b_psys;
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for (b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end();
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++b_psys) {
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particle_system_map.set_recalc(b_ob);
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}
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}
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}
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/* Light */
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else if (is_light) {
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if (b_update->is_updated_transform() || b_update->is_updated_shading()) {
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object_map.set_recalc(b_ob);
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light_map.set_recalc(b_ob);
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}
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if (updated_geometry) {
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light_map.set_recalc(b_ob);
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}
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}
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}
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}
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/* Mesh */
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else if (b_id.is_a(&RNA_Mesh)) {
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BL::Mesh b_mesh(b_id);
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geometry_map.set_recalc(b_mesh);
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}
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/* World */
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else if (b_id.is_a(&RNA_World)) {
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BL::World b_world(b_id);
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if (world_map == b_world.ptr.data) {
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world_recalc = true;
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}
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}
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/* Volume */
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else if (b_id.is_a(&RNA_Volume)) {
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BL::Volume b_volume(b_id);
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geometry_map.set_recalc(b_volume);
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}
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}
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BlenderViewportParameters new_viewport_parameters(b_v3d);
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if (viewport_parameters.modified(new_viewport_parameters)) {
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world_recalc = true;
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}
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}
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void BlenderSync::sync_data(BL::RenderSettings &b_render,
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BL::Depsgraph &b_depsgraph,
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BL::SpaceView3D &b_v3d,
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BL::Object &b_override,
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int width,
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int height,
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void **python_thread_state)
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{
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scoped_timer timer;
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BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
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sync_view_layer(b_v3d, b_view_layer);
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sync_integrator();
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sync_film(b_v3d);
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sync_shaders(b_depsgraph, b_v3d);
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sync_images();
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geometry_synced.clear(); /* use for objects and motion sync */
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if (scene->need_motion() == Scene::MOTION_PASS || scene->need_motion() == Scene::MOTION_NONE ||
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scene->camera->get_motion_position() == Camera::MOTION_POSITION_CENTER) {
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sync_objects(b_depsgraph, b_v3d);
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}
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sync_motion(b_render, b_depsgraph, b_v3d, b_override, width, height, python_thread_state);
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geometry_synced.clear();
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/* Shader sync done at the end, since object sync uses it.
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* false = don't delete unused shaders, not supported. */
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shader_map.post_sync(false);
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free_data_after_sync(b_depsgraph);
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VLOG(1) << "Total time spent synchronizing data: " << timer.get_time();
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}
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/* Integrator */
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void BlenderSync::sync_integrator()
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{
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BL::RenderSettings r = b_scene.render();
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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experimental = (get_enum(cscene, "feature_set") != 0);
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Integrator *integrator = scene->integrator;
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integrator->set_min_bounce(get_int(cscene, "min_light_bounces"));
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integrator->set_max_bounce(get_int(cscene, "max_bounces"));
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integrator->set_max_diffuse_bounce(get_int(cscene, "diffuse_bounces"));
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integrator->set_max_glossy_bounce(get_int(cscene, "glossy_bounces"));
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integrator->set_max_transmission_bounce(get_int(cscene, "transmission_bounces"));
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integrator->set_max_volume_bounce(get_int(cscene, "volume_bounces"));
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integrator->set_transparent_min_bounce(get_int(cscene, "min_transparent_bounces"));
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integrator->set_transparent_max_bounce(get_int(cscene, "transparent_max_bounces"));
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integrator->set_volume_max_steps(get_int(cscene, "volume_max_steps"));
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float volume_step_rate = (preview) ? get_float(cscene, "volume_preview_step_rate") :
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get_float(cscene, "volume_step_rate");
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integrator->set_volume_step_rate(volume_step_rate);
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integrator->set_caustics_reflective(get_boolean(cscene, "caustics_reflective"));
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integrator->set_caustics_refractive(get_boolean(cscene, "caustics_refractive"));
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integrator->set_filter_glossy(get_float(cscene, "blur_glossy"));
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int seed = get_int(cscene, "seed");
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if (get_boolean(cscene, "use_animated_seed")) {
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seed = hash_uint2(b_scene.frame_current(), get_int(cscene, "seed"));
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if (b_scene.frame_subframe() != 0.0f) {
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/* TODO(sergey): Ideally should be some sort of hash_merge,
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* but this is good enough for now.
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*/
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seed += hash_uint2((int)(b_scene.frame_subframe() * (float)INT_MAX),
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get_int(cscene, "seed"));
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}
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}
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integrator->set_seed(seed);
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integrator->set_sample_clamp_direct(get_float(cscene, "sample_clamp_direct"));
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integrator->set_sample_clamp_indirect(get_float(cscene, "sample_clamp_indirect"));
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if (!preview) {
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if (integrator->get_motion_blur() != r.use_motion_blur()) {
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scene->object_manager->tag_update(scene);
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scene->camera->tag_modified();
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}
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integrator->set_motion_blur(r.use_motion_blur());
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}
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integrator->set_method((Integrator::Method)get_enum(
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cscene, "progressive", Integrator::NUM_METHODS, Integrator::PATH));
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integrator->set_sample_all_lights_direct(get_boolean(cscene, "sample_all_lights_direct"));
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integrator->set_sample_all_lights_indirect(get_boolean(cscene, "sample_all_lights_indirect"));
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integrator->set_light_sampling_threshold(get_float(cscene, "light_sampling_threshold"));
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SamplingPattern sampling_pattern = (SamplingPattern)get_enum(
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cscene, "sampling_pattern", SAMPLING_NUM_PATTERNS, SAMPLING_PATTERN_SOBOL);
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int adaptive_min_samples = INT_MAX;
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if (RNA_boolean_get(&cscene, "use_adaptive_sampling")) {
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sampling_pattern = SAMPLING_PATTERN_PMJ;
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adaptive_min_samples = get_int(cscene, "adaptive_min_samples");
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integrator->set_adaptive_threshold(get_float(cscene, "adaptive_threshold"));
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}
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else {
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integrator->set_adaptive_threshold(0.0f);
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}
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integrator->set_sampling_pattern(sampling_pattern);
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int diffuse_samples = get_int(cscene, "diffuse_samples");
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int glossy_samples = get_int(cscene, "glossy_samples");
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int transmission_samples = get_int(cscene, "transmission_samples");
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int ao_samples = get_int(cscene, "ao_samples");
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int mesh_light_samples = get_int(cscene, "mesh_light_samples");
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int subsurface_samples = get_int(cscene, "subsurface_samples");
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int volume_samples = get_int(cscene, "volume_samples");
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if (get_boolean(cscene, "use_square_samples")) {
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integrator->set_diffuse_samples(diffuse_samples * diffuse_samples);
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integrator->set_glossy_samples(glossy_samples * glossy_samples);
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integrator->set_transmission_samples(transmission_samples * transmission_samples);
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integrator->set_ao_samples(ao_samples * ao_samples);
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integrator->set_mesh_light_samples(mesh_light_samples * mesh_light_samples);
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integrator->set_subsurface_samples(subsurface_samples * subsurface_samples);
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integrator->set_volume_samples(volume_samples * volume_samples);
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adaptive_min_samples = min(adaptive_min_samples * adaptive_min_samples, INT_MAX);
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}
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else {
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integrator->set_diffuse_samples(diffuse_samples);
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integrator->set_glossy_samples(glossy_samples);
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integrator->set_transmission_samples(transmission_samples);
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integrator->set_ao_samples(ao_samples);
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integrator->set_mesh_light_samples(mesh_light_samples);
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integrator->set_subsurface_samples(subsurface_samples);
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integrator->set_volume_samples(volume_samples);
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}
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integrator->set_adaptive_min_samples(adaptive_min_samples);
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if (b_scene.render().use_simplify()) {
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if (preview) {
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integrator->set_ao_bounces(get_int(cscene, "ao_bounces"));
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}
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else {
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integrator->set_ao_bounces(get_int(cscene, "ao_bounces_render"));
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}
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}
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else {
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integrator->set_ao_bounces(0);
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}
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if (integrator->is_modified())
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integrator->tag_update(scene);
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}
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/* Film */
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void BlenderSync::sync_film(BL::SpaceView3D &b_v3d)
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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Film *film = scene->film;
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vector<Pass> prevpasses = scene->passes;
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if (b_v3d) {
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film->set_display_pass(update_viewport_display_passes(b_v3d, scene->passes));
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}
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film->set_exposure(get_float(cscene, "film_exposure"));
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film->set_filter_type(
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(FilterType)get_enum(cscene, "pixel_filter_type", FILTER_NUM_TYPES, FILTER_BLACKMAN_HARRIS));
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float filter_width = (film->get_filter_type() == FILTER_BOX) ? 1.0f :
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get_float(cscene, "filter_width");
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film->set_filter_width(filter_width);
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if (b_scene.world()) {
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BL::WorldMistSettings b_mist = b_scene.world().mist_settings();
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film->set_mist_start(b_mist.start());
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film->set_mist_depth(b_mist.depth());
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switch (b_mist.falloff()) {
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case BL::WorldMistSettings::falloff_QUADRATIC:
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film->set_mist_falloff(2.0f);
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break;
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case BL::WorldMistSettings::falloff_LINEAR:
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film->set_mist_falloff(1.0f);
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break;
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case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
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film->set_mist_falloff(0.5f);
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break;
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}
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}
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if (!Pass::equals(prevpasses, scene->passes)) {
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film->tag_passes_update(scene, prevpasses, false);
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film->tag_modified();
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}
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}
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/* Render Layer */
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void BlenderSync::sync_view_layer(BL::SpaceView3D & /*b_v3d*/, BL::ViewLayer &b_view_layer)
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{
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view_layer.name = b_view_layer.name();
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/* Filter. */
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view_layer.use_background_shader = b_view_layer.use_sky();
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view_layer.use_background_ao = b_view_layer.use_ao();
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/* Always enable surfaces for baking, otherwise there is nothing to bake to. */
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view_layer.use_surfaces = b_view_layer.use_solid() || scene->bake_manager->get_baking();
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view_layer.use_hair = b_view_layer.use_strand();
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view_layer.use_volumes = b_view_layer.use_volumes();
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/* Material override. */
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view_layer.material_override = b_view_layer.material_override();
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/* Sample override. */
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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int use_layer_samples = get_enum(cscene, "use_layer_samples");
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view_layer.bound_samples = (use_layer_samples == 1);
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view_layer.samples = 0;
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if (use_layer_samples != 2) {
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int samples = b_view_layer.samples();
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if (get_boolean(cscene, "use_square_samples"))
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view_layer.samples = samples * samples;
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else
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view_layer.samples = samples;
|
|
}
|
|
}
|
|
|
|
/* 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; \
|
|
} \
|
|
((void)0)
|
|
/* 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("VolumeDir", PASS_VOLUME_DIRECT);
|
|
|
|
MAP_PASS("DiffInd", PASS_DIFFUSE_INDIRECT);
|
|
MAP_PASS("GlossInd", PASS_GLOSSY_INDIRECT);
|
|
MAP_PASS("TransInd", PASS_TRANSMISSION_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("Emit", PASS_EMISSION);
|
|
MAP_PASS("Env", PASS_BACKGROUND);
|
|
MAP_PASS("AO", PASS_AO);
|
|
MAP_PASS("Shadow", PASS_SHADOW);
|
|
|
|
MAP_PASS("BakePrimitive", PASS_BAKE_PRIMITIVE);
|
|
MAP_PASS("BakeDifferential", PASS_BAKE_DIFFERENTIAL);
|
|
|
|
#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);
|
|
MAP_PASS("AdaptiveAuxBuffer", PASS_ADAPTIVE_AUX_BUFFER);
|
|
MAP_PASS("Debug Sample Count", PASS_SAMPLE_COUNT);
|
|
if (string_startswith(name, cryptomatte_prefix)) {
|
|
return PASS_CRYPTOMATTE;
|
|
}
|
|
#undef MAP_PASS
|
|
|
|
return PASS_NONE;
|
|
}
|
|
|
|
int BlenderSync::get_denoising_pass(BL::RenderPass &b_pass)
|
|
{
|
|
string name = b_pass.name();
|
|
|
|
if (name == "Noisy Image")
|
|
return DENOISING_PASS_PREFILTERED_COLOR;
|
|
|
|
if (name.substr(0, 10) != "Denoising ") {
|
|
return -1;
|
|
}
|
|
name = name.substr(10);
|
|
|
|
#define MAP_PASS(passname, offset) \
|
|
if (name == passname) { \
|
|
return offset; \
|
|
} \
|
|
((void)0)
|
|
MAP_PASS("Normal", DENOISING_PASS_PREFILTERED_NORMAL);
|
|
MAP_PASS("Albedo", DENOISING_PASS_PREFILTERED_ALBEDO);
|
|
MAP_PASS("Depth", DENOISING_PASS_PREFILTERED_DEPTH);
|
|
MAP_PASS("Shadowing", DENOISING_PASS_PREFILTERED_SHADOWING);
|
|
MAP_PASS("Variance", DENOISING_PASS_PREFILTERED_VARIANCE);
|
|
MAP_PASS("Intensity", DENOISING_PASS_PREFILTERED_INTENSITY);
|
|
MAP_PASS("Clean", DENOISING_PASS_CLEAN);
|
|
#undef MAP_PASS
|
|
|
|
return -1;
|
|
}
|
|
|
|
vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay,
|
|
BL::ViewLayer &b_view_layer,
|
|
bool adaptive_sampling,
|
|
const DenoiseParams &denoising)
|
|
{
|
|
vector<Pass> 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->get_motion_blur())
|
|
continue;
|
|
if (pass_type != PASS_NONE)
|
|
Pass::add(pass_type, passes, b_pass.name().c_str());
|
|
}
|
|
|
|
PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
|
|
|
|
int denoising_flags = 0;
|
|
if (denoising.use || denoising.store_passes) {
|
|
if (denoising.type == DENOISER_NLM) {
|
|
#define MAP_OPTION(name, flag) \
|
|
if (!get_boolean(crl, name)) { \
|
|
denoising_flags |= flag; \
|
|
} \
|
|
((void)0)
|
|
MAP_OPTION("denoising_diffuse_direct", DENOISING_CLEAN_DIFFUSE_DIR);
|
|
MAP_OPTION("denoising_diffuse_indirect", DENOISING_CLEAN_DIFFUSE_IND);
|
|
MAP_OPTION("denoising_glossy_direct", DENOISING_CLEAN_GLOSSY_DIR);
|
|
MAP_OPTION("denoising_glossy_indirect", DENOISING_CLEAN_GLOSSY_IND);
|
|
MAP_OPTION("denoising_transmission_direct", DENOISING_CLEAN_TRANSMISSION_DIR);
|
|
MAP_OPTION("denoising_transmission_indirect", DENOISING_CLEAN_TRANSMISSION_IND);
|
|
#undef MAP_OPTION
|
|
}
|
|
b_engine.add_pass("Noisy Image", 4, "RGBA", b_view_layer.name().c_str());
|
|
}
|
|
scene->film->set_denoising_flags(denoising_flags);
|
|
|
|
if (denoising.store_passes) {
|
|
b_engine.add_pass("Denoising Normal", 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 Depth", 1, "Z", b_view_layer.name().c_str());
|
|
if (denoising.type == DENOISER_NLM) {
|
|
b_engine.add_pass("Denoising Shadowing", 1, "X", b_view_layer.name().c_str());
|
|
b_engine.add_pass("Denoising Variance", 3, "RGB", b_view_layer.name().c_str());
|
|
b_engine.add_pass("Denoising Intensity", 1, "X", b_view_layer.name().c_str());
|
|
}
|
|
|
|
if (scene->film->get_denoising_flags() & DENOISING_CLEAN_ALL_PASSES) {
|
|
b_engine.add_pass("Denoising Clean", 3, "RGB", b_view_layer.name().c_str());
|
|
}
|
|
}
|
|
|
|
#ifdef __KERNEL_DEBUG__
|
|
if (get_boolean(crl, "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, "Debug BVH Traversed Nodes");
|
|
}
|
|
if (get_boolean(crl, "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, "Debug BVH Traversed Instances");
|
|
}
|
|
if (get_boolean(crl, "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, "Debug BVH Intersections");
|
|
}
|
|
if (get_boolean(crl, "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, "Debug Ray Bounces");
|
|
}
|
|
#endif
|
|
if (get_boolean(crl, "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, "Debug Render Time");
|
|
}
|
|
if (get_boolean(crl, "pass_debug_sample_count")) {
|
|
b_engine.add_pass("Debug Sample Count", 1, "X", b_view_layer.name().c_str());
|
|
Pass::add(PASS_SAMPLE_COUNT, passes, "Debug Sample Count");
|
|
}
|
|
if (get_boolean(crl, "use_pass_volume_direct")) {
|
|
b_engine.add_pass("VolumeDir", 3, "RGB", b_view_layer.name().c_str());
|
|
Pass::add(PASS_VOLUME_DIRECT, passes, "VolumeDir");
|
|
}
|
|
if (get_boolean(crl, "use_pass_volume_indirect")) {
|
|
b_engine.add_pass("VolumeInd", 3, "RGB", b_view_layer.name().c_str());
|
|
Pass::add(PASS_VOLUME_INDIRECT, passes, "VolumeInd");
|
|
}
|
|
|
|
/* Cryptomatte stores two ID/weight pairs per RGBA layer.
|
|
* User facing parameter is the number of pairs. */
|
|
int crypto_depth = divide_up(min(16, b_view_layer.pass_cryptomatte_depth()), 2);
|
|
scene->film->set_cryptomatte_depth(crypto_depth);
|
|
CryptomatteType cryptomatte_passes = CRYPT_NONE;
|
|
if (b_view_layer.use_pass_cryptomatte_object()) {
|
|
for (int i = 0; i < crypto_depth; i++) {
|
|
string passname = cryptomatte_prefix + string_printf("Object%02d", i);
|
|
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
|
|
Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
|
|
}
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_OBJECT);
|
|
}
|
|
if (b_view_layer.use_pass_cryptomatte_material()) {
|
|
for (int i = 0; i < crypto_depth; i++) {
|
|
string passname = cryptomatte_prefix + string_printf("Material%02d", i);
|
|
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
|
|
Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
|
|
}
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_MATERIAL);
|
|
}
|
|
if (b_view_layer.use_pass_cryptomatte_asset()) {
|
|
for (int i = 0; i < crypto_depth; i++) {
|
|
string passname = cryptomatte_prefix + string_printf("Asset%02d", i);
|
|
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
|
|
Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
|
|
}
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_ASSET);
|
|
}
|
|
if (b_view_layer.use_pass_cryptomatte_accurate() && cryptomatte_passes != CRYPT_NONE) {
|
|
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_ACCURATE);
|
|
}
|
|
scene->film->set_cryptomatte_passes(cryptomatte_passes);
|
|
|
|
if (adaptive_sampling) {
|
|
Pass::add(PASS_ADAPTIVE_AUX_BUFFER, passes);
|
|
if (!get_boolean(crl, "pass_debug_sample_count")) {
|
|
Pass::add(PASS_SAMPLE_COUNT, passes);
|
|
}
|
|
}
|
|
|
|
RNA_BEGIN (&crl, b_aov, "aovs") {
|
|
bool is_color = (get_enum(b_aov, "type") == 1);
|
|
string name = get_string(b_aov, "name");
|
|
|
|
if (is_color) {
|
|
b_engine.add_pass(name.c_str(), 4, "RGBA", b_view_layer.name().c_str());
|
|
Pass::add(PASS_AOV_COLOR, passes, name.c_str());
|
|
}
|
|
else {
|
|
b_engine.add_pass(name.c_str(), 1, "X", b_view_layer.name().c_str());
|
|
Pass::add(PASS_AOV_VALUE, passes, name.c_str());
|
|
}
|
|
}
|
|
RNA_END;
|
|
|
|
scene->film->set_denoising_data_pass(denoising.use || denoising.store_passes);
|
|
scene->film->set_denoising_clean_pass(scene->film->get_denoising_flags() &
|
|
DENOISING_CLEAN_ALL_PASSES);
|
|
scene->film->set_denoising_prefiltered_pass(denoising.store_passes &&
|
|
denoising.type == DENOISER_NLM);
|
|
|
|
scene->film->set_pass_alpha_threshold(b_view_layer.pass_alpha_threshold());
|
|
scene->film->tag_passes_update(scene, passes);
|
|
scene->integrator->tag_update(scene);
|
|
|
|
return passes;
|
|
}
|
|
|
|
void BlenderSync::free_data_after_sync(BL::Depsgraph &b_depsgraph)
|
|
{
|
|
/* When viewport display is not needed during render we can force some
|
|
* caches to be releases from blender side in order to reduce peak memory
|
|
* footprint during synchronization process.
|
|
*/
|
|
const bool is_interface_locked = b_engine.render() && b_engine.render().use_lock_interface();
|
|
const bool can_free_caches = (BlenderSession::headless || is_interface_locked) &&
|
|
/* Baking re-uses the depsgraph multiple times, clearing crashes
|
|
* reading un-evaluated mesh data which isn't aligned with the
|
|
* geometry we're baking, see T71012. */
|
|
!scene->bake_manager->get_baking();
|
|
if (!can_free_caches) {
|
|
return;
|
|
}
|
|
/* TODO(sergey): We can actually remove the whole dependency graph,
|
|
* but that will need some API support first.
|
|
*/
|
|
BL::Depsgraph::objects_iterator b_ob;
|
|
for (b_depsgraph.objects.begin(b_ob); b_ob != b_depsgraph.objects.end(); ++b_ob) {
|
|
b_ob->cache_release();
|
|
}
|
|
}
|
|
|
|
/* 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");
|
|
|
|
PointerRNA csscene = RNA_pointer_get(&b_scene.ptr, "cycles_curves");
|
|
params.hair_subdivisions = get_int(csscene, "subdivisions");
|
|
params.hair_shape = (CurveShapeType)get_enum(
|
|
csscene, "shape", CURVE_NUM_SHAPE_TYPES, CURVE_THICK);
|
|
|
|
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;
|
|
|
|
params.background = background;
|
|
|
|
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::Preferences &b_preferences,
|
|
BL::Scene &b_scene,
|
|
bool background,
|
|
BL::ViewLayer b_view_layer)
|
|
{
|
|
SessionParams params;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
|
|
/* feature set */
|
|
params.experimental = (get_enum(cscene, "feature_set") != 0);
|
|
|
|
/* Background */
|
|
params.background = background;
|
|
|
|
/* Device */
|
|
params.threads = blender_device_threads(b_scene);
|
|
params.device = blender_device_info(b_preferences, b_scene, params.background);
|
|
|
|
/* samples */
|
|
int samples = get_int(cscene, "samples");
|
|
int aa_samples = get_int(cscene, "aa_samples");
|
|
int preview_samples = get_int(cscene, "preview_samples");
|
|
int preview_aa_samples = get_int(cscene, "preview_aa_samples");
|
|
|
|
if (get_boolean(cscene, "use_square_samples")) {
|
|
aa_samples = aa_samples * aa_samples;
|
|
preview_aa_samples = preview_aa_samples * preview_aa_samples;
|
|
|
|
samples = samples * samples;
|
|
preview_samples = preview_samples * preview_samples;
|
|
}
|
|
|
|
if (get_enum(cscene, "progressive") == 0 && params.device.has_branched_path) {
|
|
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;
|
|
}
|
|
}
|
|
|
|
/* Clamp samples. */
|
|
params.samples = min(params.samples, Integrator::MAX_SAMPLES);
|
|
|
|
/* tiles */
|
|
const bool is_cpu = (params.device.type == DEVICE_CPU);
|
|
if (!is_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;
|
|
}
|
|
|
|
/* Denoising */
|
|
params.denoising = get_denoise_params(b_scene, b_view_layer, background);
|
|
|
|
if (params.denoising.use) {
|
|
/* Add additional denoising devices if we are rendering and denoising
|
|
* with different devices. */
|
|
params.device.add_denoising_devices(params.denoising.type);
|
|
|
|
/* Check if denoiser is supported by device. */
|
|
if (!(params.device.denoisers & params.denoising.type)) {
|
|
params.denoising.use = false;
|
|
}
|
|
}
|
|
|
|
/* Viewport Performance */
|
|
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 */
|
|
BL::RenderSettings b_r = b_scene.render();
|
|
params.progressive_refine = b_engine.is_preview() ||
|
|
get_boolean(cscene, "use_progressive_refine");
|
|
if (b_r.use_save_buffers())
|
|
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 = 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;
|
|
}
|
|
|
|
params.use_profiling = params.device.has_profiling && !b_engine.is_preview() && background &&
|
|
BlenderSession::print_render_stats;
|
|
|
|
params.adaptive_sampling = RNA_boolean_get(&cscene, "use_adaptive_sampling");
|
|
|
|
return params;
|
|
}
|
|
|
|
DenoiseParams BlenderSync::get_denoise_params(BL::Scene &b_scene,
|
|
BL::ViewLayer &b_view_layer,
|
|
bool background)
|
|
{
|
|
DenoiseParams denoising;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
|
|
if (background) {
|
|
/* Final Render Denoising */
|
|
denoising.use = get_boolean(cscene, "use_denoising");
|
|
denoising.type = (DenoiserType)get_enum(cscene, "denoiser", DENOISER_NUM, DENOISER_NONE);
|
|
|
|
if (b_view_layer) {
|
|
PointerRNA clayer = RNA_pointer_get(&b_view_layer.ptr, "cycles");
|
|
if (!get_boolean(clayer, "use_denoising")) {
|
|
denoising.use = false;
|
|
}
|
|
|
|
denoising.radius = get_int(clayer, "denoising_radius");
|
|
denoising.strength = get_float(clayer, "denoising_strength");
|
|
denoising.feature_strength = get_float(clayer, "denoising_feature_strength");
|
|
denoising.relative_pca = get_boolean(clayer, "denoising_relative_pca");
|
|
|
|
denoising.input_passes = (DenoiserInput)get_enum(
|
|
clayer,
|
|
(denoising.type == DENOISER_OPTIX) ? "denoising_optix_input_passes" :
|
|
"denoising_openimagedenoise_input_passes",
|
|
DENOISER_INPUT_NUM,
|
|
DENOISER_INPUT_RGB_ALBEDO_NORMAL);
|
|
|
|
denoising.store_passes = get_boolean(clayer, "denoising_store_passes");
|
|
}
|
|
}
|
|
else {
|
|
/* Viewport Denoising */
|
|
denoising.use = get_boolean(cscene, "use_preview_denoising");
|
|
denoising.type = (DenoiserType)get_enum(
|
|
cscene, "preview_denoiser", DENOISER_NUM, DENOISER_NONE);
|
|
denoising.start_sample = get_int(cscene, "preview_denoising_start_sample");
|
|
|
|
/* Auto select fastest denoiser. */
|
|
if (denoising.type == DENOISER_NONE) {
|
|
if (!Device::available_devices(DEVICE_MASK_OPTIX).empty()) {
|
|
denoising.type = DENOISER_OPTIX;
|
|
}
|
|
else if (openimagedenoise_supported()) {
|
|
denoising.type = DENOISER_OPENIMAGEDENOISE;
|
|
}
|
|
else {
|
|
denoising.use = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return denoising;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|