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

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