DRW: Support edit-metaball clipping
[blender.git] / intern / cycles / blender / blender_session.cpp
1 /*
2  * Copyright 2011-2013 Blender Foundation
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  */
16
17 #include <stdlib.h>
18
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"
31 #include "render/stats.h"
32
33 #include "util/util_algorithm.h"
34 #include "util/util_color.h"
35 #include "util/util_foreach.h"
36 #include "util/util_function.h"
37 #include "util/util_hash.h"
38 #include "util/util_logging.h"
39 #include "util/util_murmurhash.h"
40 #include "util/util_progress.h"
41 #include "util/util_time.h"
42
43 #include "blender/blender_sync.h"
44 #include "blender/blender_session.h"
45 #include "blender/blender_util.h"
46
47 CCL_NAMESPACE_BEGIN
48
49 bool BlenderSession::headless = false;
50 int BlenderSession::num_resumable_chunks = 0;
51 int BlenderSession::current_resumable_chunk = 0;
52 int BlenderSession::start_resumable_chunk = 0;
53 int BlenderSession::end_resumable_chunk = 0;
54 bool BlenderSession::print_render_stats = false;
55
56 BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
57                                BL::Preferences& b_userpref,
58                                BL::BlendData& b_data,
59                                bool preview_osl)
60 : session(NULL),
61   sync(NULL),
62   b_engine(b_engine),
63   b_userpref(b_userpref),
64   b_data(b_data),
65   b_render(b_engine.render()),
66   b_depsgraph(PointerRNA_NULL),
67   b_scene(PointerRNA_NULL),
68   b_v3d(PointerRNA_NULL),
69   b_rv3d(PointerRNA_NULL),
70   width(0),
71   height(0),
72   preview_osl(preview_osl),
73   python_thread_state(NULL)
74 {
75         /* offline render */
76         background = true;
77         last_redraw_time = 0.0;
78         start_resize_time = 0.0;
79         last_status_time = 0.0;
80 }
81
82 BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
83                                BL::Preferences& b_userpref,
84                                BL::BlendData& b_data,
85                                BL::SpaceView3D& b_v3d,
86                                BL::RegionView3D& b_rv3d,
87                                int width, int height)
88 : session(NULL),
89   sync(NULL),
90   b_engine(b_engine),
91   b_userpref(b_userpref),
92   b_data(b_data),
93   b_render(b_engine.render()),
94   b_depsgraph(PointerRNA_NULL),
95   b_scene(PointerRNA_NULL),
96   b_v3d(b_v3d),
97   b_rv3d(b_rv3d),
98   width(width),
99   height(height),
100   preview_osl(false),
101   python_thread_state(NULL)
102 {
103         /* 3d view render */
104         background = false;
105         last_redraw_time = 0.0;
106         start_resize_time = 0.0;
107         last_status_time = 0.0;
108 }
109
110 BlenderSession::~BlenderSession()
111 {
112         free_session();
113 }
114
115 void BlenderSession::create()
116 {
117         create_session();
118 }
119
120 void BlenderSession::create_session()
121 {
122         SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
123         SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
124         bool session_pause = BlenderSync::get_session_pause(b_scene, background);
125
126         /* reset status/progress */
127         last_status = "";
128         last_error = "";
129         last_progress = -1.0f;
130         start_resize_time = 0.0;
131
132         /* create session */
133         session = new Session(session_params);
134         session->scene = scene;
135         session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this));
136         session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this));
137         session->set_pause(session_pause);
138
139         /* create scene */
140         scene = new Scene(scene_params, session->device);
141         scene->name = b_scene.name();
142
143         /* setup callbacks for builtin image support */
144         scene->image_manager->builtin_image_info_cb = function_bind(&BlenderSession::builtin_image_info, this, _1, _2, _3);
145         scene->image_manager->builtin_image_pixels_cb = function_bind(&BlenderSession::builtin_image_pixels, this, _1, _2, _3, _4, _5);
146         scene->image_manager->builtin_image_float_pixels_cb = function_bind(&BlenderSession::builtin_image_float_pixels, this, _1, _2, _3, _4, _5);
147
148         session->scene = scene;
149
150         /* There is no single depsgraph to use for the entire render.
151          * So we need to handle this differently.
152          *
153          * We could loop over the final render result render layers in pipeline and keep Cycles unaware of multiple layers,
154          * or perhaps move syncing further down in the pipeline.
155          */
156         /* create sync */
157         sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
158         BL::Object b_camera_override(b_engine.camera_override());
159         if(b_v3d) {
160                 sync->sync_view(b_v3d, b_rv3d, width, height);
161         }
162         else {
163                 sync->sync_camera(b_render, b_camera_override, width, height, "");
164         }
165
166         /* set buffer parameters */
167         BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
168         session->reset(buffer_params, session_params.samples);
169
170         b_engine.use_highlight_tiles(session_params.progressive_refine == false);
171
172         update_resumable_tile_manager(session_params.samples);
173 }
174
175 void BlenderSession::reset_session(BL::BlendData& b_data, BL::Depsgraph& b_depsgraph)
176 {
177         this->b_data = b_data;
178         this->b_depsgraph = b_depsgraph;
179         this->b_scene = b_depsgraph.scene_eval();
180
181         if(preview_osl) {
182                 PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
183                 RNA_boolean_set(&cscene, "shading_system", preview_osl);
184         }
185
186         if(b_v3d) {
187                 this->b_render = b_scene.render();
188         }
189         else {
190                 this->b_render = b_engine.render();
191                 width = render_resolution_x(b_render);
192                 height = render_resolution_y(b_render);
193         }
194
195         if(session == NULL) {
196                 create();
197         }
198
199         if(b_v3d) {
200                 /* NOTE: We need to create session, but all the code from below
201                  * will make viewport render to stuck on initialization.
202                  */
203                 return;
204         }
205
206         SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
207         SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
208
209         if(scene->params.modified(scene_params) ||
210            session->params.modified(session_params) ||
211            !scene_params.persistent_data)
212         {
213                 /* if scene or session parameters changed, it's easier to simply re-create
214                  * them rather than trying to distinguish which settings need to be updated
215                  */
216                 free_session();
217                 create_session();
218                 return;
219         }
220
221         session->progress.reset();
222         scene->reset();
223
224         session->tile_manager.set_tile_order(session_params.tile_order);
225
226         /* peak memory usage should show current render peak, not peak for all renders
227          * made by this render session
228          */
229         session->stats.mem_peak = session->stats.mem_used;
230
231         /* There is no single depsgraph to use for the entire render.
232          * See note on create_session().
233          */
234         /* sync object should be re-created */
235         sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
236
237         BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL);
238         BL::RegionView3D b_null_region_view3d(PointerRNA_NULL);
239         BufferParams buffer_params = BlenderSync::get_buffer_params(b_render,
240                                                                     b_null_space_view3d,
241                                                                     b_null_region_view3d,
242                                                                     scene->camera,
243                                                                     width, height);
244         session->reset(buffer_params, session_params.samples);
245
246         b_engine.use_highlight_tiles(session_params.progressive_refine == false);
247
248         /* reset time */
249         start_resize_time = 0.0;
250 }
251
252 void BlenderSession::free_session()
253 {
254         if(sync)
255                 delete sync;
256
257         delete session;
258 }
259
260 static ShaderEvalType get_shader_type(const string& pass_type)
261 {
262         const char *shader_type = pass_type.c_str();
263
264         /* data passes */
265         if(strcmp(shader_type, "NORMAL")==0)
266                 return SHADER_EVAL_NORMAL;
267         else if(strcmp(shader_type, "UV")==0)
268                 return SHADER_EVAL_UV;
269         else if(strcmp(shader_type, "ROUGHNESS")==0)
270                 return SHADER_EVAL_ROUGHNESS;
271         else if(strcmp(shader_type, "DIFFUSE_COLOR")==0)
272                 return SHADER_EVAL_DIFFUSE_COLOR;
273         else if(strcmp(shader_type, "GLOSSY_COLOR")==0)
274                 return SHADER_EVAL_GLOSSY_COLOR;
275         else if(strcmp(shader_type, "TRANSMISSION_COLOR")==0)
276                 return SHADER_EVAL_TRANSMISSION_COLOR;
277         else if(strcmp(shader_type, "SUBSURFACE_COLOR")==0)
278                 return SHADER_EVAL_SUBSURFACE_COLOR;
279         else if(strcmp(shader_type, "EMIT")==0)
280                 return SHADER_EVAL_EMISSION;
281
282         /* light passes */
283         else if(strcmp(shader_type, "AO")==0)
284                 return SHADER_EVAL_AO;
285         else if(strcmp(shader_type, "COMBINED")==0)
286                 return SHADER_EVAL_COMBINED;
287         else if(strcmp(shader_type, "SHADOW")==0)
288                 return SHADER_EVAL_SHADOW;
289         else if(strcmp(shader_type, "DIFFUSE")==0)
290                 return SHADER_EVAL_DIFFUSE;
291         else if(strcmp(shader_type, "GLOSSY")==0)
292                 return SHADER_EVAL_GLOSSY;
293         else if(strcmp(shader_type, "TRANSMISSION")==0)
294                 return SHADER_EVAL_TRANSMISSION;
295         else if(strcmp(shader_type, "SUBSURFACE")==0)
296                 return SHADER_EVAL_SUBSURFACE;
297
298         /* extra */
299         else if(strcmp(shader_type, "ENVIRONMENT")==0)
300                 return SHADER_EVAL_ENVIRONMENT;
301
302         else
303                 return SHADER_EVAL_BAKE;
304 }
305
306 static BL::RenderResult begin_render_result(BL::RenderEngine& b_engine,
307                                             int x, int y,
308                                             int w, int h,
309                                             const char *layername,
310                                             const char *viewname)
311 {
312         return b_engine.begin_result(x, y, w, h, layername, viewname);
313 }
314
315 static void end_render_result(BL::RenderEngine& b_engine,
316                               BL::RenderResult& b_rr,
317                               bool cancel,
318                               bool highlight,
319                               bool do_merge_results)
320 {
321         b_engine.end_result(b_rr, (int)cancel, (int) highlight, (int)do_merge_results);
322 }
323
324 void BlenderSession::do_write_update_render_tile(RenderTile& rtile, bool do_update_only, bool highlight)
325 {
326         int x = rtile.x - session->tile_manager.params.full_x;
327         int y = rtile.y - session->tile_manager.params.full_y;
328         int w = rtile.w;
329         int h = rtile.h;
330
331         /* get render result */
332         BL::RenderResult b_rr = begin_render_result(b_engine, x, y, w, h, b_rlay_name.c_str(), b_rview_name.c_str());
333
334         /* can happen if the intersected rectangle gives 0 width or height */
335         if(b_rr.ptr.data == NULL) {
336                 return;
337         }
338
339         BL::RenderResult::layers_iterator b_single_rlay;
340         b_rr.layers.begin(b_single_rlay);
341
342         /* layer will be missing if it was disabled in the UI */
343         if(b_single_rlay == b_rr.layers.end())
344                 return;
345
346         BL::RenderLayer b_rlay = *b_single_rlay;
347
348         if(do_update_only) {
349                 /* Sample would be zero at initial tile update, which is only needed
350                  * to tag tile form blender side as IN PROGRESS for proper highlight
351                  * no buffers should be sent to blender yet. For denoise we also
352                  * keep showing the noisy buffers until denoise is done. */
353                 bool merge = (rtile.sample != 0) && (rtile.task != RenderTile::DENOISE);
354
355                 if(merge) {
356                         update_render_result(b_rr, b_rlay, rtile);
357                 }
358
359                 end_render_result(b_engine, b_rr, true, highlight, merge);
360         }
361         else {
362                 /* Write final render result. */
363                 write_render_result(b_rr, b_rlay, rtile);
364                 end_render_result(b_engine, b_rr, false, false, true);
365         }
366 }
367
368 void BlenderSession::write_render_tile(RenderTile& rtile)
369 {
370         do_write_update_render_tile(rtile, false, false);
371 }
372
373 void BlenderSession::update_render_tile(RenderTile& rtile, bool highlight)
374 {
375         /* use final write for preview renders, otherwise render result wouldn't be
376          * be updated in blender side
377          * would need to be investigated a bit further, but for now shall be fine
378          */
379         if(!b_engine.is_preview())
380                 do_write_update_render_tile(rtile, true, highlight);
381         else
382                 do_write_update_render_tile(rtile, false, false);
383 }
384
385 static void add_cryptomatte_layer(BL::RenderResult& b_rr, string name, string manifest)
386 {
387         string identifier = string_printf("%08x", util_murmur_hash3(name.c_str(), name.length(), 0));
388         string prefix = "cryptomatte/" + identifier.substr(0, 7) + "/";
389
390         render_add_metadata(b_rr, prefix+"name", name);
391         render_add_metadata(b_rr, prefix+"hash", "MurmurHash3_32");
392         render_add_metadata(b_rr, prefix+"conversion", "uint32_to_float32");
393         render_add_metadata(b_rr, prefix+"manifest", manifest);
394 }
395
396 void BlenderSession::render(BL::Depsgraph& b_depsgraph_)
397 {
398         b_depsgraph = b_depsgraph_;
399
400         /* set callback to write out render results */
401         session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
402         session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1, _2);
403
404         /* get buffer parameters */
405         SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
406         BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
407
408         /* render each layer */
409         BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
410
411         /* We do some special meta attributes when we only have single layer. */
412         const bool is_single_layer = (b_scene.view_layers.length() == 1);
413
414         /* temporary render result to find needed passes and views */
415         BL::RenderResult b_rr = begin_render_result(b_engine, 0, 0, 1, 1, b_view_layer.name().c_str(), NULL);
416         BL::RenderResult::layers_iterator b_single_rlay;
417         b_rr.layers.begin(b_single_rlay);
418         BL::RenderLayer b_rlay = *b_single_rlay;
419         b_rlay_name = b_view_layer.name();
420
421         /* add passes */
422         vector<Pass> passes = sync->sync_render_passes(b_rlay, b_view_layer, session_params);
423         buffer_params.passes = passes;
424
425         PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
426         bool use_denoising = get_boolean(crl, "use_denoising");
427         bool denoising_passes = use_denoising || get_boolean(crl, "denoising_store_passes");
428
429         session->tile_manager.schedule_denoising = use_denoising;
430         buffer_params.denoising_data_pass = denoising_passes;
431         buffer_params.denoising_clean_pass = (scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES);
432
433         session->params.use_denoising = use_denoising;
434         session->params.denoising_passes = denoising_passes;
435         session->params.denoising_radius = get_int(crl, "denoising_radius");
436         session->params.denoising_strength = get_float(crl, "denoising_strength");
437         session->params.denoising_feature_strength = get_float(crl, "denoising_feature_strength");
438         session->params.denoising_relative_pca = get_boolean(crl, "denoising_relative_pca");
439
440         scene->film->denoising_data_pass = buffer_params.denoising_data_pass;
441         scene->film->denoising_clean_pass = buffer_params.denoising_clean_pass;
442         session->params.denoising_radius = get_int(crl, "denoising_radius");
443         session->params.denoising_strength = get_float(crl, "denoising_strength");
444         session->params.denoising_feature_strength = get_float(crl, "denoising_feature_strength");
445         session->params.denoising_relative_pca = get_boolean(crl, "denoising_relative_pca");
446
447         scene->film->pass_alpha_threshold = b_view_layer.pass_alpha_threshold();
448         scene->film->tag_passes_update(scene, passes);
449         scene->film->tag_update(scene);
450         scene->integrator->tag_update(scene);
451
452         BL::RenderResult::views_iterator b_view_iter;
453
454         int num_views = 0;
455         for(b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter) {
456                 num_views++;
457         }
458
459         int view_index = 0;
460         for(b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter, ++view_index) {
461                 b_rview_name = b_view_iter->name();
462
463                 /* set the current view */
464                 b_engine.active_view_set(b_rview_name.c_str());
465
466                 /* update scene */
467                 BL::Object b_camera_override(b_engine.camera_override());
468                 sync->sync_camera(b_render, b_camera_override, width, height, b_rview_name.c_str());
469                 sync->sync_data(b_render,
470                                 b_depsgraph,
471                                 b_v3d,
472                                 b_camera_override,
473                                 width, height,
474                                 &python_thread_state);
475                 builtin_images_load();
476
477                 /* Attempt to free all data which is held by Blender side, since at this
478                  * point we knwo that we've got everything to render current view layer.
479                  */
480                 /* At the moment we only free if we are not doing multi-view (or if we are rendering the last view).
481                  * See T58142/D4239 for discussion.
482                  */
483                 if(view_index == num_views - 1) {
484                         free_blender_memory_if_possible();
485                 }
486
487                 /* Make sure all views have different noise patterns. - hardcoded value just to make it random */
488                 if(view_index != 0) {
489                         scene->integrator->seed += hash_int_2d(scene->integrator->seed, hash_int(view_index * 0xdeadbeef));
490                         scene->integrator->tag_update(scene);
491                 }
492
493                 /* Update number of samples per layer. */
494                 int samples = sync->get_layer_samples();
495                 bool bound_samples = sync->get_layer_bound_samples();
496                 int effective_layer_samples;
497
498                 if(samples != 0 && (!bound_samples || (samples < session_params.samples)))
499                         effective_layer_samples = samples;
500                 else
501                         effective_layer_samples = session_params.samples;
502
503                 /* Update tile manager if we're doing resumable render. */
504                 update_resumable_tile_manager(effective_layer_samples);
505
506                 /* Update session itself. */
507                 session->reset(buffer_params, effective_layer_samples);
508
509                 /* render */
510                 session->start();
511                 session->wait();
512
513                 if(!b_engine.is_preview() && background && print_render_stats) {
514                         RenderStats stats;
515                         session->collect_statistics(&stats);
516                         printf("Render statistics:\n%s\n", stats.full_report().c_str());
517                 }
518
519                 if(session->progress.get_cancel())
520                         break;
521         }
522
523         if(is_single_layer) {
524                 BL::RenderResult b_rr = b_engine.get_result();
525                 string num_aa_samples = string_printf("%d", session->params.samples);
526                 b_rr.stamp_data_add_field("Cycles Samples", num_aa_samples.c_str());
527                 /* TODO(sergey): Report whether we're doing resumable render
528                  * and also start/end sample if so.
529                  */
530         }
531
532         /* Write cryptomatte metadata. */
533         if(scene->film->cryptomatte_passes & CRYPT_OBJECT) {
534                 add_cryptomatte_layer(b_rr, b_rlay_name+".CryptoObject",
535                                                           scene->object_manager->get_cryptomatte_objects(scene));
536         }
537         if(scene->film->cryptomatte_passes & CRYPT_MATERIAL) {
538                 add_cryptomatte_layer(b_rr, b_rlay_name+".CryptoMaterial",
539                                                           scene->shader_manager->get_cryptomatte_materials(scene));
540         }
541         if(scene->film->cryptomatte_passes & CRYPT_ASSET) {
542                 add_cryptomatte_layer(b_rr, b_rlay_name+".CryptoAsset",
543                                                           scene->object_manager->get_cryptomatte_assets(scene));
544         }
545
546         /* free result without merging */
547         end_render_result(b_engine, b_rr, true, true, false);
548
549         double total_time, render_time;
550         session->progress.get_time(total_time, render_time);
551         VLOG(1) << "Total render time: " << total_time;
552         VLOG(1) << "Render time (without synchronization): " << render_time;
553
554         /* clear callback */
555         session->write_render_tile_cb = function_null;
556         session->update_render_tile_cb = function_null;
557
558         /* TODO: find a way to clear this data for persistent data render */
559 #if 0
560         /* free all memory used (host and device), so we wouldn't leave render
561          * engine with extra memory allocated
562          */
563
564         session->device_free();
565
566         delete sync;
567         sync = NULL;
568 #endif
569 }
570
571 static void populate_bake_data(BakeData *data, const
572                                int object_id,
573                                BL::BakePixel& pixel_array,
574                                const int num_pixels)
575 {
576         BL::BakePixel bp = pixel_array;
577
578         int i;
579         for(i = 0; i < num_pixels; i++) {
580                 if(bp.object_id() == object_id) {
581                         data->set(i, bp.primitive_id(), bp.uv(), bp.du_dx(), bp.du_dy(), bp.dv_dx(), bp.dv_dy());
582                 } else {
583                         data->set_null(i);
584                 }
585                 bp = bp.next();
586         }
587 }
588
589 static int bake_pass_filter_get(const int pass_filter)
590 {
591         int flag = BAKE_FILTER_NONE;
592
593         if((pass_filter & BL::BakeSettings::pass_filter_DIRECT) != 0)
594                 flag |= BAKE_FILTER_DIRECT;
595         if((pass_filter & BL::BakeSettings::pass_filter_INDIRECT) != 0)
596                 flag |= BAKE_FILTER_INDIRECT;
597         if((pass_filter & BL::BakeSettings::pass_filter_COLOR) != 0)
598                 flag |= BAKE_FILTER_COLOR;
599
600         if((pass_filter & BL::BakeSettings::pass_filter_DIFFUSE) != 0)
601                 flag |= BAKE_FILTER_DIFFUSE;
602         if((pass_filter & BL::BakeSettings::pass_filter_GLOSSY) != 0)
603                 flag |= BAKE_FILTER_GLOSSY;
604         if((pass_filter & BL::BakeSettings::pass_filter_TRANSMISSION) != 0)
605                 flag |= BAKE_FILTER_TRANSMISSION;
606         if((pass_filter & BL::BakeSettings::pass_filter_SUBSURFACE) != 0)
607                 flag |= BAKE_FILTER_SUBSURFACE;
608
609         if((pass_filter & BL::BakeSettings::pass_filter_EMIT) != 0)
610                 flag |= BAKE_FILTER_EMISSION;
611         if((pass_filter & BL::BakeSettings::pass_filter_AO) != 0)
612                 flag |= BAKE_FILTER_AO;
613
614         return flag;
615 }
616
617 void BlenderSession::bake(BL::Depsgraph& b_depsgraph_,
618                           BL::Object& b_object,
619                           const string& pass_type,
620                           const int pass_filter,
621                           const int object_id,
622                           BL::BakePixel& pixel_array,
623                           const size_t num_pixels,
624                           const int /*depth*/,
625                           float result[])
626 {
627         b_depsgraph = b_depsgraph_;
628
629         ShaderEvalType shader_type = get_shader_type(pass_type);
630
631         /* Set baking flag in advance, so kernel loading can check if we need
632          * any baking capabilities.
633          */
634         scene->bake_manager->set_baking(true);
635
636         /* ensure kernels are loaded before we do any scene updates */
637         session->load_kernels();
638
639         if(shader_type == SHADER_EVAL_UV) {
640                 /* force UV to be available */
641                 Pass::add(PASS_UV, scene->film->passes);
642         }
643
644         int bake_pass_filter = bake_pass_filter_get(pass_filter);
645         bake_pass_filter = BakeManager::shader_type_to_pass_filter(shader_type, bake_pass_filter);
646
647         /* force use_light_pass to be true if we bake more than just colors */
648         if(bake_pass_filter & ~BAKE_FILTER_COLOR) {
649                 Pass::add(PASS_LIGHT, scene->film->passes);
650         }
651
652         /* create device and update scene */
653         scene->film->tag_update(scene);
654         scene->integrator->tag_update(scene);
655
656         if(!session->progress.get_cancel()) {
657                 /* update scene */
658                 BL::Object b_camera_override(b_engine.camera_override());
659                 sync->sync_camera(b_render, b_camera_override, width, height, "");
660                 sync->sync_data(b_render,
661                                 b_depsgraph,
662                                 b_v3d,
663                                 b_camera_override,
664                                 width, height,
665                                 &python_thread_state);
666                 builtin_images_load();
667         }
668
669         BakeData *bake_data = NULL;
670
671         if(!session->progress.get_cancel()) {
672                 /* get buffer parameters */
673                 SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
674                 BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
675
676                 scene->bake_manager->set_shader_limit((size_t)b_engine.tile_x(), (size_t)b_engine.tile_y());
677
678                 /* set number of samples */
679                 session->tile_manager.set_samples(session_params.samples);
680                 session->reset(buffer_params, session_params.samples);
681                 session->update_scene();
682
683                 /* find object index. todo: is arbitrary - copied from mesh_displace.cpp */
684                 size_t object_index = OBJECT_NONE;
685                 int tri_offset = 0;
686
687                 for(size_t i = 0; i < scene->objects.size(); i++) {
688                         if(strcmp(scene->objects[i]->name.c_str(), b_object.name().c_str()) == 0) {
689                                 object_index = i;
690                                 tri_offset = scene->objects[i]->mesh->tri_offset;
691                                 break;
692                         }
693                 }
694
695                 /* Object might have been disabled for rendering or excluded in some
696                  * other way, in that case Blender will report a warning afterwards. */
697                 if (object_index != OBJECT_NONE) {
698                         int object = object_index;
699
700                         bake_data = scene->bake_manager->init(object, tri_offset, num_pixels);
701                         populate_bake_data(bake_data, object_id, pixel_array, num_pixels);
702                 }
703
704                 /* set number of samples */
705                 session->tile_manager.set_samples(session_params.samples);
706                 session->reset(buffer_params, session_params.samples);
707                 session->update_scene();
708
709                 session->progress.set_update_callback(function_bind(&BlenderSession::update_bake_progress, this));
710         }
711
712         /* Perform bake. Check cancel to avoid crash with incomplete scene data. */
713         if(!session->progress.get_cancel() && bake_data) {
714                 scene->bake_manager->bake(scene->device, &scene->dscene, scene, session->progress, shader_type, bake_pass_filter, bake_data, result);
715         }
716
717         /* free all memory used (host and device), so we wouldn't leave render
718          * engine with extra memory allocated
719          */
720
721         session->device_free();
722
723         delete sync;
724         sync = NULL;
725 }
726
727 void BlenderSession::do_write_update_render_result(BL::RenderResult& b_rr,
728                                                    BL::RenderLayer& b_rlay,
729                                                    RenderTile& rtile,
730                                                    bool do_update_only)
731 {
732         RenderBuffers *buffers = rtile.buffers;
733
734         /* copy data from device */
735         if(!buffers->copy_from_device())
736                 return;
737
738         float exposure = scene->film->exposure;
739
740         vector<float> pixels(rtile.w*rtile.h*4);
741
742         /* Adjust absolute sample number to the range. */
743         int sample = rtile.sample;
744         const int range_start_sample = session->tile_manager.range_start_sample;
745         if(range_start_sample != -1) {
746                 sample -= range_start_sample;
747         }
748
749         if(!do_update_only) {
750                 /* copy each pass */
751                 BL::RenderLayer::passes_iterator b_iter;
752
753                 for(b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
754                         BL::RenderPass b_pass(*b_iter);
755
756                         /* find matching pass type */
757                         PassType pass_type = BlenderSync::get_pass_type(b_pass);
758                         int components = b_pass.channels();
759
760                         bool read = false;
761                         if(pass_type != PASS_NONE) {
762                                 /* copy pixels */
763                                 read = buffers->get_pass_rect(pass_type, exposure, sample, components, &pixels[0], b_pass.name());
764                         }
765                         else {
766                                 int denoising_offset = BlenderSync::get_denoising_pass(b_pass);
767                                 if(denoising_offset >= 0) {
768                                         read = buffers->get_denoising_pass_rect(denoising_offset, exposure, sample, components, &pixels[0]);
769                                 }
770                         }
771
772                         if(!read) {
773                                 memset(&pixels[0], 0, pixels.size()*sizeof(float));
774                         }
775
776                         b_pass.rect(&pixels[0]);
777                 }
778         }
779         else {
780                 /* copy combined pass */
781                 BL::RenderPass b_combined_pass(b_rlay.passes.find_by_name("Combined", b_rview_name.c_str()));
782                 if(buffers->get_pass_rect(PASS_COMBINED, exposure, sample, 4, &pixels[0], "Combined"))
783                         b_combined_pass.rect(&pixels[0]);
784         }
785
786         /* tag result as updated */
787         b_engine.update_result(b_rr);
788 }
789
790 void BlenderSession::write_render_result(BL::RenderResult& b_rr,
791                                          BL::RenderLayer& b_rlay,
792                                          RenderTile& rtile)
793 {
794         do_write_update_render_result(b_rr, b_rlay, rtile, false);
795 }
796
797 void BlenderSession::update_render_result(BL::RenderResult& b_rr,
798                                           BL::RenderLayer& b_rlay,
799                                           RenderTile& rtile)
800 {
801         do_write_update_render_result(b_rr, b_rlay, rtile, true);
802 }
803
804 void BlenderSession::synchronize(BL::Depsgraph& b_depsgraph_)
805 {
806         /* only used for viewport render */
807         if(!b_v3d)
808                 return;
809
810         /* on session/scene parameter changes, we recreate session entirely */
811         SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
812         SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
813         bool session_pause = BlenderSync::get_session_pause(b_scene, background);
814
815         if(session->params.modified(session_params) ||
816            scene->params.modified(scene_params))
817         {
818                 free_session();
819                 create_session();
820                 return;
821         }
822
823         /* increase samples, but never decrease */
824         session->set_samples(session_params.samples);
825         session->set_pause(session_pause);
826
827         /* copy recalc flags, outside of mutex so we can decide to do the real
828          * synchronization at a later time to not block on running updates */
829         sync->sync_recalc(b_depsgraph_);
830
831         /* don't do synchronization if on pause */
832         if(session_pause) {
833                 tag_update();
834                 return;
835         }
836
837         /* try to acquire mutex. if we don't want to or can't, come back later */
838         if(!session->ready_to_reset() || !session->scene->mutex.try_lock()) {
839                 tag_update();
840                 return;
841         }
842
843         /* data and camera synchronize */
844         b_depsgraph = b_depsgraph_;
845
846         BL::Object b_camera_override(b_engine.camera_override());
847         sync->sync_data(b_render,
848                         b_depsgraph,
849                         b_v3d,
850                         b_camera_override,
851                         width, height,
852                         &python_thread_state);
853
854         if(b_rv3d)
855                 sync->sync_view(b_v3d, b_rv3d, width, height);
856         else
857                 sync->sync_camera(b_render, b_camera_override, width, height, "");
858
859         builtin_images_load();
860
861         /* unlock */
862         session->scene->mutex.unlock();
863
864         /* reset if needed */
865         if(scene->need_reset()) {
866                 BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
867                 session->reset(buffer_params, session_params.samples);
868
869                 /* reset time */
870                 start_resize_time = 0.0;
871         }
872
873         /* Start rendering thread, if it's not running already. Do this
874          * after all scene data has been synced at least once. */
875         session->start();
876 }
877
878 bool BlenderSession::draw(int w, int h)
879 {
880         /* pause in redraw in case update is not being called due to final render */
881         session->set_pause(BlenderSync::get_session_pause(b_scene, background));
882
883         /* before drawing, we verify camera and viewport size changes, because
884          * we do not get update callbacks for those, we must detect them here */
885         if(session->ready_to_reset()) {
886                 bool reset = false;
887
888                 /* if dimensions changed, reset */
889                 if(width != w || height != h) {
890                         if(start_resize_time == 0.0) {
891                                 /* don't react immediately to resizes to avoid flickery resizing
892                                  * of the viewport, and some window managers changing the window
893                                  * size temporarily on unminimize */
894                                 start_resize_time = time_dt();
895                                 tag_redraw();
896                         }
897                         else if(time_dt() - start_resize_time < 0.2) {
898                                 tag_redraw();
899                         }
900                         else {
901                                 width = w;
902                                 height = h;
903                                 reset = true;
904                         }
905                 }
906
907                 /* try to acquire mutex. if we can't, come back later */
908                 if(!session->scene->mutex.try_lock()) {
909                         tag_update();
910                 }
911                 else {
912                         /* update camera from 3d view */
913
914                         sync->sync_view(b_v3d, b_rv3d, width, height);
915
916                         if(scene->camera->need_update)
917                                 reset = true;
918
919                         session->scene->mutex.unlock();
920                 }
921
922                 /* reset if requested */
923                 if(reset) {
924                         SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
925                         BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
926                         bool session_pause = BlenderSync::get_session_pause(b_scene, background);
927
928                         if(session_pause == false) {
929                                 session->reset(buffer_params, session_params.samples);
930                                 start_resize_time = 0.0;
931                         }
932                 }
933         }
934         else {
935                 tag_update();
936         }
937
938         /* update status and progress for 3d view draw */
939         update_status_progress();
940
941         /* draw */
942         BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
943         DeviceDrawParams draw_params;
944
945         if(session->params.display_buffer_linear) {
946                 draw_params.bind_display_space_shader_cb = function_bind(&BL::RenderEngine::bind_display_space_shader, &b_engine, b_scene);
947                 draw_params.unbind_display_space_shader_cb = function_bind(&BL::RenderEngine::unbind_display_space_shader, &b_engine);
948         }
949
950         return !session->draw(buffer_params, draw_params);
951 }
952
953 void BlenderSession::get_status(string& status, string& substatus)
954 {
955         session->progress.get_status(status, substatus);
956 }
957
958 void BlenderSession::get_progress(float& progress, double& total_time, double& render_time)
959 {
960         session->progress.get_time(total_time, render_time);
961         progress = session->progress.get_progress();
962 }
963
964 void BlenderSession::update_bake_progress()
965 {
966         float progress = session->progress.get_progress();
967
968         if(progress != last_progress) {
969                 b_engine.update_progress(progress);
970                 last_progress = progress;
971         }
972 }
973
974 void BlenderSession::update_status_progress()
975 {
976         string timestatus, status, substatus;
977         string scene_status = "";
978         float progress;
979         double total_time, remaining_time = 0, render_time;
980         char time_str[128];
981         float mem_used = (float)session->stats.mem_used / 1024.0f / 1024.0f;
982         float mem_peak = (float)session->stats.mem_peak / 1024.0f / 1024.0f;
983
984         get_status(status, substatus);
985         get_progress(progress, total_time, render_time);
986
987         if(progress > 0)
988                 remaining_time = (1.0 - (double)progress) * (render_time / (double)progress);
989
990         if(background) {
991                 scene_status += " | " + scene->name;
992                 if(b_rlay_name != "")
993                         scene_status += ", "  + b_rlay_name;
994
995                 if(b_rview_name != "")
996                         scene_status += ", " + b_rview_name;
997
998                 if(remaining_time > 0) {
999                         BLI_timecode_string_from_time_simple(time_str, sizeof(time_str), remaining_time);
1000                         timestatus += "Remaining:" + string(time_str) + " | ";
1001                 }
1002
1003                 timestatus += string_printf("Mem:%.2fM, Peak:%.2fM", (double)mem_used, (double)mem_peak);
1004
1005                 if(status.size() > 0)
1006                         status = " | " + status;
1007                 if(substatus.size() > 0)
1008                         status += " | " + substatus;
1009         }
1010
1011         double current_time = time_dt();
1012         /* When rendering in a window, redraw the status at least once per second to keep the elapsed and remaining time up-to-date.
1013          * For headless rendering, only report when something significant changes to keep the console output readable. */
1014         if(status != last_status || (!headless && (current_time - last_status_time) > 1.0)) {
1015                 b_engine.update_stats("", (timestatus + scene_status + status).c_str());
1016                 b_engine.update_memory_stats(mem_used, mem_peak);
1017                 last_status = status;
1018                 last_status_time = current_time;
1019         }
1020         if(progress != last_progress) {
1021                 b_engine.update_progress(progress);
1022                 last_progress = progress;
1023         }
1024
1025         if(session->progress.get_error()) {
1026                 string error = session->progress.get_error_message();
1027                 if(error != last_error) {
1028                         /* TODO(sergey): Currently C++ RNA API doesn't let us to
1029                          * use mnemonic name for the variable. Would be nice to
1030                          * have this figured out.
1031                          *
1032                          * For until then, 1 << 5 means RPT_ERROR.
1033                          */
1034                         b_engine.report(1 << 5, error.c_str());
1035                         b_engine.error_set(error.c_str());
1036                         last_error = error;
1037                 }
1038         }
1039 }
1040
1041 void BlenderSession::tag_update()
1042 {
1043         /* tell blender that we want to get another update callback */
1044         b_engine.tag_update();
1045 }
1046
1047 void BlenderSession::tag_redraw()
1048 {
1049         if(background) {
1050                 /* update stats and progress, only for background here because
1051                  * in 3d view we do it in draw for thread safety reasons */
1052                 update_status_progress();
1053
1054                 /* offline render, redraw if timeout passed */
1055                 if(time_dt() - last_redraw_time > 1.0) {
1056                         b_engine.tag_redraw();
1057                         last_redraw_time = time_dt();
1058                 }
1059         }
1060         else {
1061                 /* tell blender that we want to redraw */
1062                 b_engine.tag_redraw();
1063         }
1064 }
1065
1066 void BlenderSession::test_cancel()
1067 {
1068         /* test if we need to cancel rendering */
1069         if(background)
1070                 if(b_engine.test_break())
1071                         session->progress.set_cancel("Cancelled");
1072 }
1073
1074 /* builtin image file name is actually an image datablock name with
1075  * absolute sequence frame number concatenated via '@' character
1076  *
1077  * this function splits frame from builtin name
1078  */
1079 int BlenderSession::builtin_image_frame(const string &builtin_name)
1080 {
1081         int last = builtin_name.find_last_of('@');
1082         return atoi(builtin_name.substr(last + 1, builtin_name.size() - last - 1).c_str());
1083 }
1084
1085 void BlenderSession::builtin_image_info(const string &builtin_name,
1086                                         void *builtin_data,
1087                                         ImageMetaData& metadata)
1088 {
1089         /* empty image */
1090         metadata.width = 1;
1091         metadata.height = 1;
1092
1093         if(!builtin_data)
1094                 return;
1095
1096         /* recover ID pointer */
1097         PointerRNA ptr;
1098         RNA_id_pointer_create((ID*)builtin_data, &ptr);
1099         BL::ID b_id(ptr);
1100
1101         if(b_id.is_a(&RNA_Image)) {
1102                 /* image data */
1103                 BL::Image b_image(b_id);
1104
1105                 metadata.builtin_free_cache = !b_image.has_data();
1106                 metadata.is_float = b_image.is_float();
1107                 metadata.width = b_image.size()[0];
1108                 metadata.height = b_image.size()[1];
1109                 metadata.depth = 1;
1110                 metadata.channels = b_image.channels();
1111         }
1112         else if(b_id.is_a(&RNA_Object)) {
1113                 /* smoke volume data */
1114                 BL::Object b_ob(b_id);
1115                 BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
1116
1117                 metadata.is_float = true;
1118                 metadata.depth = 1;
1119                 metadata.channels = 1;
1120
1121                 if(!b_domain)
1122                         return;
1123
1124                 if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_DENSITY) ||
1125                    builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_FLAME) ||
1126                    builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT) ||
1127                    builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_TEMPERATURE))
1128                         metadata.channels = 1;
1129                 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_COLOR))
1130                         metadata.channels = 4;
1131                 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY))
1132                         metadata.channels = 3;
1133                 else
1134                         return;
1135
1136                 int3 resolution = get_int3(b_domain.domain_resolution());
1137                 int amplify = (b_domain.use_high_resolution())? b_domain.amplify() + 1: 1;
1138
1139                 /* Velocity and heat data is always low-resolution. */
1140                 if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY) ||
1141                    builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT))
1142                 {
1143                         amplify = 1;
1144                 }
1145
1146                 metadata.width = resolution.x * amplify;
1147                 metadata.height = resolution.y * amplify;
1148                 metadata.depth = resolution.z * amplify;
1149         }
1150         else {
1151                 /* TODO(sergey): Check we're indeed in shader node tree. */
1152                 PointerRNA ptr;
1153                 RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
1154                 BL::Node b_node(ptr);
1155                 if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
1156                         BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
1157                         metadata.channels = 4;
1158                         metadata.width = b_point_density_node.resolution();
1159                         metadata.height = metadata.width;
1160                         metadata.depth = metadata.width;
1161                         metadata.is_float = true;
1162                 }
1163         }
1164 }
1165
1166 bool BlenderSession::builtin_image_pixels(const string &builtin_name,
1167                                           void *builtin_data,
1168                                           unsigned char *pixels,
1169                                           const size_t pixels_size,
1170                                           const bool free_cache)
1171 {
1172         if(!builtin_data) {
1173                 return false;
1174         }
1175
1176         const int frame = builtin_image_frame(builtin_name);
1177
1178         PointerRNA ptr;
1179         RNA_id_pointer_create((ID*)builtin_data, &ptr);
1180         BL::Image b_image(ptr);
1181
1182         const int width = b_image.size()[0];
1183         const int height = b_image.size()[1];
1184         const int channels = b_image.channels();
1185
1186         unsigned char *image_pixels = image_get_pixels_for_frame(b_image, frame);
1187         const size_t num_pixels = ((size_t)width) * height;
1188
1189         if(image_pixels && num_pixels * channels == pixels_size) {
1190                 memcpy(pixels, image_pixels, pixels_size * sizeof(unsigned char));
1191         }
1192         else {
1193                 if(channels == 1) {
1194                         memset(pixels, 0, pixels_size * sizeof(unsigned char));
1195                 }
1196                 else {
1197                         const size_t num_pixels_safe = pixels_size / channels;
1198                         unsigned char *cp = pixels;
1199                         for(size_t i = 0; i < num_pixels_safe; i++, cp += channels) {
1200                                 cp[0] = 255;
1201                                 cp[1] = 0;
1202                                 cp[2] = 255;
1203                                 if(channels == 4) {
1204                                         cp[3] = 255;
1205                                 }
1206                         }
1207                 }
1208         }
1209
1210         if(image_pixels) {
1211                 MEM_freeN(image_pixels);
1212         }
1213
1214         /* Free image buffers to save memory during render. */
1215         if(free_cache) {
1216                 b_image.buffers_free();
1217         }
1218
1219         /* Premultiply, byte images are always straight for Blender. */
1220         unsigned char *cp = pixels;
1221         for(size_t i = 0; i < num_pixels; i++, cp += channels) {
1222                 cp[0] = (cp[0] * cp[3]) >> 8;
1223                 cp[1] = (cp[1] * cp[3]) >> 8;
1224                 cp[2] = (cp[2] * cp[3]) >> 8;
1225         }
1226         return true;
1227 }
1228
1229 bool BlenderSession::builtin_image_float_pixels(const string &builtin_name,
1230                                                 void *builtin_data,
1231                                                 float *pixels,
1232                                                 const size_t pixels_size,
1233                                                 const bool free_cache)
1234 {
1235         if(!builtin_data) {
1236                 return false;
1237         }
1238
1239         PointerRNA ptr;
1240         RNA_id_pointer_create((ID*)builtin_data, &ptr);
1241         BL::ID b_id(ptr);
1242
1243         if(b_id.is_a(&RNA_Image)) {
1244                 /* image data */
1245                 BL::Image b_image(b_id);
1246                 int frame = builtin_image_frame(builtin_name);
1247
1248                 const int width = b_image.size()[0];
1249                 const int height = b_image.size()[1];
1250                 const int channels = b_image.channels();
1251
1252                 float *image_pixels;
1253                 image_pixels = image_get_float_pixels_for_frame(b_image, frame);
1254                 const size_t num_pixels = ((size_t)width) * height;
1255
1256                 if(image_pixels && num_pixels * channels == pixels_size) {
1257                         memcpy(pixels, image_pixels, pixels_size * sizeof(float));
1258                 }
1259                 else {
1260                         if(channels == 1) {
1261                                 memset(pixels, 0, num_pixels * sizeof(float));
1262                         }
1263                         else {
1264                                 const size_t num_pixels_safe = pixels_size / channels;
1265                                 float *fp = pixels;
1266                                 for(int i = 0; i < num_pixels_safe; i++, fp += channels) {
1267                                         fp[0] = 1.0f;
1268                                         fp[1] = 0.0f;
1269                                         fp[2] = 1.0f;
1270                                         if(channels == 4) {
1271                                                 fp[3] = 1.0f;
1272                                         }
1273                                 }
1274                         }
1275                 }
1276
1277                 if(image_pixels) {
1278                         MEM_freeN(image_pixels);
1279                 }
1280
1281                 /* Free image buffers to save memory during render. */
1282                 if(free_cache) {
1283                         b_image.buffers_free();
1284                 }
1285
1286                 return true;
1287         }
1288         else if(b_id.is_a(&RNA_Object)) {
1289                 /* smoke volume data */
1290                 BL::Object b_ob(b_id);
1291                 BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
1292
1293                 if(!b_domain) {
1294                         return false;
1295                 }
1296
1297                 int3 resolution = get_int3(b_domain.domain_resolution());
1298                 int length, amplify = (b_domain.use_high_resolution())? b_domain.amplify() + 1: 1;
1299
1300                 /* Velocity and heat data is always low-resolution. */
1301                 if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY) ||
1302                    builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT))
1303                 {
1304                         amplify = 1;
1305                 }
1306
1307                 const int width = resolution.x * amplify;
1308                 const int height = resolution.y * amplify;
1309                 const int depth = resolution.z * amplify;
1310                 const size_t num_pixels = ((size_t)width) * height * depth;
1311
1312                 if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_DENSITY)) {
1313                         SmokeDomainSettings_density_grid_get_length(&b_domain.ptr, &length);
1314                         if(length == num_pixels) {
1315                                 SmokeDomainSettings_density_grid_get(&b_domain.ptr, pixels);
1316                                 return true;
1317                         }
1318                 }
1319                 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_FLAME)) {
1320                         /* this is in range 0..1, and interpreted by the OpenGL smoke viewer
1321                          * as 1500..3000 K with the first part faded to zero density */
1322                         SmokeDomainSettings_flame_grid_get_length(&b_domain.ptr, &length);
1323                         if(length == num_pixels) {
1324                                 SmokeDomainSettings_flame_grid_get(&b_domain.ptr, pixels);
1325                                 return true;
1326                         }
1327                 }
1328                 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_COLOR)) {
1329                         /* the RGB is "premultiplied" by density for better interpolation results */
1330                         SmokeDomainSettings_color_grid_get_length(&b_domain.ptr, &length);
1331                         if(length == num_pixels*4) {
1332                                 SmokeDomainSettings_color_grid_get(&b_domain.ptr, pixels);
1333                                 return true;
1334                         }
1335                 }
1336                 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY)) {
1337                         SmokeDomainSettings_velocity_grid_get_length(&b_domain.ptr, &length);
1338                         if(length == num_pixels*3) {
1339                                 SmokeDomainSettings_velocity_grid_get(&b_domain.ptr, pixels);
1340                                 return true;
1341                         }
1342                 }
1343                 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT)) {
1344                         SmokeDomainSettings_heat_grid_get_length(&b_domain.ptr, &length);
1345                         if(length == num_pixels) {
1346                                 SmokeDomainSettings_heat_grid_get(&b_domain.ptr, pixels);
1347                                 return true;
1348                         }
1349                 }
1350                 else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_TEMPERATURE)) {
1351                         SmokeDomainSettings_temperature_grid_get_length(&b_domain.ptr, &length);
1352                         if(length == num_pixels) {
1353                                 SmokeDomainSettings_temperature_grid_get(&b_domain.ptr, pixels);
1354                                 return true;
1355                         }
1356                 }
1357                 else {
1358                         fprintf(stderr,
1359                                 "Cycles error: unknown volume attribute %s, skipping\n",
1360                                 builtin_name.c_str());
1361                         pixels[0] = 0.0f;
1362                         return false;
1363                 }
1364
1365                 fprintf(stderr, "Cycles error: unexpected smoke volume resolution, skipping\n");
1366         }
1367         else {
1368                 /* We originally were passing view_layer here but in reality we need a
1369                  * a depsgraph to pass to the RE_point_density_minmax() function.
1370                  */
1371                 /* TODO(sergey): Check we're indeed in shader node tree. */
1372                 PointerRNA ptr;
1373                 RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
1374                 BL::Node b_node(ptr);
1375                 if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
1376                         BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
1377                         int length;
1378                         b_point_density_node.calc_point_density(b_depsgraph, &length, &pixels);
1379                 }
1380         }
1381
1382         return false;
1383 }
1384
1385 void BlenderSession::builtin_images_load()
1386 {
1387         /* Force builtin images to be loaded along with Blender data sync. This
1388          * is needed because we may be reading from depsgraph evaluated data which
1389          * can be freed by Blender before Cycles reads it. */
1390         ImageManager *manager = session->scene->image_manager;
1391         Device *device = session->device;
1392         manager->device_load_builtin(device, session->scene, session->progress);
1393 }
1394
1395 void BlenderSession::update_resumable_tile_manager(int num_samples)
1396 {
1397         const int num_resumable_chunks = BlenderSession::num_resumable_chunks,
1398                   current_resumable_chunk = BlenderSession::current_resumable_chunk;
1399         if(num_resumable_chunks == 0) {
1400                 return;
1401         }
1402
1403         if (num_resumable_chunks > num_samples) {
1404                 fprintf(stderr, "Cycles warning: more sample chunks (%d) than samples (%d), "
1405                         "this will cause some samples to be included in multiple chunks.\n",
1406                         num_resumable_chunks, num_samples);
1407         }
1408
1409         const float num_samples_per_chunk = (float)num_samples / num_resumable_chunks;
1410
1411         float range_start_sample, range_num_samples;
1412         if(current_resumable_chunk != 0) {
1413                 /* Single chunk rendering. */
1414                 range_start_sample = num_samples_per_chunk * (current_resumable_chunk - 1);
1415                 range_num_samples = num_samples_per_chunk;
1416         }
1417         else {
1418                 /* Ranged-chunks. */
1419                 const int num_chunks = end_resumable_chunk - start_resumable_chunk + 1;
1420                 range_start_sample = num_samples_per_chunk * (start_resumable_chunk - 1);
1421                 range_num_samples = num_chunks * num_samples_per_chunk;
1422         }
1423
1424         /* Round after doing the multiplications with num_chunks and num_samples_per_chunk
1425          * to allow for many small chunks. */
1426         int rounded_range_start_sample = (int)floor(range_start_sample + 0.5f);
1427         int rounded_range_num_samples = max((int)floor(range_num_samples + 0.5f), 1);
1428
1429         /* Make sure we don't overshoot. */
1430         if(rounded_range_start_sample + rounded_range_num_samples > num_samples) {
1431                 rounded_range_num_samples = num_samples - rounded_range_num_samples;
1432         }
1433
1434         VLOG(1) << "Samples range start is " << range_start_sample << ", "
1435                 << "number of samples to render is " << range_num_samples;
1436
1437         scene->integrator->start_sample = rounded_range_start_sample;
1438         scene->integrator->tag_update(scene);
1439
1440         session->tile_manager.range_start_sample = rounded_range_start_sample;
1441         session->tile_manager.range_num_samples = rounded_range_num_samples;
1442 }
1443
1444 void BlenderSession::free_blender_memory_if_possible()
1445 {
1446         if(!background) {
1447                 /* During interactive render we can not free anything: attempts to save
1448                  * memory would cause things to be allocated and evaluated for every
1449                  * updated sample.
1450                  */
1451                 return;
1452         }
1453         b_engine.free_blender_memory();
1454 }
1455
1456 CCL_NAMESPACE_END