This commit implements highlight of tiles which are being currently rendered for both Blender Internal and Cycles (and should be possible to use it for other external engines as well). Couple of implementation details: - Added one extra boolean flag to render engine which should be set to truth if render engine wants to highlight tiles. If so, property use_highlight_tiles should be set to True. - Render Part's ready boolena was changed by status enum, which could be NONE, IN_PROGRESS and READY. All render part with IN_PROGRESS status will be highlighted in image editor. - For external engines render part's status is filling in automatically. Initially all render parts has got NONE status, then one external engine acquire render result, corresponding part will change status to IN_PROGRESS. As soon as render result is finished, corresponding render part will change status to FINISHED This should make it easy to highlight tiles for other engines as well.
475 lines
11 KiB
C
475 lines
11 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2006 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/render/intern/source/external_engine.c
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* \ingroup render
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*/
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#include <stddef.h>
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLF_translation.h"
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#include "BLI_listbase.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "BKE_global.h"
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#include "BKE_report.h"
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#include "BKE_scene.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.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_engine.h"
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#include "RE_pipeline.h"
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#include "initrender.h"
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#include "render_types.h"
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#include "render_result.h"
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/* Render Engine Types */
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static RenderEngineType internal_render_type = {
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NULL, NULL,
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"BLENDER_RENDER", N_("Blender Render"), RE_INTERNAL,
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NULL, NULL, NULL, NULL, NULL,
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{NULL, NULL, NULL}
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};
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#ifdef WITH_GAMEENGINE
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static RenderEngineType internal_game_type = {
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NULL, NULL,
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"BLENDER_GAME", N_("Blender Game"), RE_INTERNAL | RE_GAME,
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NULL, NULL, NULL, NULL, NULL,
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{NULL, NULL, NULL}
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};
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#endif
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ListBase R_engines = {NULL, NULL};
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void RE_engines_init(void)
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{
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BLI_addtail(&R_engines, &internal_render_type);
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#ifdef WITH_GAMEENGINE
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BLI_addtail(&R_engines, &internal_game_type);
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#endif
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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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for (type = 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->ext.free)
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type->ext.free(type->ext.data);
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MEM_freeN(type);
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}
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}
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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;
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type = BLI_findstring(&R_engines, idname, offsetof(RenderEngineType, idname));
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if (!type)
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type = &internal_render_type;
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return type;
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}
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int RE_engine_is_external(Render *re)
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{
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RenderEngineType *type = RE_engines_find(re->r.engine);
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return (type && type->render);
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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_callocN(sizeof(RenderEngine), "RenderEngine");
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engine->type = type;
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return engine;
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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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if (engine->text)
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MEM_freeN(engine->text);
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MEM_freeN(engine);
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}
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/* Render Results */
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static RenderPart *get_part_from_result(Render *re, RenderResult *result)
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{
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RenderPart *pa;
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for (pa = re->parts.first; pa; pa = pa->next) {
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if (result->tilerect.xmin == pa->disprect.xmin - re->disprect.xmin &&
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result->tilerect.ymin == pa->disprect.ymin - re->disprect.ymin &&
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result->tilerect.xmax == pa->disprect.xmax - re->disprect.xmin &&
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result->tilerect.ymax == pa->disprect.ymax - re->disprect.ymin)
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{
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return pa;
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}
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}
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return NULL;
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}
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RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername)
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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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if (y + h > re->result->recty)
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h = re->result->recty - y;
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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, 0, RR_USE_MEM, layername);
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/* todo: make this thread safe */
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/* can be NULL if we CLAMP the width or height to 0 */
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if (result) {
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RenderPart *pa;
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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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pa = get_part_from_result(re, result);
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if (pa)
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pa->status = PART_STATUS_IN_PROGRESS;
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}
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return result;
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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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Render *re = engine->re;
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if (result) {
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result->renlay = result->layers.first; /* weak, draws first layer always */
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re->display_draw(re->ddh, result, NULL);
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}
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}
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void RE_engine_end_result(RenderEngine *engine, RenderResult *result, int cancel)
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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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/* merge. on break, don't merge in result for preview renders, looks nicer */
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if (!cancel) {
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/* for exr tile render, detect tiles that are done */
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RenderPart *pa = get_part_from_result(re, result);
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if (pa)
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pa->status = PART_STATUS_READY;
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if (re->result->do_exr_tile)
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render_result_exr_file_merge(re->result, result);
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else if (!(re->test_break(re->tbh) && (re->r.scemode & R_PREVIEWBUTS)))
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render_result_merge(re->result, result);
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/* draw */
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if (!re->test_break(re->tbh)) {
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result->renlay = result->layers.first; /* weak, draws first layer always */
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re->display_draw(re->ddh, result, NULL);
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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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/* Cancel */
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int 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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return 0;
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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 */
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if (re) {
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re->i.statstr = stats;
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re->i.infostr = info;
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re->stats_draw(re->sdh, &re->i);
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re->i.infostr = NULL;
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re->i.statstr = NULL;
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}
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/* set engine text */
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if (engine->text) {
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MEM_freeN(engine->text);
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engine->text = NULL;
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}
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if (stats && stats[0] && info && info[0])
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engine->text = BLI_sprintfN("%s | %s", stats, info);
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else if (info && info[0])
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engine->text = BLI_strdup(info);
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else if (stats && stats[0])
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engine->text = BLI_strdup(stats);
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}
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void RE_engine_update_progress(RenderEngine *engine, float progress)
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{
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Render *re = engine->re;
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if (re) {
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CLAMP(progress, 0.0f, 1.0f);
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re->progress(re->prh, progress);
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}
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}
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void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak)
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{
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Render *re = engine->re;
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if (re) {
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re->i.mem_used = mem_used;
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re->i.mem_peak = mem_peak;
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}
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}
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void RE_engine_report(RenderEngine *engine, int type, const char *msg)
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{
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Render *re = engine->re;
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if (re)
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BKE_report(engine->re->reports, type, msg);
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else if (engine->reports)
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BKE_report(engine->reports, type, msg);
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}
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void RE_engine_get_current_tiles(Render *re, int *total_tiles_r, rcti **tiles_r)
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{
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RenderPart *pa;
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int total_tiles = 0;
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rcti *tiles = NULL;
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int allocation_size = 0, allocation_step = BLENDER_MAX_THREADS;
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if (re->engine && (re->engine->flag & RE_ENGINE_HIGHLIGHT_TILES) == 0) {
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*total_tiles_r = 0;
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*tiles_r = NULL;
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return;
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}
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for (pa = re->parts.first; pa; pa = pa->next) {
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if (pa->status == PART_STATUS_IN_PROGRESS) {
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if (total_tiles >= allocation_size) {
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if (tiles == NULL)
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tiles = MEM_mallocN(allocation_step * sizeof(rcti), "current engine tiles");
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else
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tiles = MEM_reallocN(tiles, (total_tiles + allocation_step) * sizeof(rcti));
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allocation_size += allocation_step;
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}
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tiles[total_tiles] = pa->disprect;
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if (pa->crop) {
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tiles[total_tiles].xmin += pa->crop;
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tiles[total_tiles].ymin += pa->crop;
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tiles[total_tiles].xmax -= pa->crop;
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tiles[total_tiles].ymax -= pa->crop;
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}
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total_tiles++;
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}
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}
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*total_tiles_r = total_tiles;
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*tiles_r = tiles;
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}
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/* Render */
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int RE_engine_render(Render *re, int do_all)
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{
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RenderEngineType *type = RE_engines_find(re->r.engine);
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RenderEngine *engine;
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int persistent_data = re->r.mode & R_PERSISTENT_DATA;
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/* verify if we can render */
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if (!type->render)
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return 0;
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if ((re->r.scemode & R_PREVIEWBUTS) && !(type->flag & RE_USE_PREVIEW))
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return 0;
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if (do_all && !(type->flag & RE_USE_POSTPROCESS))
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return 0;
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if (!do_all && (type->flag & RE_USE_POSTPROCESS))
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return 0;
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/* create render result */
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BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
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if (re->result == NULL || !(re->r.scemode & R_PREVIEWBUTS)) {
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int savebuffers;
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if (re->result)
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render_result_free(re->result);
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savebuffers = (re->r.scemode & R_EXR_TILE_FILE) ? RR_USE_EXR : RR_USE_MEM;
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re->result = render_result_new(re, &re->disprect, 0, savebuffers, RR_ALL_LAYERS);
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}
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BLI_rw_mutex_unlock(&re->resultmutex);
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if (re->result == NULL)
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return 1;
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/* set render info */
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re->i.cfra = re->scene->r.cfra;
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BLI_strncpy(re->i.scene_name, re->scene->id.name + 2, sizeof(re->i.scene_name));
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re->i.totface = re->i.totvert = re->i.totstrand = re->i.totlamp = re->i.tothalo = 0;
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/* render */
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engine = re->engine;
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if (!engine) {
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engine = RE_engine_create(type);
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re->engine = engine;
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}
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engine->flag |= RE_ENGINE_RENDERING;
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/* TODO: actually link to a parent which shouldn't happen */
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engine->re = re;
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if (re->flag & R_ANIMATION)
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engine->flag |= RE_ENGINE_ANIMATION;
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if (re->r.scemode & R_PREVIEWBUTS)
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engine->flag |= RE_ENGINE_PREVIEW;
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engine->camera_override = re->camera_override;
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engine->resolution_x = re->winx;
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engine->resolution_y = re->winy;
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if ((re->r.scemode & (R_NO_FRAME_UPDATE | R_PREVIEWBUTS)) == 0)
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BKE_scene_update_for_newframe(re->main, re->scene, re->lay);
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RE_parts_init(re, FALSE);
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engine->tile_x = re->partx;
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engine->tile_y = re->party;
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if (re->result->do_exr_tile)
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render_result_exr_file_begin(re);
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if (type->update)
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type->update(engine, re->main, re->scene);
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if (type->render)
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type->render(engine, re->scene);
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engine->tile_x = 0;
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engine->tile_y = 0;
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engine->flag &= ~RE_ENGINE_RENDERING;
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render_result_free_list(&engine->fullresult, engine->fullresult.first);
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/* re->engine becomes zero if user changed active render engine during render */
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if (!persistent_data || !re->engine) {
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RE_engine_free(engine);
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re->engine = NULL;
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}
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if (re->result->do_exr_tile) {
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BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
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render_result_exr_file_end(re);
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BLI_rw_mutex_unlock(&re->resultmutex);
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}
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RE_parts_free(re);
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if (BKE_reports_contain(re->reports, RPT_ERROR))
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G.is_break = TRUE;
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return 1;
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}
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