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blender-archive/source/blender/render/intern/render_result.h
Sergey Sharybin 038f9b7f4a Render: Lazily allocate render passes pixels storage
The idea is to only allocate pixel storage only when there is an actual
data to be written to them.

This moves the code forward a better support of high-res rendering when
pixel storage is not allocated until render engine is ready to provide
pixel data.

Is expected to be no functional changes for neither users no external
engines. The only difference is that the motion and depth passes will
be displayed as transparent for until render engine provides any tile
result (at which point the pixels will be allocated and initialized to
infinite depth).

Differential Revision: https://developer.blender.org/D12195
2021-08-24 16:20:57 +02:00

158 lines
5.2 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2007 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup render
*/
#pragma once
#define PASS_VECTOR_MAX 10000.0f
#define RR_USE_MEM 0
#define RR_USE_EXR 1
#define RR_ALL_LAYERS NULL
#define RR_ALL_VIEWS NULL
struct ColorManagedDisplaySettings;
struct ColorManagedViewSettings;
struct ImBuf;
struct ListBase;
struct Render;
struct RenderData;
struct RenderEngine;
struct RenderLayer;
struct RenderResult;
struct Scene;
struct rcti;
#ifdef __cplusplus
extern "C" {
#endif
/* New */
struct RenderResult *render_result_new(struct Render *re,
struct rcti *partrct,
int savebuffers,
const char *layername,
const char *viewname);
void render_result_passes_allocated_ensure(struct RenderResult *rr);
struct RenderResult *render_result_new_from_exr(
void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty);
void render_result_view_new(struct RenderResult *rr, const char *viewname);
void render_result_views_new(struct RenderResult *rr, const struct RenderData *rd);
/* Merge */
void render_result_merge(struct RenderResult *rr, struct RenderResult *rrpart);
/* Add Passes */
void render_result_clone_passes(struct Render *re, struct RenderResult *rr, const char *viewname);
/* Free */
void render_result_free(struct RenderResult *rr);
void render_result_free_list(struct ListBase *lb, struct RenderResult *rr);
/* Single Layer Render */
void render_result_single_layer_begin(struct Render *re);
void render_result_single_layer_end(struct Render *re);
/* EXR Tile File Render */
void render_result_save_empty_result_tiles(struct Render *re);
void render_result_exr_file_begin(struct Render *re, struct RenderEngine *engine);
void render_result_exr_file_end(struct Render *re, struct RenderEngine *engine);
/* render pass wrapper for gpencil */
struct RenderPass *render_layer_add_pass(struct RenderResult *rr,
struct RenderLayer *rl,
int channels,
const char *name,
const char *viewname,
const char *chan_id);
void render_result_exr_file_merge(struct RenderResult *rr,
struct RenderResult *rrpart,
const char *viewname);
void render_result_exr_file_path(struct Scene *scene,
const char *layname,
int sample,
char *filepath);
int render_result_exr_file_read_path(struct RenderResult *rr,
struct RenderLayer *rl_single,
const char *filepath);
/* EXR cache */
void render_result_exr_file_cache_write(struct Render *re);
bool render_result_exr_file_cache_read(struct Render *re);
/* Combined Pixel Rect */
struct ImBuf *render_result_rect_to_ibuf(struct RenderResult *rr,
const struct RenderData *rd,
const int view_id);
void render_result_rect_fill_zero(struct RenderResult *rr, const int view_id);
void render_result_rect_get_pixels(struct RenderResult *rr,
unsigned int *rect,
int rectx,
int recty,
const struct ColorManagedViewSettings *view_settings,
const struct ColorManagedDisplaySettings *display_settings,
const int view_id);
void render_result_views_shallowcopy(struct RenderResult *dst, struct RenderResult *src);
void render_result_views_shallowdelete(struct RenderResult *rr);
bool render_result_has_views(const struct RenderResult *rr);
#define FOREACH_VIEW_LAYER_TO_RENDER_BEGIN(re_, iter_) \
{ \
int nr_; \
ViewLayer *iter_; \
for (nr_ = 0, iter_ = (re_)->view_layers.first; iter_ != NULL; iter_ = iter_->next, nr_++) { \
if (!G.background && (re_)->r.scemode & R_SINGLE_LAYER) { \
if (nr_ != re->active_view_layer) { \
continue; \
} \
} \
else { \
if ((iter_->flag & VIEW_LAYER_RENDER) == 0) { \
continue; \
} \
}
#define FOREACH_VIEW_LAYER_TO_RENDER_END \
} \
} \
((void)0)
#ifdef __cplusplus
}
#endif