Previously, it was only possible to choose a single GPU or all of that type (CUDA or OpenCL). Now, a toggle button is displayed for every device. These settings are tied to the PCI Bus ID of the devices, so they're consistent across hardware addition and removal (but not when swapping/moving cards). From the code perspective, the more important change is that now, the compute device properties are stored in the Addon preferences of the Cycles addon, instead of directly in the User Preferences. This allows for a cleaner implementation, removing the Cycles C API functions that were called by the RNA code to specify the enum items. Note that this change is neither backwards- nor forwards-compatible, but since it's only a User Preference no existing files are broken. Reviewers: #cycles, brecht Reviewed By: #cycles, brecht Subscribers: brecht, juicyfruit, mib2berlin, Blendify Differential Revision: https://developer.blender.org/D2338
704 lines
21 KiB
C++
704 lines
21 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 "background.h"
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#include "camera.h"
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#include "film.h"
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#include "graph.h"
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#include "integrator.h"
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#include "light.h"
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#include "mesh.h"
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#include "nodes.h"
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#include "object.h"
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#include "scene.h"
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#include "shader.h"
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#include "curves.h"
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#include "device.h"
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#include "blender_sync.h"
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#include "blender_session.h"
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#include "blender_util.h"
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#include "util_debug.h"
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#include "util_foreach.h"
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#include "util_opengl.h"
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#include "util_hash.h"
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CCL_NAMESPACE_BEGIN
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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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bool is_cpu)
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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->shaders),
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object_map(&scene->objects),
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mesh_map(&scene->meshes),
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light_map(&scene->lights),
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particle_system_map(&scene->particle_systems),
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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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is_cpu(is_cpu),
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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") : 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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/* Sync */
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bool BlenderSync::sync_recalc()
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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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BL::BlendData::materials_iterator b_mat;
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bool has_updated_objects = b_data.objects.is_updated();
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for(b_data.materials.begin(b_mat); b_mat != b_data.materials.end(); ++b_mat) {
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if(b_mat->is_updated() || (b_mat->node_tree() && b_mat->node_tree().is_updated())) {
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shader_map.set_recalc(*b_mat);
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}
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else {
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Shader *shader = shader_map.find(*b_mat);
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if(has_updated_objects && shader != NULL && shader->has_object_dependency) {
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shader_map.set_recalc(*b_mat);
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}
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}
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}
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BL::BlendData::lamps_iterator b_lamp;
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for(b_data.lamps.begin(b_lamp); b_lamp != b_data.lamps.end(); ++b_lamp)
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if(b_lamp->is_updated() || (b_lamp->node_tree() && b_lamp->node_tree().is_updated()))
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shader_map.set_recalc(*b_lamp);
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bool dicing_prop_changed = false;
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if(experimental) {
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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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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}
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BL::BlendData::objects_iterator b_ob;
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for(b_data.objects.begin(b_ob); b_ob != b_data.objects.end(); ++b_ob) {
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if(b_ob->is_updated()) {
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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(object_is_mesh(*b_ob)) {
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if(b_ob->is_updated_data() || b_ob->data().is_updated() ||
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(dicing_prop_changed && object_subdivision_type(*b_ob, preview, experimental) != Mesh::SUBDIVISION_NONE))
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{
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BL::ID key = BKE_object_is_modified(*b_ob)? *b_ob: b_ob->data();
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mesh_map.set_recalc(key);
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}
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}
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else if(object_is_light(*b_ob)) {
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if(b_ob->is_updated_data() || b_ob->data().is_updated())
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light_map.set_recalc(*b_ob);
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}
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if(b_ob->is_updated_data()) {
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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(); ++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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BL::BlendData::meshes_iterator b_mesh;
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for(b_data.meshes.begin(b_mesh); b_mesh != b_data.meshes.end(); ++b_mesh) {
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if(b_mesh->is_updated()) {
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mesh_map.set_recalc(*b_mesh);
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}
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}
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BL::BlendData::worlds_iterator b_world;
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for(b_data.worlds.begin(b_world); b_world != b_data.worlds.end(); ++b_world) {
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if(world_map == b_world->ptr.data) {
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if(b_world->is_updated() ||
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(b_world->node_tree() && b_world->node_tree().is_updated()))
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{
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world_recalc = true;
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}
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else if(b_world->node_tree() && b_world->use_nodes()) {
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Shader *shader = scene->default_background;
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if(has_updated_objects && shader->has_object_dependency) {
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world_recalc = true;
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}
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}
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}
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}
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bool recalc =
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shader_map.has_recalc() ||
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object_map.has_recalc() ||
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light_map.has_recalc() ||
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mesh_map.has_recalc() ||
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particle_system_map.has_recalc() ||
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BlendDataObjects_is_updated_get(&b_data.ptr) ||
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world_recalc;
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return recalc;
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}
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void BlenderSync::sync_data(BL::RenderSettings& b_render,
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BL::SpaceView3D& b_v3d,
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BL::Object& b_override,
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int width, int height,
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void **python_thread_state,
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const char *layer)
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{
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sync_render_layers(b_v3d, layer);
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sync_integrator();
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sync_film();
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sync_shaders();
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sync_images();
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sync_curve_settings();
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mesh_synced.clear(); /* use for objects and motion sync */
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if(scene->need_motion() == Scene::MOTION_PASS ||
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scene->need_motion() == Scene::MOTION_NONE ||
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scene->camera->motion_position == Camera::MOTION_POSITION_CENTER)
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{
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sync_objects(b_v3d);
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}
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sync_motion(b_render,
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b_v3d,
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b_override,
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width, height,
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python_thread_state);
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mesh_synced.clear();
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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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#ifdef __CAMERA_MOTION__
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BL::RenderSettings r = b_scene.render();
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#endif
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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 previntegrator = *integrator;
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integrator->min_bounce = get_int(cscene, "min_bounces");
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integrator->max_bounce = get_int(cscene, "max_bounces");
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integrator->max_diffuse_bounce = get_int(cscene, "diffuse_bounces");
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integrator->max_glossy_bounce = get_int(cscene, "glossy_bounces");
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integrator->max_transmission_bounce = get_int(cscene, "transmission_bounces");
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integrator->max_volume_bounce = get_int(cscene, "volume_bounces");
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integrator->transparent_max_bounce = get_int(cscene, "transparent_max_bounces");
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integrator->transparent_min_bounce = get_int(cscene, "transparent_min_bounces");
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integrator->transparent_shadows = get_boolean(cscene, "use_transparent_shadows");
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integrator->volume_max_steps = get_int(cscene, "volume_max_steps");
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integrator->volume_step_size = get_float(cscene, "volume_step_size");
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integrator->caustics_reflective = get_boolean(cscene, "caustics_reflective");
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integrator->caustics_refractive = get_boolean(cscene, "caustics_refractive");
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integrator->filter_glossy = get_float(cscene, "blur_glossy");
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integrator->seed = get_int(cscene, "seed");
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if(get_boolean(cscene, "use_animated_seed"))
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integrator->seed = hash_int_2d(b_scene.frame_current(), get_int(cscene, "seed"));
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integrator->sampling_pattern = (SamplingPattern)get_enum(
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cscene,
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"sampling_pattern",
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SAMPLING_NUM_PATTERNS,
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SAMPLING_PATTERN_SOBOL);
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integrator->sample_clamp_direct = get_float(cscene, "sample_clamp_direct");
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integrator->sample_clamp_indirect = get_float(cscene, "sample_clamp_indirect");
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#ifdef __CAMERA_MOTION__
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if(!preview) {
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if(integrator->motion_blur != r.use_motion_blur()) {
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scene->object_manager->tag_update(scene);
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scene->camera->tag_update();
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}
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integrator->motion_blur = r.use_motion_blur();
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}
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#endif
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integrator->method = (Integrator::Method)get_enum(cscene,
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"progressive",
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Integrator::NUM_METHODS,
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Integrator::PATH);
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integrator->sample_all_lights_direct = get_boolean(cscene, "sample_all_lights_direct");
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integrator->sample_all_lights_indirect = get_boolean(cscene, "sample_all_lights_indirect");
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integrator->light_sampling_threshold = get_float(cscene, "light_sampling_threshold");
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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->diffuse_samples = diffuse_samples * diffuse_samples;
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integrator->glossy_samples = glossy_samples * glossy_samples;
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integrator->transmission_samples = transmission_samples * transmission_samples;
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integrator->ao_samples = ao_samples * ao_samples;
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integrator->mesh_light_samples = mesh_light_samples * mesh_light_samples;
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integrator->subsurface_samples = subsurface_samples * subsurface_samples;
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integrator->volume_samples = volume_samples * volume_samples;
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}
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else {
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integrator->diffuse_samples = diffuse_samples;
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integrator->glossy_samples = glossy_samples;
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integrator->transmission_samples = transmission_samples;
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integrator->ao_samples = ao_samples;
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integrator->mesh_light_samples = mesh_light_samples;
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integrator->subsurface_samples = subsurface_samples;
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integrator->volume_samples = volume_samples;
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}
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if(integrator->modified(previntegrator))
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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()
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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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Film prevfilm = *film;
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film->exposure = get_float(cscene, "film_exposure");
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film->filter_type = (FilterType)get_enum(cscene,
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"pixel_filter_type",
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FILTER_NUM_TYPES,
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FILTER_BLACKMAN_HARRIS);
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film->filter_width = (film->filter_type == FILTER_BOX)? 1.0f: get_float(cscene, "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->mist_start = b_mist.start();
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film->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->mist_falloff = 2.0f;
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break;
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case BL::WorldMistSettings::falloff_LINEAR:
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film->mist_falloff = 1.0f;
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break;
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case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
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film->mist_falloff = 0.5f;
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break;
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}
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}
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if(film->modified(prevfilm))
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film->tag_update(scene);
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}
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/* Render Layer */
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void BlenderSync::sync_render_layers(BL::SpaceView3D& b_v3d, const char *layer)
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{
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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string layername;
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/* 3d view */
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if(b_v3d) {
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if(RNA_boolean_get(&cscene, "preview_active_layer")) {
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BL::RenderLayers layers(b_scene.render().ptr);
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layername = layers.active().name();
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layer = layername.c_str();
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}
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else {
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render_layer.scene_layer = get_layer(b_v3d.layers(), b_v3d.layers_local_view());
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render_layer.layer = render_layer.scene_layer;
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render_layer.exclude_layer = 0;
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render_layer.holdout_layer = 0;
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render_layer.material_override = PointerRNA_NULL;
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render_layer.use_background_shader = true;
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render_layer.use_background_ao = true;
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render_layer.use_hair = true;
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render_layer.use_surfaces = true;
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render_layer.use_viewport_visibility = true;
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render_layer.samples = 0;
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render_layer.bound_samples = false;
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return;
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}
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}
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/* render layer */
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BL::RenderSettings r = b_scene.render();
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BL::RenderSettings::layers_iterator b_rlay;
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int use_layer_samples = get_enum(cscene, "use_layer_samples");
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bool first_layer = true;
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uint layer_override = get_layer(b_engine.layer_override());
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uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers());
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for(r.layers.begin(b_rlay); b_rlay != r.layers.end(); ++b_rlay) {
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if((!layer && first_layer) || (layer && b_rlay->name() == layer)) {
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render_layer.name = b_rlay->name();
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render_layer.holdout_layer = get_layer(b_rlay->layers_zmask());
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render_layer.exclude_layer = get_layer(b_rlay->layers_exclude());
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render_layer.scene_layer = scene_layers & ~render_layer.exclude_layer;
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render_layer.scene_layer |= render_layer.exclude_layer & render_layer.holdout_layer;
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render_layer.layer = get_layer(b_rlay->layers());
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render_layer.layer |= render_layer.holdout_layer;
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render_layer.material_override = b_rlay->material_override();
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render_layer.use_background_shader = b_rlay->use_sky();
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render_layer.use_background_ao = b_rlay->use_ao();
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render_layer.use_surfaces = b_rlay->use_solid();
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render_layer.use_hair = b_rlay->use_strand();
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render_layer.use_viewport_visibility = false;
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render_layer.bound_samples = (use_layer_samples == 1);
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if(use_layer_samples != 2) {
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int samples = b_rlay->samples();
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if(get_boolean(cscene, "use_square_samples"))
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render_layer.samples = samples * samples;
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else
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render_layer.samples = samples;
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}
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}
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first_layer = false;
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}
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}
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/* Images */
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void BlenderSync::sync_images()
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{
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/* Sync is a convention for this API, but currently it frees unused buffers. */
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const bool is_interface_locked = b_engine.render() &&
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b_engine.render().use_lock_interface();
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if(is_interface_locked == false && BlenderSession::headless == false) {
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/* If interface is not locked, it's possible image is needed for
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* the display.
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*/
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return;
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}
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/* Free buffers used by images which are not needed for render. */
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BL::BlendData::images_iterator b_image;
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for(b_data.images.begin(b_image);
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b_image != b_data.images.end();
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++b_image)
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{
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/* TODO(sergey): Consider making it an utility function to check
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* whether image is considered builtin.
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*/
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const bool is_builtin = b_image->packed_file() ||
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b_image->source() == BL::Image::source_GENERATED ||
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b_image->source() == BL::Image::source_MOVIE ||
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b_engine.is_preview();
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if(is_builtin == false) {
|
|
b_image->buffers_free();
|
|
}
|
|
/* TODO(sergey): Free builtin images not used by any shader. */
|
|
}
|
|
}
|
|
|
|
/* Scene Parameters */
|
|
|
|
SceneParams BlenderSync::get_scene_params(BL::Scene& b_scene,
|
|
bool background,
|
|
bool is_cpu)
|
|
{
|
|
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)
|
|
params.bvh_type = SceneParams::BVH_STATIC;
|
|
else
|
|
params.bvh_type = (SceneParams::BVHType)get_enum(
|
|
cscene,
|
|
"debug_bvh_type",
|
|
SceneParams::BVH_NUM_TYPES,
|
|
SceneParams::BVH_STATIC);
|
|
|
|
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");
|
|
|
|
if(background && params.shadingsystem != SHADINGSYSTEM_OSL)
|
|
params.persistent_data = r.use_persistent_data();
|
|
else
|
|
params.persistent_data = false;
|
|
|
|
#if !(defined(__GNUC__) && (defined(i386) || defined(_M_IX86)))
|
|
if(is_cpu) {
|
|
params.use_qbvh = DebugFlags().cpu.qbvh && system_cpu_support_sse2();
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
params.use_qbvh = false;
|
|
}
|
|
|
|
return params;
|
|
}
|
|
|
|
/* Session Parameters */
|
|
|
|
bool BlenderSync::get_session_pause(BL::Scene& b_scene, bool background)
|
|
{
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
return (background)? false: get_boolean(cscene, "preview_pause");
|
|
}
|
|
|
|
SessionParams BlenderSync::get_session_params(BL::RenderEngine& b_engine,
|
|
BL::UserPreferences& b_userpref,
|
|
BL::Scene& b_scene,
|
|
bool background)
|
|
{
|
|
SessionParams params;
|
|
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
|
|
|
|
/* feature set */
|
|
params.experimental = (get_enum(cscene, "feature_set") != 0);
|
|
|
|
/* device type */
|
|
vector<DeviceInfo>& devices = Device::available_devices();
|
|
|
|
/* device default CPU */
|
|
foreach(DeviceInfo& device, devices) {
|
|
if(device.type == DEVICE_CPU) {
|
|
params.device = device;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(get_enum(cscene, "device") == 2) {
|
|
/* find network device */
|
|
foreach(DeviceInfo& info, devices)
|
|
if(info.type == DEVICE_NETWORK)
|
|
params.device = info;
|
|
}
|
|
else if(get_enum(cscene, "device") == 1) {
|
|
PointerRNA b_preferences;
|
|
|
|
BL::UserPreferences::addons_iterator b_addon_iter;
|
|
for(b_userpref.addons.begin(b_addon_iter); b_addon_iter != b_userpref.addons.end(); ++b_addon_iter) {
|
|
if(b_addon_iter->module() == "cycles") {
|
|
b_preferences = b_addon_iter->preferences().ptr;
|
|
break;
|
|
}
|
|
}
|
|
|
|
int compute_device = get_enum(b_preferences, "compute_device_type");
|
|
|
|
if(compute_device != 0) {
|
|
vector<DeviceInfo> used_devices;
|
|
RNA_BEGIN(&b_preferences, device, "devices") {
|
|
if(get_enum(device, "type") == compute_device && get_boolean(device, "use")) {
|
|
string id = get_string(device, "id");
|
|
foreach(DeviceInfo& info, devices) {
|
|
if(info.id == id) {
|
|
used_devices.push_back(info);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} RNA_END
|
|
|
|
if(used_devices.size() == 1) {
|
|
params.device = used_devices[0];
|
|
}
|
|
else if(used_devices.size() > 1) {
|
|
params.device = Device::get_multi_device(used_devices);
|
|
}
|
|
/* Else keep using the CPU device that was set before. */
|
|
}
|
|
}
|
|
|
|
/* Background */
|
|
params.background = 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) {
|
|
if(background) {
|
|
params.samples = aa_samples;
|
|
}
|
|
else {
|
|
params.samples = preview_aa_samples;
|
|
if(params.samples == 0)
|
|
params.samples = INT_MAX;
|
|
}
|
|
}
|
|
else {
|
|
if(background) {
|
|
params.samples = samples;
|
|
}
|
|
else {
|
|
params.samples = preview_samples;
|
|
if(params.samples == 0)
|
|
params.samples = INT_MAX;
|
|
}
|
|
}
|
|
|
|
/* tiles */
|
|
if(params.device.type != DEVICE_CPU && !background) {
|
|
/* currently GPU could be much slower than CPU when using tiles,
|
|
* still need to be investigated, but meanwhile make it possible
|
|
* to work in viewport smoothly
|
|
*/
|
|
int debug_tile_size = get_int(cscene, "debug_tile_size");
|
|
|
|
params.tile_size = make_int2(debug_tile_size, debug_tile_size);
|
|
}
|
|
else {
|
|
int tile_x = b_engine.tile_x();
|
|
int tile_y = b_engine.tile_y();
|
|
|
|
params.tile_size = make_int2(tile_x, tile_y);
|
|
}
|
|
|
|
if((BlenderSession::headless == false) && background) {
|
|
params.tile_order = (TileOrder)get_enum(cscene, "tile_order");
|
|
}
|
|
else {
|
|
params.tile_order = TILE_BOTTOM_TO_TOP;
|
|
}
|
|
|
|
params.start_resolution = get_int(cscene, "preview_start_resolution");
|
|
|
|
/* other parameters */
|
|
if(b_scene.render().threads_mode() == BL::RenderSettings::threads_mode_FIXED)
|
|
params.threads = b_scene.render().threads();
|
|
else
|
|
params.threads = 0;
|
|
|
|
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");
|
|
|
|
params.progressive_refine = get_boolean(cscene, "use_progressive_refine");
|
|
|
|
if(background) {
|
|
if(params.progressive_refine)
|
|
params.progressive = true;
|
|
else
|
|
params.progressive = false;
|
|
|
|
params.start_resolution = INT_MAX;
|
|
}
|
|
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 */
|
|
#ifdef GLEW_MX
|
|
/* When using GLEW MX we need to check whether we've got an OpenGL
|
|
* context for current window. This is because command line rendering
|
|
* doesn't have OpenGL context actually.
|
|
*/
|
|
if(glewGetContext() != NULL)
|
|
#endif
|
|
{
|
|
params.display_buffer_linear = GLEW_ARB_half_float_pixel &&
|
|
b_engine.support_display_space_shader(b_scene);
|
|
}
|
|
|
|
if(b_engine.is_preview()) {
|
|
/* For preview rendering we're using same timeout as
|
|
* blender's job update.
|
|
*/
|
|
params.progressive_update_timeout = 0.1;
|
|
}
|
|
|
|
return params;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|