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blender-archive/source/blender/render/intern/engine.c

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C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup render
*/
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLT_translation.h"
#include "BLI_ghash.h"
#include "BLI_listbase.h"
#include "BLI_math_bits.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "DNA_object_types.h"
#include "BKE_camera.h"
#include "BKE_colortools.h"
#include "BKE_global.h"
#include "BKE_layer.h"
#include "BKE_node.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_query.h"
#include "RNA_access.h"
#ifdef WITH_PYTHON
# include "BPY_extern.h"
#endif
#include "RE_bake.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "DRW_engine.h"
#include "initrender.h"
#include "pipeline.h"
#include "render_result.h"
#include "render_types.h"
/* Render Engine Types */
ListBase R_engines = {NULL, NULL};
void RE_engines_init(void)
{
DRW_engines_register();
}
void RE_engines_exit(void)
{
RenderEngineType *type, *next;
DRW_engines_free();
for (type = R_engines.first; type; type = next) {
next = type->next;
BLI_remlink(&R_engines, type);
if (!(type->flag & RE_INTERNAL)) {
if (type->rna_ext.free) {
type->rna_ext.free(type->rna_ext.data);
}
MEM_freeN(type);
}
}
}
void RE_engines_register(RenderEngineType *render_type)
{
if (render_type->draw_engine) {
DRW_engine_register(render_type->draw_engine);
}
BLI_addtail(&R_engines, render_type);
}
RenderEngineType *RE_engines_find(const char *idname)
{
RenderEngineType *type;
type = BLI_findstring(&R_engines, idname, offsetof(RenderEngineType, idname));
if (!type) {
type = BLI_findstring(&R_engines, "BLENDER_EEVEE", offsetof(RenderEngineType, idname));
}
return type;
}
bool RE_engine_is_external(const Render *re)
{
return (re->engine && re->engine->type && re->engine->type->render);
}
bool RE_engine_is_opengl(RenderEngineType *render_type)
{
/* TODO refine? Can we have ogl render engine without ogl render pipeline? */
return (render_type->draw_engine != NULL) && DRW_engine_render_support(render_type->draw_engine);
}
/* Create, Free */
RenderEngine *RE_engine_create(RenderEngineType *type)
{
RenderEngine *engine = MEM_callocN(sizeof(RenderEngine), "RenderEngine");
engine->type = type;
BLI_mutex_init(&engine->update_render_passes_mutex);
return engine;
}
static void engine_depsgraph_free(RenderEngine *engine)
{
if (engine->depsgraph) {
/* Need GPU context since this might free GPU buffers. This function can
* only be called from a render thread. We do not currently support
* persistent data with GPU contexts for that reason. */
const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT);
if (use_gpu_context) {
BLI_assert(!BLI_thread_is_main());
DRW_render_context_enable(engine->re);
}
DEG_graph_free(engine->depsgraph);
engine->depsgraph = NULL;
if (use_gpu_context) {
DRW_render_context_disable(engine->re);
}
}
}
void RE_engine_free(RenderEngine *engine)
{
#ifdef WITH_PYTHON
if (engine->py_instance) {
BPY_DECREF_RNA_INVALIDATE(engine->py_instance);
}
#endif
engine_depsgraph_free(engine);
BLI_mutex_end(&engine->update_render_passes_mutex);
MEM_freeN(engine);
}
/* Bake Render Results */
static RenderResult *render_result_from_bake(RenderEngine *engine, int x, int y, int w, int h)
{
/* Create render result with specified size. */
RenderResult *rr = MEM_callocN(sizeof(RenderResult), __func__);
rr->rectx = w;
rr->recty = h;
rr->tilerect.xmin = x;
rr->tilerect.ymin = y;
rr->tilerect.xmax = x + w;
rr->tilerect.ymax = y + h;
/* Add single baking render layer. */
RenderLayer *rl = MEM_callocN(sizeof(RenderLayer), "bake render layer");
rl->rectx = w;
rl->recty = h;
BLI_addtail(&rr->layers, rl);
/* Add render passes. */
RenderPass *result_pass = render_layer_add_pass(
rr, rl, engine->bake.depth, RE_PASSNAME_COMBINED, "", "RGBA");
RenderPass *primitive_pass = render_layer_add_pass(rr, rl, 4, "BakePrimitive", "", "RGBA");
RenderPass *differential_pass = render_layer_add_pass(rr, rl, 4, "BakeDifferential", "", "RGBA");
/* Fill render passes from bake pixel array, to be read by the render engine. */
for (int ty = 0; ty < h; ty++) {
size_t offset = ty * w * 4;
float *primitive = primitive_pass->rect + offset;
float *differential = differential_pass->rect + offset;
size_t bake_offset = (y + ty) * engine->bake.width + x;
const BakePixel *bake_pixel = engine->bake.pixels + bake_offset;
for (int tx = 0; tx < w; tx++) {
if (bake_pixel->object_id != engine->bake.object_id) {
primitive[0] = int_as_float(-1);
primitive[1] = int_as_float(-1);
}
else {
primitive[0] = int_as_float(bake_pixel->seed);
primitive[1] = int_as_float(bake_pixel->primitive_id);
primitive[2] = bake_pixel->uv[0];
primitive[3] = bake_pixel->uv[1];
differential[0] = bake_pixel->du_dx;
differential[1] = bake_pixel->du_dy;
differential[2] = bake_pixel->dv_dx;
differential[3] = bake_pixel->dv_dy;
}
primitive += 4;
differential += 4;
bake_pixel++;
}
}
/* Initialize tile render result from full image bake result. */
for (int ty = 0; ty < h; ty++) {
size_t offset = ty * w * engine->bake.depth;
size_t bake_offset = ((y + ty) * engine->bake.width + x) * engine->bake.depth;
size_t size = w * engine->bake.depth * sizeof(float);
memcpy(result_pass->rect + offset, engine->bake.result + bake_offset, size);
}
return rr;
}
static void render_result_to_bake(RenderEngine *engine, RenderResult *rr)
{
RenderPass *rpass = RE_pass_find_by_name(rr->layers.first, RE_PASSNAME_COMBINED, "");
if (!rpass) {
return;
}
/* Copy from tile render result to full image bake result. */
int x = rr->tilerect.xmin;
int y = rr->tilerect.ymin;
int w = rr->tilerect.xmax - rr->tilerect.xmin;
int h = rr->tilerect.ymax - rr->tilerect.ymin;
for (int ty = 0; ty < h; ty++) {
size_t offset = ty * w * engine->bake.depth;
size_t bake_offset = ((y + ty) * engine->bake.width + x) * engine->bake.depth;
size_t size = w * engine->bake.depth * sizeof(float);
memcpy(engine->bake.result + bake_offset, rpass->rect + offset, size);
}
}
/* Render Results */
static RenderPart *get_part_from_result(Render *re, RenderResult *result)
{
rcti key = result->tilerect;
BLI_rcti_translate(&key, re->disprect.xmin, re->disprect.ymin);
return BLI_ghash_lookup(re->parts, &key);
}
RenderResult *RE_engine_begin_result(
RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname)
{
if (engine->bake.pixels) {
RenderResult *result = render_result_from_bake(engine, x, y, w, h);
BLI_addtail(&engine->fullresult, result);
return result;
}
Render *re = engine->re;
RenderResult *result;
rcti disprect;
/* ensure the coordinates are within the right limits */
CLAMP(x, 0, re->result->rectx);
CLAMP(y, 0, re->result->recty);
CLAMP(w, 0, re->result->rectx);
CLAMP(h, 0, re->result->recty);
if (x + w > re->result->rectx) {
w = re->result->rectx - x;
}
if (y + h > re->result->recty) {
h = re->result->recty - y;
}
/* allocate a render result */
disprect.xmin = x;
disprect.xmax = x + w;
disprect.ymin = y;
disprect.ymax = y + h;
result = render_result_new(re, &disprect, RR_USE_MEM, layername, viewname);
/* todo: make this thread safe */
/* can be NULL if we CLAMP the width or height to 0 */
if (result) {
render_result_clone_passes(re, result, viewname);
RenderPart *pa;
/* Copy EXR tile settings, so pipeline knows whether this is a result
* for Save Buffers enabled rendering.
*/
result->do_exr_tile = re->result->do_exr_tile;
BLI_addtail(&engine->fullresult, result);
result->tilerect.xmin += re->disprect.xmin;
result->tilerect.xmax += re->disprect.xmin;
result->tilerect.ymin += re->disprect.ymin;
result->tilerect.ymax += re->disprect.ymin;
pa = get_part_from_result(re, result);
if (pa) {
pa->status = PART_STATUS_IN_PROGRESS;
}
}
return result;
}
void RE_engine_update_result(RenderEngine *engine, RenderResult *result)
{
if (engine->bake.pixels) {
/* No interactive baking updates for now. */
return;
}
Render *re = engine->re;
if (result) {
render_result_merge(re->result, result);
result->renlay = result->layers.first; /* weak, draws first layer always */
re->display_update(re->duh, result, NULL);
}
}
void RE_engine_add_pass(RenderEngine *engine,
const char *name,
int channels,
const char *chan_id,
const char *layername)
{
Render *re = engine->re;
if (!re || !re->result) {
return;
}
RE_create_render_pass(re->result, name, channels, chan_id, layername, NULL);
}
void RE_engine_end_result(
RenderEngine *engine, RenderResult *result, bool cancel, bool highlight, bool merge_results)
{
Render *re = engine->re;
if (!result) {
return;
}
if (engine->bake.pixels) {
render_result_to_bake(engine, result);
BLI_remlink(&engine->fullresult, result);
render_result_free(result);
return;
}
/* merge. on break, don't merge in result for preview renders, looks nicer */
if (!highlight) {
/* for exr tile render, detect tiles that are done */
RenderPart *pa = get_part_from_result(re, result);
if (pa) {
pa->status = (!cancel && merge_results) ? PART_STATUS_MERGED : PART_STATUS_RENDERED;
}
else if (re->result->do_exr_tile) {
/* If written result does not match any tile and we are using save
* buffers, we are going to get OpenEXR save errors. */
fprintf(stderr, "RenderEngine.end_result: dimensions do not match any OpenEXR tile.\n");
}
}
if (!cancel || merge_results) {
if (re->result->do_exr_tile) {
if (!cancel && merge_results) {
render_result_exr_file_merge(re->result, result, re->viewname);
render_result_merge(re->result, result);
}
}
else if (!(re->test_break(re->tbh) && (re->r.scemode & R_BUTS_PREVIEW))) {
render_result_merge(re->result, result);
}
/* draw */
if (!re->test_break(re->tbh)) {
result->renlay = result->layers.first; /* weak, draws first layer always */
re->display_update(re->duh, result, NULL);
}
}
/* free */
BLI_remlink(&engine->fullresult, result);
render_result_free(result);
}
RenderResult *RE_engine_get_result(RenderEngine *engine)
{
return engine->re->result;
}
/* Cancel */
bool RE_engine_test_break(RenderEngine *engine)
{
Render *re = engine->re;
if (re) {
return re->test_break(re->tbh);
}
return 0;
}
/* Statistics */
void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info)
{
Render *re = engine->re;
/* stats draw callback */
if (re) {
re->i.statstr = stats;
re->i.infostr = info;
re->stats_draw(re->sdh, &re->i);
re->i.infostr = NULL;
re->i.statstr = NULL;
}
/* 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, type, msg);
}
else if (engine->reports) {
BKE_report(engine->reports, type, msg);
}
}
void RE_engine_set_error_message(RenderEngine *engine, const char *msg)
{
Render *re = engine->re;
if (re != NULL) {
RenderResult *rr = RE_AcquireResultRead(re);
if (rr) {
if (rr->error != NULL) {
MEM_freeN(rr->error);
}
rr->error = BLI_strdup(msg);
}
RE_ReleaseResult(re);
}
}
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 == NULL) {
return BKE_camera_multiview_shift_x(NULL, camera, NULL);
}
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)
{
/* 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 == NULL) {
BKE_camera_multiview_model_matrix(NULL, camera, NULL, (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 : NULL, camera) ? 1 : 0;
}
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_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_READ);
*r_needs_free = false;
if (!re->parts || (re->engine && (re->engine->flag & RE_ENGINE_HIGHLIGHT_TILES) == 0)) {
*r_total_tiles = 0;
BLI_rw_mutex_unlock(&re->partsmutex);
return NULL;
}
GHashIterator pa_iter;
GHASH_ITER (pa_iter, re->parts) {
RenderPart *pa = BLI_ghashIterator_getValue(&pa_iter);
if (pa->status == PART_STATUS_IN_PROGRESS) {
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_mallocN(allocation_size * sizeof(rcti), "current engine tiles");
}
else {
tiles = MEM_reallocN(tiles, allocation_size * sizeof(rcti));
}
*r_needs_free = true;
}
tiles[total_tiles] = pa->disprect;
total_tiles++;
}
}
BLI_rw_mutex_unlock(&re->partsmutex);
*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)
{
/* See engine_depsgraph_free() for why preserving the depsgraph for
* re-renders is not supported with GPU contexts. */
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(NULL);
/* 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, CFRA);
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(engine->depsgraph);
}
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);
}
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);
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(engine->depsgraph);
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(Render *re)
{
RenderEngineType *type = RE_engines_find(re->r.engine);
return (type->bake != NULL);
}
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;
BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);
RE_parts_init(re);
engine->tile_x = re->r.tilex;
engine->tile_y = re->r.tiley;
BLI_rw_mutex_unlock(&re->partsmutex);
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);
}
for (int i = 0; i < targets->num_images; i++) {
const BakeImage *image = targets->images + i;
engine->bake.pixels = pixel_array + image->offset;
engine->bake.result = result + image->offset * targets->num_channels;
engine->bake.width = image->width;
engine->bake.height = image->height;
engine->bake.depth = targets->num_channels;
engine->bake.object_id = object_id;
type->bake(
engine, engine->depsgraph, object, pass_type, pass_filter, image->width, image->height);
memset(&engine->bake, 0, sizeof(engine->bake));
}
engine->depsgraph = NULL;
}
engine->tile_x = 0;
engine->tile_y = 0;
engine->flag &= ~RE_ENGINE_RENDERING;
/* Free depsgraph outside of parts mutex lock, since this locks OpenGL context
* while the the UI drawing might also lock the OpenGL context and parts mutex. */
engine_depsgraph_free(engine);
BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);
RE_engine_free(engine);
re->engine = NULL;
RE_parts_free(re);
BLI_rw_mutex_unlock(&re->partsmutex);
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 = 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);
}
engine->type->render(engine, engine->depsgraph);
if (use_gpu_context) {
DRW_render_context_disable(engine->re);
}
}
/* Optionally composite grease pencil over render result. */
if (engine->has_grease_pencil && use_grease_pencil && !re->result->do_exr_tile) {
/* 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 != NULL) {
DRW_render_gpencil(engine, engine->depsgraph);
}
}
/* Free dependency graph, if engine has not done it already. */
engine_depsgraph_exit(engine);
}
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);
}
/* 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 render result */
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
if (re->result == NULL || !(re->r.scemode & R_BUTS_PREVIEW)) {
int savebuffers = RR_USE_MEM;
if (re->result) {
render_result_free(re->result);
}
if ((type->flag & RE_USE_SAVE_BUFFERS) && (re->r.scemode & R_EXR_TILE_FILE)) {
savebuffers = RR_USE_EXR;
}
re->result = render_result_new(re, &re->disprect, savebuffers, RR_ALL_LAYERS, RR_ALL_VIEWS);
}
BLI_rw_mutex_unlock(&re->resultmutex);
if (re->result == NULL) {
/* Clear UI drawing locks. */
if (re->draw_lock) {
re->draw_lock(re->dlh, false);
}
/* 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));
/* render */
RenderEngine *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;
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;
BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);
RE_parts_init(re);
engine->tile_x = re->partx;
engine->tile_y = re->party;
BLI_rw_mutex_unlock(&re->partsmutex);
if (re->result->do_exr_tile) {
render_result_exr_file_begin(re, engine);
}
/* 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);
/* With save buffers there is no render buffer in memory for compositing, delay
* grease pencil in that case. */
delay_grease_pencil = engine->has_grease_pencil && re->result->do_exr_tile;
if (RE_engine_test_break(engine)) {
break;
}
}
FOREACH_VIEW_LAYER_TO_RENDER_END;
}
/* Clear tile data */
engine->tile_x = 0;
engine->tile_y = 0;
engine->flag &= ~RE_ENGINE_RENDERING;
render_result_free_list(&engine->fullresult, engine->fullresult.first);
BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);
/* For save buffers, read back from disk. */
if (re->result->do_exr_tile) {
render_result_exr_file_end(re, engine);
}
/* Perform delayed grease pencil rendering. */
if (delay_grease_pencil) {
BLI_rw_mutex_unlock(&re->partsmutex);
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;
BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);
}
/* re->engine becomes zero if user changed active render engine during render */
if (!engine_keep_depsgraph(engine) || !re->engine) {
/* Free depsgraph outside of parts mutex lock, since this locks OpenGL context
* while the the UI drawing might also lock the OpenGL context and parts mutex. */
BLI_rw_mutex_unlock(&re->partsmutex);
engine_depsgraph_free(engine);
BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);
RE_engine_free(engine);
re->engine = NULL;
}
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);
}
RE_parts_free(re);
BLI_rw_mutex_unlock(&re->partsmutex);
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 = NULL;
engine->update_render_passes_data = NULL;
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);
}