2 * Copyright 2011-2013 Blender Foundation
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "render/background.h"
20 #include "render/buffers.h"
21 #include "render/camera.h"
22 #include "device/device.h"
23 #include "render/integrator.h"
24 #include "render/film.h"
25 #include "render/light.h"
26 #include "render/mesh.h"
27 #include "render/object.h"
28 #include "render/scene.h"
29 #include "render/session.h"
30 #include "render/shader.h"
32 #include "util/util_color.h"
33 #include "util/util_foreach.h"
34 #include "util/util_function.h"
35 #include "util/util_hash.h"
36 #include "util/util_logging.h"
37 #include "util/util_progress.h"
38 #include "util/util_time.h"
40 #include "blender/blender_sync.h"
41 #include "blender/blender_session.h"
42 #include "blender/blender_util.h"
46 bool BlenderSession::headless = false;
47 int BlenderSession::num_resumable_chunks = 0;
48 int BlenderSession::current_resumable_chunk = 0;
49 int BlenderSession::start_resumable_chunk = 0;
50 int BlenderSession::end_resumable_chunk = 0;
52 BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
53 BL::UserPreferences& b_userpref,
54 BL::BlendData& b_data,
57 b_userpref(b_userpref),
59 b_render(b_engine.render()),
61 b_v3d(PointerRNA_NULL),
62 b_rv3d(PointerRNA_NULL),
63 python_thread_state(NULL)
67 width = render_resolution_x(b_render);
68 height = render_resolution_y(b_render);
71 last_redraw_time = 0.0;
72 start_resize_time = 0.0;
73 last_status_time = 0.0;
76 BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
77 BL::UserPreferences& b_userpref,
78 BL::BlendData& b_data,
80 BL::SpaceView3D& b_v3d,
81 BL::RegionView3D& b_rv3d,
82 int width, int height)
84 b_userpref(b_userpref),
86 b_render(b_scene.render()),
92 python_thread_state(NULL)
97 last_redraw_time = 0.0;
98 start_resize_time = 0.0;
99 last_status_time = 0.0;
102 BlenderSession::~BlenderSession()
107 void BlenderSession::create()
115 void BlenderSession::create_session()
117 SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
118 SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
119 bool session_pause = BlenderSync::get_session_pause(b_scene, background);
121 /* reset status/progress */
124 last_progress = -1.0f;
125 start_resize_time = 0.0;
128 session = new Session(session_params);
129 session->scene = scene;
130 session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this));
131 session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this));
132 session->set_pause(session_pause);
135 scene = new Scene(scene_params, session->device);
137 /* setup callbacks for builtin image support */
138 scene->image_manager->builtin_image_info_cb = function_bind(&BlenderSession::builtin_image_info, this, _1, _2, _3, _4, _5, _6, _7, _8);
139 scene->image_manager->builtin_image_pixels_cb = function_bind(&BlenderSession::builtin_image_pixels, this, _1, _2, _3, _4, _5);
140 scene->image_manager->builtin_image_float_pixels_cb = function_bind(&BlenderSession::builtin_image_float_pixels, this, _1, _2, _3, _4, _5);
142 session->scene = scene;
144 /* There is no single depsgraph to use for the entire render.
145 * So we need to handle this differently.
147 * We could loop over the final render result render layers in pipeline and keep Cycles unaware of multiple layers,
148 * or perhaps move syncing further down in the pipeline.
151 sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
152 BL::Object b_camera_override(b_engine.camera_override());
154 sync->sync_view(b_v3d, b_rv3d, width, height);
157 sync->sync_camera(b_render, b_camera_override, width, height, "");
160 /* set buffer parameters */
161 BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
162 session->reset(buffer_params, session_params.samples);
164 b_engine.use_highlight_tiles(session_params.progressive_refine == false);
166 update_resumable_tile_manager(session_params.samples);
169 void BlenderSession::reset_session(BL::BlendData& b_data_, BL::Scene& b_scene_)
172 b_render = b_engine.render();
175 SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
176 SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
178 width = render_resolution_x(b_render);
179 height = render_resolution_y(b_render);
181 if(scene->params.modified(scene_params) ||
182 session->params.modified(session_params) ||
183 !scene_params.persistent_data)
185 /* if scene or session parameters changed, it's easier to simply re-create
186 * them rather than trying to distinguish which settings need to be updated
196 session->progress.reset();
199 session->tile_manager.set_tile_order(session_params.tile_order);
201 /* peak memory usage should show current render peak, not peak for all renders
202 * made by this render session
204 session->stats.mem_peak = session->stats.mem_used;
206 /* There is no single depsgraph to use for the entire render.
207 * See note on create_session().
209 /* sync object should be re-created */
210 sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
212 BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL);
213 BL::RegionView3D b_null_region_view3d(PointerRNA_NULL);
214 BufferParams buffer_params = BlenderSync::get_buffer_params(b_render,
216 b_null_region_view3d,
219 session->reset(buffer_params, session_params.samples);
221 b_engine.use_highlight_tiles(session_params.progressive_refine == false);
224 start_resize_time = 0.0;
227 void BlenderSession::free_session()
235 static ShaderEvalType get_shader_type(const string& pass_type)
237 const char *shader_type = pass_type.c_str();
240 if(strcmp(shader_type, "NORMAL")==0)
241 return SHADER_EVAL_NORMAL;
242 else if(strcmp(shader_type, "UV")==0)
243 return SHADER_EVAL_UV;
244 else if(strcmp(shader_type, "DIFFUSE_COLOR")==0)
245 return SHADER_EVAL_DIFFUSE_COLOR;
246 else if(strcmp(shader_type, "GLOSSY_COLOR")==0)
247 return SHADER_EVAL_GLOSSY_COLOR;
248 else if(strcmp(shader_type, "TRANSMISSION_COLOR")==0)
249 return SHADER_EVAL_TRANSMISSION_COLOR;
250 else if(strcmp(shader_type, "SUBSURFACE_COLOR")==0)
251 return SHADER_EVAL_SUBSURFACE_COLOR;
252 else if(strcmp(shader_type, "EMIT")==0)
253 return SHADER_EVAL_EMISSION;
256 else if(strcmp(shader_type, "AO")==0)
257 return SHADER_EVAL_AO;
258 else if(strcmp(shader_type, "COMBINED")==0)
259 return SHADER_EVAL_COMBINED;
260 else if(strcmp(shader_type, "SHADOW")==0)
261 return SHADER_EVAL_SHADOW;
262 else if(strcmp(shader_type, "DIFFUSE")==0)
263 return SHADER_EVAL_DIFFUSE;
264 else if(strcmp(shader_type, "GLOSSY")==0)
265 return SHADER_EVAL_GLOSSY;
266 else if(strcmp(shader_type, "TRANSMISSION")==0)
267 return SHADER_EVAL_TRANSMISSION;
268 else if(strcmp(shader_type, "SUBSURFACE")==0)
269 return SHADER_EVAL_SUBSURFACE;
272 else if(strcmp(shader_type, "ENVIRONMENT")==0)
273 return SHADER_EVAL_ENVIRONMENT;
276 return SHADER_EVAL_BAKE;
279 static BL::RenderResult begin_render_result(BL::RenderEngine& b_engine,
282 const char *layername,
283 const char *viewname)
285 return b_engine.begin_result(x, y, w, h, layername, viewname);
288 static void end_render_result(BL::RenderEngine& b_engine,
289 BL::RenderResult& b_rr,
292 bool do_merge_results)
294 b_engine.end_result(b_rr, (int)cancel, (int) highlight, (int)do_merge_results);
297 void BlenderSession::do_write_update_render_tile(RenderTile& rtile, bool do_update_only, bool highlight)
299 int x = rtile.x - session->tile_manager.params.full_x;
300 int y = rtile.y - session->tile_manager.params.full_y;
304 /* get render result */
305 BL::RenderResult b_rr = begin_render_result(b_engine, x, y, w, h, b_rlay_name.c_str(), b_rview_name.c_str());
307 /* can happen if the intersected rectangle gives 0 width or height */
308 if(b_rr.ptr.data == NULL) {
312 BL::RenderResult::layers_iterator b_single_rlay;
313 b_rr.layers.begin(b_single_rlay);
315 /* layer will be missing if it was disabled in the UI */
316 if(b_single_rlay == b_rr.layers.end())
319 BL::RenderLayer b_rlay = *b_single_rlay;
322 /* Sample would be zero at initial tile update, which is only needed
323 * to tag tile form blender side as IN PROGRESS for proper highlight
324 * no buffers should be sent to blender yet. For denoise we also
325 * keep showing the noisy buffers until denoise is done. */
326 bool merge = (rtile.sample != 0) && (rtile.task != RenderTile::DENOISE);
329 update_render_result(b_rr, b_rlay, rtile);
332 end_render_result(b_engine, b_rr, true, highlight, merge);
335 /* Write final render result. */
336 write_render_result(b_rr, b_rlay, rtile);
337 end_render_result(b_engine, b_rr, false, false, true);
341 void BlenderSession::write_render_tile(RenderTile& rtile)
343 do_write_update_render_tile(rtile, false, false);
346 void BlenderSession::update_render_tile(RenderTile& rtile, bool highlight)
348 /* use final write for preview renders, otherwise render result wouldn't be
349 * be updated in blender side
350 * would need to be investigated a bit further, but for now shall be fine
352 if(!b_engine.is_preview())
353 do_write_update_render_tile(rtile, true, highlight);
355 do_write_update_render_tile(rtile, false, false);
358 void BlenderSession::render(BL::Depsgraph& b_depsgraph)
360 /* set callback to write out render results */
361 session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
362 session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1, _2);
364 /* get buffer parameters */
365 SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
366 BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
368 /* render each layer */
369 BL::ViewLayer b_view_layer = b_depsgraph.view_layer();
371 /* We do some special meta attributes when we only have single layer. */
372 const bool is_single_layer = (b_scene.view_layers.length() == 1);
374 /* temporary render result to find needed passes and views */
375 BL::RenderResult b_rr = begin_render_result(b_engine, 0, 0, 1, 1, b_view_layer.name().c_str(), NULL);
376 BL::RenderResult::layers_iterator b_single_rlay;
377 b_rr.layers.begin(b_single_rlay);
378 BL::RenderLayer b_rlay = *b_single_rlay;
381 array<Pass> passes = sync->sync_render_passes(b_rlay, b_view_layer, session_params);
382 buffer_params.passes = passes;
384 PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
385 bool use_denoising = get_boolean(crl, "use_denoising");
386 buffer_params.denoising_data_pass = use_denoising;
387 session->tile_manager.schedule_denoising = use_denoising;
388 session->params.use_denoising = use_denoising;
389 scene->film->denoising_data_pass = buffer_params.denoising_data_pass;
390 scene->film->denoising_flags = 0;
391 if(!get_boolean(crl, "denoising_diffuse_direct")) scene->film->denoising_flags |= DENOISING_CLEAN_DIFFUSE_DIR;
392 if(!get_boolean(crl, "denoising_diffuse_indirect")) scene->film->denoising_flags |= DENOISING_CLEAN_DIFFUSE_IND;
393 if(!get_boolean(crl, "denoising_glossy_direct")) scene->film->denoising_flags |= DENOISING_CLEAN_GLOSSY_DIR;
394 if(!get_boolean(crl, "denoising_glossy_indirect")) scene->film->denoising_flags |= DENOISING_CLEAN_GLOSSY_IND;
395 if(!get_boolean(crl, "denoising_transmission_direct")) scene->film->denoising_flags |= DENOISING_CLEAN_TRANSMISSION_DIR;
396 if(!get_boolean(crl, "denoising_transmission_indirect")) scene->film->denoising_flags |= DENOISING_CLEAN_TRANSMISSION_IND;
397 if(!get_boolean(crl, "denoising_subsurface_direct")) scene->film->denoising_flags |= DENOISING_CLEAN_SUBSURFACE_DIR;
398 if(!get_boolean(crl, "denoising_subsurface_indirect")) scene->film->denoising_flags |= DENOISING_CLEAN_SUBSURFACE_IND;
399 scene->film->denoising_clean_pass = (scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES);
400 buffer_params.denoising_clean_pass = scene->film->denoising_clean_pass;
401 session->params.denoising_radius = get_int(crl, "denoising_radius");
402 session->params.denoising_strength = get_float(crl, "denoising_strength");
403 session->params.denoising_feature_strength = get_float(crl, "denoising_feature_strength");
404 session->params.denoising_relative_pca = get_boolean(crl, "denoising_relative_pca");
406 scene->film->pass_alpha_threshold = b_view_layer.pass_alpha_threshold();
407 scene->film->tag_passes_update(scene, passes);
408 scene->film->tag_update(scene);
409 scene->integrator->tag_update(scene);
411 BL::RenderResult::views_iterator b_view_iter;
413 for(b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter, ++view_index) {
414 b_rlay_name = b_view_layer.name();
415 b_rview_name = b_view_iter->name();
417 /* set the current view */
418 b_engine.active_view_set(b_rview_name.c_str());
421 BL::Object b_camera_override(b_engine.camera_override());
422 sync->sync_camera(b_render, b_camera_override, width, height, b_rview_name.c_str());
423 sync->sync_data(b_render,
428 &python_thread_state);
430 /* Make sure all views have different noise patterns. - hardcoded value just to make it random */
431 if(view_index != 0) {
432 scene->integrator->seed += hash_int_2d(scene->integrator->seed, hash_int(view_index * 0xdeadbeef));
433 scene->integrator->tag_update(scene);
436 /* Update number of samples per layer. */
437 int samples = sync->get_layer_samples();
438 bool bound_samples = sync->get_layer_bound_samples();
439 int effective_layer_samples;
441 if(samples != 0 && (!bound_samples || (samples < session_params.samples)))
442 effective_layer_samples = samples;
444 effective_layer_samples = session_params.samples;
446 /* Update tile manager if we're doing resumable render. */
447 update_resumable_tile_manager(effective_layer_samples);
449 /* Update session itself. */
450 session->reset(buffer_params, effective_layer_samples);
456 if(session->progress.get_cancel())
460 if(is_single_layer) {
461 BL::RenderResult b_rr = b_engine.get_result();
462 string num_aa_samples = string_printf("%d", session->params.samples);
463 b_rr.stamp_data_add_field("Cycles Samples", num_aa_samples.c_str());
464 /* TODO(sergey): Report whether we're doing resumable render
465 * and also start/end sample if so.
469 /* free result without merging */
470 end_render_result(b_engine, b_rr, true, true, false);
472 double total_time, render_time;
473 session->progress.get_time(total_time, render_time);
474 VLOG(1) << "Total render time: " << total_time;
475 VLOG(1) << "Render time (without synchronization): " << render_time;
478 session->write_render_tile_cb = function_null;
479 session->update_render_tile_cb = function_null;
481 /* TODO: find a way to clear this data for persistent data render */
483 /* free all memory used (host and device), so we wouldn't leave render
484 * engine with extra memory allocated
487 session->device_free();
494 static void populate_bake_data(BakeData *data, const
496 BL::BakePixel& pixel_array,
497 const int num_pixels)
499 BL::BakePixel bp = pixel_array;
502 for(i = 0; i < num_pixels; i++) {
503 if(bp.object_id() == object_id) {
504 data->set(i, bp.primitive_id(), bp.uv(), bp.du_dx(), bp.du_dy(), bp.dv_dx(), bp.dv_dy());
512 static int bake_pass_filter_get(const int pass_filter)
514 int flag = BAKE_FILTER_NONE;
516 if((pass_filter & BL::BakeSettings::pass_filter_DIRECT) != 0)
517 flag |= BAKE_FILTER_DIRECT;
518 if((pass_filter & BL::BakeSettings::pass_filter_INDIRECT) != 0)
519 flag |= BAKE_FILTER_INDIRECT;
520 if((pass_filter & BL::BakeSettings::pass_filter_COLOR) != 0)
521 flag |= BAKE_FILTER_COLOR;
523 if((pass_filter & BL::BakeSettings::pass_filter_DIFFUSE) != 0)
524 flag |= BAKE_FILTER_DIFFUSE;
525 if((pass_filter & BL::BakeSettings::pass_filter_GLOSSY) != 0)
526 flag |= BAKE_FILTER_GLOSSY;
527 if((pass_filter & BL::BakeSettings::pass_filter_TRANSMISSION) != 0)
528 flag |= BAKE_FILTER_TRANSMISSION;
529 if((pass_filter & BL::BakeSettings::pass_filter_SUBSURFACE) != 0)
530 flag |= BAKE_FILTER_SUBSURFACE;
532 if((pass_filter & BL::BakeSettings::pass_filter_EMIT) != 0)
533 flag |= BAKE_FILTER_EMISSION;
534 if((pass_filter & BL::BakeSettings::pass_filter_AO) != 0)
535 flag |= BAKE_FILTER_AO;
540 void BlenderSession::bake(BL::Depsgraph& b_depsgraph,
541 BL::Object& b_object,
542 const string& pass_type,
543 const int pass_filter,
545 BL::BakePixel& pixel_array,
546 const size_t num_pixels,
550 ShaderEvalType shader_type = get_shader_type(pass_type);
552 /* Set baking flag in advance, so kernel loading can check if we need
553 * any baking capabilities.
555 scene->bake_manager->set_baking(true);
557 /* ensure kernels are loaded before we do any scene updates */
558 session->load_kernels();
560 if(shader_type == SHADER_EVAL_UV) {
561 /* force UV to be available */
562 Pass::add(PASS_UV, scene->film->passes);
565 int bake_pass_filter = bake_pass_filter_get(pass_filter);
566 bake_pass_filter = BakeManager::shader_type_to_pass_filter(shader_type, bake_pass_filter);
568 /* force use_light_pass to be true if we bake more than just colors */
569 if(bake_pass_filter & ~BAKE_FILTER_COLOR) {
570 Pass::add(PASS_LIGHT, scene->film->passes);
573 /* create device and update scene */
574 scene->film->tag_update(scene);
575 scene->integrator->tag_update(scene);
577 if(!session->progress.get_cancel()) {
579 BL::Object b_camera_override(b_engine.camera_override());
580 sync->sync_camera(b_render, b_camera_override, width, height, "");
581 sync->sync_data(b_render,
586 &python_thread_state);
589 BakeData *bake_data = NULL;
591 if(!session->progress.get_cancel()) {
592 /* get buffer parameters */
593 SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
594 BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
596 scene->bake_manager->set_shader_limit((size_t)b_engine.tile_x(), (size_t)b_engine.tile_y());
598 /* set number of samples */
599 session->tile_manager.set_samples(session_params.samples);
600 session->reset(buffer_params, session_params.samples);
601 session->update_scene();
603 /* find object index. todo: is arbitrary - copied from mesh_displace.cpp */
604 size_t object_index = OBJECT_NONE;
607 for(size_t i = 0; i < scene->objects.size(); i++) {
608 if(strcmp(scene->objects[i]->name.c_str(), b_object.name().c_str()) == 0) {
610 tri_offset = scene->objects[i]->mesh->tri_offset;
615 int object = object_index;
617 bake_data = scene->bake_manager->init(object, tri_offset, num_pixels);
618 populate_bake_data(bake_data, object_id, pixel_array, num_pixels);
620 /* set number of samples */
621 session->tile_manager.set_samples(session_params.samples);
622 session->reset(buffer_params, session_params.samples);
623 session->update_scene();
625 session->progress.set_update_callback(function_bind(&BlenderSession::update_bake_progress, this));
628 /* Perform bake. Check cancel to avoid crash with incomplete scene data. */
629 if(!session->progress.get_cancel()) {
630 scene->bake_manager->bake(scene->device, &scene->dscene, scene, session->progress, shader_type, bake_pass_filter, bake_data, result);
633 /* free all memory used (host and device), so we wouldn't leave render
634 * engine with extra memory allocated
637 session->device_free();
643 void BlenderSession::do_write_update_render_result(BL::RenderResult& b_rr,
644 BL::RenderLayer& b_rlay,
648 RenderBuffers *buffers = rtile.buffers;
650 /* copy data from device */
651 if(!buffers->copy_from_device())
654 float exposure = scene->film->exposure;
656 vector<float> pixels(rtile.w*rtile.h*4);
658 /* Adjust absolute sample number to the range. */
659 int sample = rtile.sample;
660 const int range_start_sample = session->tile_manager.range_start_sample;
661 if(range_start_sample != -1) {
662 sample -= range_start_sample;
665 if(!do_update_only) {
667 BL::RenderLayer::passes_iterator b_iter;
669 for(b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
670 BL::RenderPass b_pass(*b_iter);
672 /* find matching pass type */
673 PassType pass_type = BlenderSync::get_pass_type(b_pass);
674 int components = b_pass.channels();
677 if(pass_type != PASS_NONE) {
679 read = buffers->get_pass_rect(pass_type, exposure, sample, components, &pixels[0]);
682 int denoising_offset = BlenderSync::get_denoising_pass(b_pass);
683 if(denoising_offset >= 0) {
684 read = buffers->get_denoising_pass_rect(denoising_offset, exposure, sample, components, &pixels[0]);
689 memset(&pixels[0], 0, pixels.size()*sizeof(float));
692 b_pass.rect(&pixels[0]);
696 /* copy combined pass */
697 BL::RenderPass b_combined_pass(b_rlay.passes.find_by_name("Combined", b_rview_name.c_str()));
698 if(buffers->get_pass_rect(PASS_COMBINED, exposure, sample, 4, &pixels[0]))
699 b_combined_pass.rect(&pixels[0]);
702 /* tag result as updated */
703 b_engine.update_result(b_rr);
706 void BlenderSession::write_render_result(BL::RenderResult& b_rr,
707 BL::RenderLayer& b_rlay,
710 do_write_update_render_result(b_rr, b_rlay, rtile, false);
713 void BlenderSession::update_render_result(BL::RenderResult& b_rr,
714 BL::RenderLayer& b_rlay,
717 do_write_update_render_result(b_rr, b_rlay, rtile, true);
720 void BlenderSession::synchronize(BL::Depsgraph& b_depsgraph)
722 /* only used for viewport render */
726 /* on session/scene parameter changes, we recreate session entirely */
727 SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
728 SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
729 bool session_pause = BlenderSync::get_session_pause(b_scene, background);
731 if(session->params.modified(session_params) ||
732 scene->params.modified(scene_params))
740 /* increase samples, but never decrease */
741 session->set_samples(session_params.samples);
742 session->set_pause(session_pause);
744 /* copy recalc flags, outside of mutex so we can decide to do the real
745 * synchronization at a later time to not block on running updates */
748 /* don't do synchronization if on pause */
754 /* try to acquire mutex. if we don't want to or can't, come back later */
755 if(!session->ready_to_reset() || !session->scene->mutex.try_lock()) {
760 /* data and camera synchronize */
761 BL::Object b_camera_override(b_engine.camera_override());
762 sync->sync_data(b_render,
767 &python_thread_state);
770 sync->sync_view(b_v3d, b_rv3d, width, height);
772 sync->sync_camera(b_render, b_camera_override, width, height, "");
775 session->scene->mutex.unlock();
777 /* reset if needed */
778 if(scene->need_reset()) {
779 BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
780 session->reset(buffer_params, session_params.samples);
783 start_resize_time = 0.0;
787 bool BlenderSession::draw(int w, int h)
789 /* pause in redraw in case update is not being called due to final render */
790 session->set_pause(BlenderSync::get_session_pause(b_scene, background));
792 /* before drawing, we verify camera and viewport size changes, because
793 * we do not get update callbacks for those, we must detect them here */
794 if(session->ready_to_reset()) {
797 /* if dimensions changed, reset */
798 if(width != w || height != h) {
799 if(start_resize_time == 0.0) {
800 /* don't react immediately to resizes to avoid flickery resizing
801 * of the viewport, and some window managers changing the window
802 * size temporarily on unminimize */
803 start_resize_time = time_dt();
806 else if(time_dt() - start_resize_time < 0.2) {
816 /* try to acquire mutex. if we can't, come back later */
817 if(!session->scene->mutex.try_lock()) {
821 /* update camera from 3d view */
823 sync->sync_view(b_v3d, b_rv3d, width, height);
825 if(scene->camera->need_update)
828 session->scene->mutex.unlock();
831 /* reset if requested */
833 SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
834 BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
835 bool session_pause = BlenderSync::get_session_pause(b_scene, background);
837 if(session_pause == false) {
838 session->reset(buffer_params, session_params.samples);
839 start_resize_time = 0.0;
847 /* update status and progress for 3d view draw */
848 update_status_progress();
851 BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
852 DeviceDrawParams draw_params;
854 if(session->params.display_buffer_linear) {
855 draw_params.bind_display_space_shader_cb = function_bind(&BL::RenderEngine::bind_display_space_shader, &b_engine, b_scene);
856 draw_params.unbind_display_space_shader_cb = function_bind(&BL::RenderEngine::unbind_display_space_shader, &b_engine);
859 return !session->draw(buffer_params, draw_params);
862 void BlenderSession::get_status(string& status, string& substatus)
864 session->progress.get_status(status, substatus);
867 void BlenderSession::get_progress(float& progress, double& total_time, double& render_time)
869 session->progress.get_time(total_time, render_time);
870 progress = session->progress.get_progress();
873 void BlenderSession::update_bake_progress()
875 float progress = session->progress.get_progress();
877 if(progress != last_progress) {
878 b_engine.update_progress(progress);
879 last_progress = progress;
883 void BlenderSession::update_status_progress()
885 string timestatus, status, substatus;
888 double total_time, remaining_time = 0, render_time;
890 float mem_used = (float)session->stats.mem_used / 1024.0f / 1024.0f;
891 float mem_peak = (float)session->stats.mem_peak / 1024.0f / 1024.0f;
893 get_status(status, substatus);
894 get_progress(progress, total_time, render_time);
897 remaining_time = (1.0 - (double)progress) * (render_time / (double)progress);
900 scene += " | " + b_scene.name();
901 if(b_rlay_name != "")
902 scene += ", " + b_rlay_name;
904 if(b_rview_name != "")
905 scene += ", " + b_rview_name;
908 BLI_timecode_string_from_time_simple(time_str, sizeof(time_str), total_time);
909 timestatus = "Time:" + string(time_str) + " | ";
912 if(remaining_time > 0) {
913 BLI_timecode_string_from_time_simple(time_str, sizeof(time_str), remaining_time);
914 timestatus += "Remaining:" + string(time_str) + " | ";
917 timestatus += string_printf("Mem:%.2fM, Peak:%.2fM", (double)mem_used, (double)mem_peak);
919 if(status.size() > 0)
920 status = " | " + status;
921 if(substatus.size() > 0)
922 status += " | " + substatus;
924 double current_time = time_dt();
925 /* When rendering in a window, redraw the status at least once per second to keep the elapsed and remaining time up-to-date.
926 * For headless rendering, only report when something significant changes to keep the console output readable. */
927 if(status != last_status || (!headless && (current_time - last_status_time) > 1.0)) {
928 b_engine.update_stats("", (timestatus + scene + status).c_str());
929 b_engine.update_memory_stats(mem_used, mem_peak);
930 last_status = status;
931 last_status_time = current_time;
933 if(progress != last_progress) {
934 b_engine.update_progress(progress);
935 last_progress = progress;
938 if(session->progress.get_error()) {
939 string error = session->progress.get_error_message();
940 if(error != last_error) {
941 /* TODO(sergey): Currently C++ RNA API doesn't let us to
942 * use mnemonic name for the variable. Would be nice to
943 * have this figured out.
945 * For until then, 1 << 5 means RPT_ERROR.
947 b_engine.report(1 << 5, error.c_str());
948 b_engine.error_set(error.c_str());
954 void BlenderSession::tag_update()
956 /* tell blender that we want to get another update callback */
957 b_engine.tag_update();
960 void BlenderSession::tag_redraw()
963 /* update stats and progress, only for background here because
964 * in 3d view we do it in draw for thread safety reasons */
965 update_status_progress();
967 /* offline render, redraw if timeout passed */
968 if(time_dt() - last_redraw_time > 1.0) {
969 b_engine.tag_redraw();
970 last_redraw_time = time_dt();
974 /* tell blender that we want to redraw */
975 b_engine.tag_redraw();
979 void BlenderSession::test_cancel()
981 /* test if we need to cancel rendering */
983 if(b_engine.test_break())
984 session->progress.set_cancel("Cancelled");
987 /* builtin image file name is actually an image datablock name with
988 * absolute sequence frame number concatenated via '@' character
990 * this function splits frame from builtin name
992 int BlenderSession::builtin_image_frame(const string &builtin_name)
994 int last = builtin_name.find_last_of('@');
995 return atoi(builtin_name.substr(last + 1, builtin_name.size() - last - 1).c_str());
998 void BlenderSession::builtin_image_info(const string &builtin_name,
1018 /* recover ID pointer */
1020 RNA_id_pointer_create((ID*)builtin_data, &ptr);
1023 if(b_id.is_a(&RNA_Image)) {
1025 BL::Image b_image(b_id);
1027 free_cache = !b_image.has_data();
1028 is_float = b_image.is_float();
1029 width = b_image.size()[0];
1030 height = b_image.size()[1];
1032 channels = b_image.channels();
1034 else if(b_id.is_a(&RNA_Object)) {
1035 /* smoke volume data */
1036 BL::Object b_ob(b_id);
1037 BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
1046 if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_DENSITY) ||
1047 builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_FLAME) ||
1048 builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT) ||
1049 builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_TEMPERATURE))
1051 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_COLOR))
1053 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY))
1058 int3 resolution = get_int3(b_domain.domain_resolution());
1059 int amplify = (b_domain.use_high_resolution())? b_domain.amplify() + 1: 1;
1061 /* Velocity and heat data is always low-resolution. */
1062 if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY) ||
1063 builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT))
1068 width = resolution.x * amplify;
1069 height = resolution.y * amplify;
1070 depth = resolution.z * amplify;
1073 /* TODO(sergey): Check we're indeed in shader node tree. */
1075 RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
1076 BL::Node b_node(ptr);
1077 if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
1078 BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
1080 width = height = depth = b_point_density_node.resolution();
1086 bool BlenderSession::builtin_image_pixels(const string &builtin_name,
1088 unsigned char *pixels,
1089 const size_t pixels_size,
1090 const bool free_cache)
1096 const int frame = builtin_image_frame(builtin_name);
1099 RNA_id_pointer_create((ID*)builtin_data, &ptr);
1100 BL::Image b_image(ptr);
1102 const int width = b_image.size()[0];
1103 const int height = b_image.size()[1];
1104 const int channels = b_image.channels();
1106 unsigned char *image_pixels = image_get_pixels_for_frame(b_image, frame);
1107 const size_t num_pixels = ((size_t)width) * height;
1109 if(image_pixels && num_pixels * channels == pixels_size) {
1110 memcpy(pixels, image_pixels, pixels_size * sizeof(unsigned char));
1114 memset(pixels, 0, pixels_size * sizeof(unsigned char));
1117 const size_t num_pixels_safe = pixels_size / channels;
1118 unsigned char *cp = pixels;
1119 for(size_t i = 0; i < num_pixels_safe; i++, cp += channels) {
1131 MEM_freeN(image_pixels);
1134 /* Free image buffers to save memory during render. */
1136 b_image.buffers_free();
1139 /* Premultiply, byte images are always straight for Blender. */
1140 unsigned char *cp = pixels;
1141 for(size_t i = 0; i < num_pixels; i++, cp += channels) {
1142 cp[0] = (cp[0] * cp[3]) >> 8;
1143 cp[1] = (cp[1] * cp[3]) >> 8;
1144 cp[2] = (cp[2] * cp[3]) >> 8;
1149 bool BlenderSession::builtin_image_float_pixels(const string &builtin_name,
1152 const size_t pixels_size,
1153 const bool free_cache)
1160 RNA_id_pointer_create((ID*)builtin_data, &ptr);
1163 if(b_id.is_a(&RNA_Image)) {
1165 BL::Image b_image(b_id);
1166 int frame = builtin_image_frame(builtin_name);
1168 const int width = b_image.size()[0];
1169 const int height = b_image.size()[1];
1170 const int channels = b_image.channels();
1172 float *image_pixels;
1173 image_pixels = image_get_float_pixels_for_frame(b_image, frame);
1174 const size_t num_pixels = ((size_t)width) * height;
1176 if(image_pixels && num_pixels * channels == pixels_size) {
1177 memcpy(pixels, image_pixels, pixels_size * sizeof(float));
1181 memset(pixels, 0, num_pixels * sizeof(float));
1184 const size_t num_pixels_safe = pixels_size / channels;
1186 for(int i = 0; i < num_pixels_safe; i++, fp += channels) {
1198 MEM_freeN(image_pixels);
1201 /* Free image buffers to save memory during render. */
1203 b_image.buffers_free();
1208 else if(b_id.is_a(&RNA_Object)) {
1209 /* smoke volume data */
1210 BL::Object b_ob(b_id);
1211 BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
1217 int3 resolution = get_int3(b_domain.domain_resolution());
1218 int length, amplify = (b_domain.use_high_resolution())? b_domain.amplify() + 1: 1;
1220 /* Velocity and heat data is always low-resolution. */
1221 if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY) ||
1222 builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT))
1227 const int width = resolution.x * amplify;
1228 const int height = resolution.y * amplify;
1229 const int depth = resolution.z * amplify;
1230 const size_t num_pixels = ((size_t)width) * height * depth;
1232 if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_DENSITY)) {
1233 SmokeDomainSettings_density_grid_get_length(&b_domain.ptr, &length);
1234 if(length == num_pixels) {
1235 SmokeDomainSettings_density_grid_get(&b_domain.ptr, pixels);
1239 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_FLAME)) {
1240 /* this is in range 0..1, and interpreted by the OpenGL smoke viewer
1241 * as 1500..3000 K with the first part faded to zero density */
1242 SmokeDomainSettings_flame_grid_get_length(&b_domain.ptr, &length);
1243 if(length == num_pixels) {
1244 SmokeDomainSettings_flame_grid_get(&b_domain.ptr, pixels);
1248 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_COLOR)) {
1249 /* the RGB is "premultiplied" by density for better interpolation results */
1250 SmokeDomainSettings_color_grid_get_length(&b_domain.ptr, &length);
1251 if(length == num_pixels*4) {
1252 SmokeDomainSettings_color_grid_get(&b_domain.ptr, pixels);
1256 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY)) {
1257 SmokeDomainSettings_velocity_grid_get_length(&b_domain.ptr, &length);
1258 if(length == num_pixels*3) {
1259 SmokeDomainSettings_velocity_grid_get(&b_domain.ptr, pixels);
1263 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT)) {
1264 SmokeDomainSettings_heat_grid_get_length(&b_domain.ptr, &length);
1265 if(length == num_pixels) {
1266 SmokeDomainSettings_heat_grid_get(&b_domain.ptr, pixels);
1270 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_TEMPERATURE)) {
1271 SmokeDomainSettings_temperature_grid_get_length(&b_domain.ptr, &length);
1272 if(length == num_pixels) {
1273 SmokeDomainSettings_temperature_grid_get(&b_domain.ptr, pixels);
1279 "Cycles error: unknown volume attribute %s, skipping\n",
1280 builtin_name.c_str());
1285 fprintf(stderr, "Cycles error: unexpected smoke volume resolution, skipping\n");
1288 /* TODO: fix point density to work with new view layer depsgraph */
1290 /* We originally were passing view_layer here but in reality we need a whole EvaluationContext
1291 * in the RE_point_density_minmax() function.
1292 * Note: There is not a single EvaluationContext for the entire render. They are per RenderLayer now.
1294 /* TODO(sergey): Check we're indeed in shader node tree. */
1296 RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
1297 BL::Node b_node(ptr);
1298 if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
1299 BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
1301 int settings = background ? 1 : 0; /* 1 - render settings, 0 - vewport settings. */
1302 b_point_density_node.calc_point_density(b_scene, b_view_layer, settings, &length, &pixels);
1310 void BlenderSession::update_resumable_tile_manager(int num_samples)
1312 const int num_resumable_chunks = BlenderSession::num_resumable_chunks,
1313 current_resumable_chunk = BlenderSession::current_resumable_chunk;
1314 if(num_resumable_chunks == 0) {
1318 const int num_samples_per_chunk = (int)ceilf((float)num_samples / num_resumable_chunks);
1320 int range_start_sample, range_num_samples;
1321 if(current_resumable_chunk != 0) {
1322 /* Single chunk rendering. */
1323 range_start_sample = num_samples_per_chunk * (current_resumable_chunk - 1);
1324 range_num_samples = num_samples_per_chunk;
1327 /* Ranged-chunks. */
1328 const int num_chunks = end_resumable_chunk - start_resumable_chunk + 1;
1329 range_start_sample = num_samples_per_chunk * (start_resumable_chunk - 1);
1330 range_num_samples = num_chunks * num_samples_per_chunk;
1332 /* Make sure we don't overshoot. */
1333 if(range_start_sample + range_num_samples > num_samples) {
1334 range_num_samples = num_samples - range_num_samples;
1337 VLOG(1) << "Samples range start is " << range_start_sample << ", "
1338 << "number of samples to render is " << range_num_samples;
1340 scene->integrator->start_sample = range_start_sample;
1341 scene->integrator->tag_update(scene);
1343 session->tile_manager.range_start_sample = range_start_sample;
1344 session->tile_manager.range_num_samples = range_num_samples;