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blender-archive/source/blender/render/intern/source/external_engine.c
2018-09-12 11:04:42 +02:00

801 lines
20 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/source/external_engine.c
* \ingroup render
*/
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLT_translation.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BKE_camera.h"
#include "BKE_global.h"
#include "BKE_colortools.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "RNA_access.h"
#ifdef WITH_PYTHON
#include "BPY_extern.h"
#endif
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "RE_bake.h"
#include "initrender.h"
#include "renderpipeline.h"
#include "render_types.h"
#include "render_result.h"
#include "rendercore.h"
/* Render Engine Types */
static RenderEngineType internal_render_type = {
NULL, NULL,
"BLENDER_RENDER", N_("Blender Render"), RE_INTERNAL,
NULL, NULL, NULL, NULL, NULL, NULL, render_internal_update_passes,
{NULL, NULL, NULL}
};
#ifdef WITH_GAMEENGINE
static RenderEngineType internal_game_type = {
NULL, NULL,
"BLENDER_GAME", N_("Blender Game"), RE_INTERNAL | RE_GAME,
NULL, NULL, NULL, NULL, NULL, NULL, NULL,
{NULL, NULL, NULL}
};
#endif
ListBase R_engines = {NULL, NULL};
void RE_engines_init(void)
{
BLI_addtail(&R_engines, &internal_render_type);
#ifdef WITH_GAMEENGINE
BLI_addtail(&R_engines, &internal_game_type);
#endif
}
void RE_engines_exit(void)
{
RenderEngineType *type, *next;
for (type = R_engines.first; type; type = next) {
next = type->next;
BLI_remlink(&R_engines, type);
if (!(type->flag & RE_INTERNAL)) {
if (type->ext.free)
type->ext.free(type->ext.data);
MEM_freeN(type);
}
}
}
RenderEngineType *RE_engines_find(const char *idname)
{
RenderEngineType *type;
type = BLI_findstring(&R_engines, idname, offsetof(RenderEngineType, idname));
if (!type)
type = &internal_render_type;
return type;
}
bool RE_engine_is_external(Render *re)
{
RenderEngineType *type = RE_engines_find(re->r.engine);
return (type && type->render);
}
/* Create, Free */
RenderEngine *RE_engine_create(RenderEngineType *type)
{
return RE_engine_create_ex(type, false);
}
RenderEngine *RE_engine_create_ex(RenderEngineType *type, bool use_for_viewport)
{
RenderEngine *engine = MEM_callocN(sizeof(RenderEngine), "RenderEngine");
engine->type = type;
if (use_for_viewport) {
engine->flag |= RE_ENGINE_USED_FOR_VIEWPORT;
BLI_threaded_malloc_begin();
}
return engine;
}
void RE_engine_free(RenderEngine *engine)
{
#ifdef WITH_PYTHON
if (engine->py_instance) {
BPY_DECREF_RNA_INVALIDATE(engine->py_instance);
}
#endif
if (engine->flag & RE_ENGINE_USED_FOR_VIEWPORT) {
BLI_threaded_malloc_end();
}
MEM_freeN(engine);
}
/* Render Results */
static RenderPart *get_part_from_result(Render *re, RenderResult *result)
{
RenderPart *pa;
for (pa = re->parts.first; pa; pa = pa->next) {
if (result->tilerect.xmin == pa->disprect.xmin - re->disprect.xmin &&
result->tilerect.ymin == pa->disprect.ymin - re->disprect.ymin &&
result->tilerect.xmax == pa->disprect.xmax - re->disprect.xmin &&
result->tilerect.ymax == pa->disprect.ymax - re->disprect.ymin)
{
return pa;
}
}
return NULL;
}
RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname)
{
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, 0, 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)
{
Render *re = engine->re;
if (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;
}
render_result_add_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;
}
/* 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);
}
}
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)
{
Render *re = engine->re;
/* when using spherical stereo, get camera shift without multiview, leaving stereo to be handled by the engine */
if (use_spherical_stereo)
re = NULL;
return BKE_camera_multiview_shift_x(re ? &re->r : NULL, camera, re->viewname);
}
void RE_engine_get_camera_model_matrix(RenderEngine *engine, Object *camera, bool use_spherical_stereo, float *r_modelmat)
{
Render *re = engine->re;
/* when using spherical stereo, get model matrix without multiview, leaving stereo to be handled by the engine */
if (use_spherical_stereo)
re = NULL;
BKE_camera_multiview_model_matrix(re ? &re->r : NULL, 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;
RenderPart *pa;
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->engine && (re->engine->flag & RE_ENGINE_HIGHLIGHT_TILES) == 0) {
*r_total_tiles = 0;
BLI_rw_mutex_unlock(&re->partsmutex);
return NULL;
}
for (pa = re->parts.first; pa; pa = pa->next) {
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;
if (pa->crop) {
tiles[total_tiles].xmin += pa->crop;
tiles[total_tiles].ymin += pa->crop;
tiles[total_tiles].xmax -= pa->crop;
tiles[total_tiles].ymax -= pa->crop;
}
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;
}
/* 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, Object *object,
const int object_id, const BakePixel pixel_array[],
const size_t num_pixels, const int depth,
const eScenePassType pass_type, const int pass_filter,
float result[])
{
RenderEngineType *type = RE_engines_find(re->r.engine);
RenderEngine *engine;
bool persistent_data = (re->r.mode & R_PERSISTENT_DATA) != 0;
/* 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);
re->i.totface = re->i.totvert = re->i.totstrand = re->i.totlamp = re->i.tothalo = 0;
/* 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;
RE_parts_init(re, false);
engine->tile_x = re->r.tilex;
engine->tile_y = re->r.tiley;
/* update is only called so we create the engine.session */
if (type->update)
type->update(engine, re->main, re->scene);
if (type->bake)
type->bake(engine, re->scene, object, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result);
engine->tile_x = 0;
engine->tile_y = 0;
engine->flag &= ~RE_ENGINE_RENDERING;
BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE);
/* re->engine becomes zero if user changed active render engine during render */
if (!persistent_data || !re->engine) {
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;
}
void RE_engine_frame_set(RenderEngine *engine, int frame, float subframe)
{
Render *re = engine->re;
Scene *scene = re->scene;
double cfra = (double)frame + (double)subframe;
CLAMP(cfra, MINAFRAME, MAXFRAME);
BKE_scene_frame_set(scene, cfra);
#ifdef WITH_PYTHON
BPy_BEGIN_ALLOW_THREADS;
#endif
/* It's possible that here we're including layers which were never visible before. */
BKE_scene_update_for_newframe_ex(re->eval_ctx, re->main, scene, (1 << 20) - 1, true);
#ifdef WITH_PYTHON
BPy_END_ALLOW_THREADS;
#endif
BKE_scene_camera_switch_update(scene);
}
/* Render */
static bool render_layer_exclude_animated(Scene *scene, SceneRenderLayer *srl)
{
PointerRNA ptr;
PropertyRNA *prop;
RNA_pointer_create(&scene->id, &RNA_SceneRenderLayer, srl, &ptr);
prop = RNA_struct_find_property(&ptr, "layers_exclude");
return RNA_property_animated(&ptr, prop);
}
int RE_engine_render(Render *re, int do_all)
{
RenderEngineType *type = RE_engines_find(re->r.engine);
RenderEngine *engine;
bool persistent_data = (re->r.mode & R_PERSISTENT_DATA) != 0;
/* verify if we can render */
if (!type->render)
return 0;
if ((re->r.scemode & R_BUTS_PREVIEW) && !(type->flag & RE_USE_PREVIEW))
return 0;
if (do_all && !(type->flag & RE_USE_POSTPROCESS))
return 0;
if (!do_all && (type->flag & RE_USE_POSTPROCESS))
return 0;
/* Lock drawing in UI during data phase. */
if (re->draw_lock) {
re->draw_lock(re->dlh, 1);
}
/* 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) {
unsigned int lay = re->lay;
/* don't update layers excluded on all render layers */
if (type->flag & RE_USE_EXCLUDE_LAYERS) {
SceneRenderLayer *srl;
unsigned int non_excluded_lay = 0;
if (re->r.scemode & R_SINGLE_LAYER) {
srl = BLI_findlink(&re->r.layers, re->r.actlay);
if (srl) {
non_excluded_lay |= ~(srl->lay_exclude & ~srl->lay_zmask);
/* in this case we must update all because animation for
* the scene has not been updated yet, and so may not be
* up to date until after BKE_scene_update_for_newframe */
if (render_layer_exclude_animated(re->scene, srl))
non_excluded_lay |= ~0;
}
}
else {
for (srl = re->r.layers.first; srl; srl = srl->next) {
if (!(srl->layflag & SCE_LAY_DISABLE)) {
non_excluded_lay |= ~(srl->lay_exclude & ~srl->lay_zmask);
if (render_layer_exclude_animated(re->scene, srl))
non_excluded_lay |= ~0;
}
}
}
lay &= non_excluded_lay;
}
BKE_scene_update_for_newframe_ex(re->eval_ctx, re->main, re->scene, lay, true);
render_update_anim_renderdata(re, &re->scene->r);
}
/* 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, 0, 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, 0);
}
/* 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 1;
}
/* 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));
re->i.totface = re->i.totvert = re->i.totstrand = re->i.totlamp = re->i.tothalo = 0;
/* 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;
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->layer_override = re->layer_override;
engine->resolution_x = re->winx;
engine->resolution_y = re->winy;
RE_parts_init(re, false);
engine->tile_x = re->partx;
engine->tile_y = re->party;
if (re->result->do_exr_tile)
render_result_exr_file_begin(re);
if (type->update)
type->update(engine, re->main, re->scene);
/* Clear UI drawing locks. */
if (re->draw_lock) {
re->draw_lock(re->dlh, 0);
}
if (type->render)
type->render(engine, re->scene);
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);
/* re->engine becomes zero if user changed active render engine during render */
if (!persistent_data || !re->engine) {
RE_engine_free(engine);
re->engine = NULL;
}
if (re->result->do_exr_tile) {
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
render_result_save_empty_result_tiles(re);
render_result_exr_file_end(re);
BLI_rw_mutex_unlock(&re->resultmutex);
}
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 1;
}
void RE_engine_register_pass(struct RenderEngine *engine, struct Scene *scene, struct SceneRenderLayer *srl,
const char *name, int UNUSED(channels), const char *UNUSED(chanid), int type)
{
/* The channel information is currently not used, but is part of the API in case it's needed in the future. */
if (!(scene && srl && engine)) {
return;
}
/* Register the pass in all scenes that have a render layer node for this layer.
* Since multiple scenes can be used in the compositor, the code must loop over all scenes
* and check whether their nodetree has a node that needs to be updated. */
/* NOTE: using G_MAIN seems valid here,
* unless we want to register that for every other temp Main we could generate??? */
for (Scene *sce = G_MAIN->scene.first; sce; sce = sce->id.next) {
if (sce->nodetree) {
ntreeCompositRegisterPass(sce->nodetree, scene, srl, name, type);
}
}
}