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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /intern/cycles/blender/blender_session.cpp
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'intern/cycles/blender/blender_session.cpp')
-rw-r--r--intern/cycles/blender/blender_session.cpp2538
1 files changed, 1278 insertions, 1260 deletions
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp
index cf856c3b3d4..29a97bf6546 100644
--- a/intern/cycles/blender/blender_session.cpp
+++ b/intern/cycles/blender/blender_session.cpp
@@ -53,1051 +53,1070 @@ int BlenderSession::start_resumable_chunk = 0;
int BlenderSession::end_resumable_chunk = 0;
bool BlenderSession::print_render_stats = false;
-BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
- BL::Preferences& b_userpref,
- BL::BlendData& b_data,
+BlenderSession::BlenderSession(BL::RenderEngine &b_engine,
+ BL::Preferences &b_userpref,
+ BL::BlendData &b_data,
bool preview_osl)
-: session(NULL),
- sync(NULL),
- b_engine(b_engine),
- b_userpref(b_userpref),
- b_data(b_data),
- b_render(b_engine.render()),
- b_depsgraph(PointerRNA_NULL),
- b_scene(PointerRNA_NULL),
- b_v3d(PointerRNA_NULL),
- b_rv3d(PointerRNA_NULL),
- width(0),
- height(0),
- preview_osl(preview_osl),
- python_thread_state(NULL)
+ : session(NULL),
+ sync(NULL),
+ b_engine(b_engine),
+ b_userpref(b_userpref),
+ b_data(b_data),
+ b_render(b_engine.render()),
+ b_depsgraph(PointerRNA_NULL),
+ b_scene(PointerRNA_NULL),
+ b_v3d(PointerRNA_NULL),
+ b_rv3d(PointerRNA_NULL),
+ width(0),
+ height(0),
+ preview_osl(preview_osl),
+ python_thread_state(NULL)
{
- /* offline render */
- background = true;
- last_redraw_time = 0.0;
- start_resize_time = 0.0;
- last_status_time = 0.0;
+ /* offline render */
+ background = true;
+ last_redraw_time = 0.0;
+ start_resize_time = 0.0;
+ last_status_time = 0.0;
}
-BlenderSession::BlenderSession(BL::RenderEngine& b_engine,
- BL::Preferences& b_userpref,
- BL::BlendData& b_data,
- BL::SpaceView3D& b_v3d,
- BL::RegionView3D& b_rv3d,
- int width, int height)
-: session(NULL),
- sync(NULL),
- b_engine(b_engine),
- b_userpref(b_userpref),
- b_data(b_data),
- b_render(b_engine.render()),
- b_depsgraph(PointerRNA_NULL),
- b_scene(PointerRNA_NULL),
- b_v3d(b_v3d),
- b_rv3d(b_rv3d),
- width(width),
- height(height),
- preview_osl(false),
- python_thread_state(NULL)
+BlenderSession::BlenderSession(BL::RenderEngine &b_engine,
+ BL::Preferences &b_userpref,
+ BL::BlendData &b_data,
+ BL::SpaceView3D &b_v3d,
+ BL::RegionView3D &b_rv3d,
+ int width,
+ int height)
+ : session(NULL),
+ sync(NULL),
+ b_engine(b_engine),
+ b_userpref(b_userpref),
+ b_data(b_data),
+ b_render(b_engine.render()),
+ b_depsgraph(PointerRNA_NULL),
+ b_scene(PointerRNA_NULL),
+ b_v3d(b_v3d),
+ b_rv3d(b_rv3d),
+ width(width),
+ height(height),
+ preview_osl(false),
+ python_thread_state(NULL)
{
- /* 3d view render */
- background = false;
- last_redraw_time = 0.0;
- start_resize_time = 0.0;
- last_status_time = 0.0;
+ /* 3d view render */
+ background = false;
+ last_redraw_time = 0.0;
+ start_resize_time = 0.0;
+ last_status_time = 0.0;
}
BlenderSession::~BlenderSession()
{
- free_session();
+ free_session();
}
void BlenderSession::create()
{
- create_session();
+ create_session();
}
void BlenderSession::create_session()
{
- SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
- SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
- bool session_pause = BlenderSync::get_session_pause(b_scene, background);
-
- /* reset status/progress */
- last_status = "";
- last_error = "";
- last_progress = -1.0f;
- start_resize_time = 0.0;
-
- /* create session */
- session = new Session(session_params);
- session->scene = scene;
- session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this));
- session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this));
- session->set_pause(session_pause);
-
- /* create scene */
- scene = new Scene(scene_params, session->device);
- scene->name = b_scene.name();
-
- /* setup callbacks for builtin image support */
- scene->image_manager->builtin_image_info_cb = function_bind(&BlenderSession::builtin_image_info, this, _1, _2, _3);
- scene->image_manager->builtin_image_pixels_cb = function_bind(&BlenderSession::builtin_image_pixels, this, _1, _2, _3, _4, _5);
- scene->image_manager->builtin_image_float_pixels_cb = function_bind(&BlenderSession::builtin_image_float_pixels, this, _1, _2, _3, _4, _5);
-
- session->scene = scene;
-
- /* There is no single depsgraph to use for the entire render.
- * So we need to handle this differently.
- *
- * We could loop over the final render result render layers in pipeline and keep Cycles unaware of multiple layers,
- * or perhaps move syncing further down in the pipeline.
- */
- /* create sync */
- sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
- BL::Object b_camera_override(b_engine.camera_override());
- if(b_v3d) {
- sync->sync_view(b_v3d, b_rv3d, width, height);
- }
- else {
- sync->sync_camera(b_render, b_camera_override, width, height, "");
- }
-
- /* set buffer parameters */
- BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
- session->reset(buffer_params, session_params.samples);
-
- b_engine.use_highlight_tiles(session_params.progressive_refine == false);
-
- update_resumable_tile_manager(session_params.samples);
+ SessionParams session_params = BlenderSync::get_session_params(
+ b_engine, b_userpref, b_scene, background);
+ SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
+ bool session_pause = BlenderSync::get_session_pause(b_scene, background);
+
+ /* reset status/progress */
+ last_status = "";
+ last_error = "";
+ last_progress = -1.0f;
+ start_resize_time = 0.0;
+
+ /* create session */
+ session = new Session(session_params);
+ session->scene = scene;
+ session->progress.set_update_callback(function_bind(&BlenderSession::tag_redraw, this));
+ session->progress.set_cancel_callback(function_bind(&BlenderSession::test_cancel, this));
+ session->set_pause(session_pause);
+
+ /* create scene */
+ scene = new Scene(scene_params, session->device);
+ scene->name = b_scene.name();
+
+ /* setup callbacks for builtin image support */
+ scene->image_manager->builtin_image_info_cb = function_bind(
+ &BlenderSession::builtin_image_info, this, _1, _2, _3);
+ scene->image_manager->builtin_image_pixels_cb = function_bind(
+ &BlenderSession::builtin_image_pixels, this, _1, _2, _3, _4, _5);
+ scene->image_manager->builtin_image_float_pixels_cb = function_bind(
+ &BlenderSession::builtin_image_float_pixels, this, _1, _2, _3, _4, _5);
+
+ session->scene = scene;
+
+ /* There is no single depsgraph to use for the entire render.
+ * So we need to handle this differently.
+ *
+ * We could loop over the final render result render layers in pipeline and keep Cycles unaware of multiple layers,
+ * or perhaps move syncing further down in the pipeline.
+ */
+ /* create sync */
+ sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
+ BL::Object b_camera_override(b_engine.camera_override());
+ if (b_v3d) {
+ sync->sync_view(b_v3d, b_rv3d, width, height);
+ }
+ else {
+ sync->sync_camera(b_render, b_camera_override, width, height, "");
+ }
+
+ /* set buffer parameters */
+ BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_render, b_v3d, b_rv3d, scene->camera, width, height);
+ session->reset(buffer_params, session_params.samples);
+
+ b_engine.use_highlight_tiles(session_params.progressive_refine == false);
+
+ update_resumable_tile_manager(session_params.samples);
}
-void BlenderSession::reset_session(BL::BlendData& b_data, BL::Depsgraph& b_depsgraph)
+void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsgraph)
{
- this->b_data = b_data;
- this->b_depsgraph = b_depsgraph;
- this->b_scene = b_depsgraph.scene_eval();
-
- if(preview_osl) {
- PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
- RNA_boolean_set(&cscene, "shading_system", preview_osl);
- }
-
- if(b_v3d) {
- this->b_render = b_scene.render();
- }
- else {
- this->b_render = b_engine.render();
- width = render_resolution_x(b_render);
- height = render_resolution_y(b_render);
- }
-
- if(session == NULL) {
- create();
- }
-
- if(b_v3d) {
- /* NOTE: We need to create session, but all the code from below
- * will make viewport render to stuck on initialization.
- */
- return;
- }
-
- SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
- SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
-
- if(scene->params.modified(scene_params) ||
- session->params.modified(session_params) ||
- !scene_params.persistent_data)
- {
- /* if scene or session parameters changed, it's easier to simply re-create
- * them rather than trying to distinguish which settings need to be updated
- */
- free_session();
- create_session();
- return;
- }
-
- session->progress.reset();
- scene->reset();
-
- session->tile_manager.set_tile_order(session_params.tile_order);
-
- /* peak memory usage should show current render peak, not peak for all renders
- * made by this render session
- */
- session->stats.mem_peak = session->stats.mem_used;
-
- /* There is no single depsgraph to use for the entire render.
- * See note on create_session().
- */
- /* sync object should be re-created */
- sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
-
- BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL);
- BL::RegionView3D b_null_region_view3d(PointerRNA_NULL);
- BufferParams buffer_params = BlenderSync::get_buffer_params(b_render,
- b_null_space_view3d,
- b_null_region_view3d,
- scene->camera,
- width, height);
- session->reset(buffer_params, session_params.samples);
-
- b_engine.use_highlight_tiles(session_params.progressive_refine == false);
-
- /* reset time */
- start_resize_time = 0.0;
+ this->b_data = b_data;
+ this->b_depsgraph = b_depsgraph;
+ this->b_scene = b_depsgraph.scene_eval();
+
+ if (preview_osl) {
+ PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
+ RNA_boolean_set(&cscene, "shading_system", preview_osl);
+ }
+
+ if (b_v3d) {
+ this->b_render = b_scene.render();
+ }
+ else {
+ this->b_render = b_engine.render();
+ width = render_resolution_x(b_render);
+ height = render_resolution_y(b_render);
+ }
+
+ if (session == NULL) {
+ create();
+ }
+
+ if (b_v3d) {
+ /* NOTE: We need to create session, but all the code from below
+ * will make viewport render to stuck on initialization.
+ */
+ return;
+ }
+
+ SessionParams session_params = BlenderSync::get_session_params(
+ b_engine, b_userpref, b_scene, background);
+ SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
+
+ if (scene->params.modified(scene_params) || session->params.modified(session_params) ||
+ !scene_params.persistent_data) {
+ /* if scene or session parameters changed, it's easier to simply re-create
+ * them rather than trying to distinguish which settings need to be updated
+ */
+ free_session();
+ create_session();
+ return;
+ }
+
+ session->progress.reset();
+ scene->reset();
+
+ session->tile_manager.set_tile_order(session_params.tile_order);
+
+ /* peak memory usage should show current render peak, not peak for all renders
+ * made by this render session
+ */
+ session->stats.mem_peak = session->stats.mem_used;
+
+ /* There is no single depsgraph to use for the entire render.
+ * See note on create_session().
+ */
+ /* sync object should be re-created */
+ sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
+
+ BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL);
+ BL::RegionView3D b_null_region_view3d(PointerRNA_NULL);
+ BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_render, b_null_space_view3d, b_null_region_view3d, scene->camera, width, height);
+ session->reset(buffer_params, session_params.samples);
+
+ b_engine.use_highlight_tiles(session_params.progressive_refine == false);
+
+ /* reset time */
+ start_resize_time = 0.0;
}
void BlenderSession::free_session()
{
- if(sync)
- delete sync;
+ if (sync)
+ delete sync;
- delete session;
+ delete session;
}
-static ShaderEvalType get_shader_type(const string& pass_type)
+static ShaderEvalType get_shader_type(const string &pass_type)
{
- const char *shader_type = pass_type.c_str();
-
- /* data passes */
- if(strcmp(shader_type, "NORMAL")==0)
- return SHADER_EVAL_NORMAL;
- else if(strcmp(shader_type, "UV")==0)
- return SHADER_EVAL_UV;
- else if(strcmp(shader_type, "ROUGHNESS")==0)
- return SHADER_EVAL_ROUGHNESS;
- else if(strcmp(shader_type, "DIFFUSE_COLOR")==0)
- return SHADER_EVAL_DIFFUSE_COLOR;
- else if(strcmp(shader_type, "GLOSSY_COLOR")==0)
- return SHADER_EVAL_GLOSSY_COLOR;
- else if(strcmp(shader_type, "TRANSMISSION_COLOR")==0)
- return SHADER_EVAL_TRANSMISSION_COLOR;
- else if(strcmp(shader_type, "SUBSURFACE_COLOR")==0)
- return SHADER_EVAL_SUBSURFACE_COLOR;
- else if(strcmp(shader_type, "EMIT")==0)
- return SHADER_EVAL_EMISSION;
-
- /* light passes */
- else if(strcmp(shader_type, "AO")==0)
- return SHADER_EVAL_AO;
- else if(strcmp(shader_type, "COMBINED")==0)
- return SHADER_EVAL_COMBINED;
- else if(strcmp(shader_type, "SHADOW")==0)
- return SHADER_EVAL_SHADOW;
- else if(strcmp(shader_type, "DIFFUSE")==0)
- return SHADER_EVAL_DIFFUSE;
- else if(strcmp(shader_type, "GLOSSY")==0)
- return SHADER_EVAL_GLOSSY;
- else if(strcmp(shader_type, "TRANSMISSION")==0)
- return SHADER_EVAL_TRANSMISSION;
- else if(strcmp(shader_type, "SUBSURFACE")==0)
- return SHADER_EVAL_SUBSURFACE;
-
- /* extra */
- else if(strcmp(shader_type, "ENVIRONMENT")==0)
- return SHADER_EVAL_ENVIRONMENT;
-
- else
- return SHADER_EVAL_BAKE;
+ const char *shader_type = pass_type.c_str();
+
+ /* data passes */
+ if (strcmp(shader_type, "NORMAL") == 0)
+ return SHADER_EVAL_NORMAL;
+ else if (strcmp(shader_type, "UV") == 0)
+ return SHADER_EVAL_UV;
+ else if (strcmp(shader_type, "ROUGHNESS") == 0)
+ return SHADER_EVAL_ROUGHNESS;
+ else if (strcmp(shader_type, "DIFFUSE_COLOR") == 0)
+ return SHADER_EVAL_DIFFUSE_COLOR;
+ else if (strcmp(shader_type, "GLOSSY_COLOR") == 0)
+ return SHADER_EVAL_GLOSSY_COLOR;
+ else if (strcmp(shader_type, "TRANSMISSION_COLOR") == 0)
+ return SHADER_EVAL_TRANSMISSION_COLOR;
+ else if (strcmp(shader_type, "SUBSURFACE_COLOR") == 0)
+ return SHADER_EVAL_SUBSURFACE_COLOR;
+ else if (strcmp(shader_type, "EMIT") == 0)
+ return SHADER_EVAL_EMISSION;
+
+ /* light passes */
+ else if (strcmp(shader_type, "AO") == 0)
+ return SHADER_EVAL_AO;
+ else if (strcmp(shader_type, "COMBINED") == 0)
+ return SHADER_EVAL_COMBINED;
+ else if (strcmp(shader_type, "SHADOW") == 0)
+ return SHADER_EVAL_SHADOW;
+ else if (strcmp(shader_type, "DIFFUSE") == 0)
+ return SHADER_EVAL_DIFFUSE;
+ else if (strcmp(shader_type, "GLOSSY") == 0)
+ return SHADER_EVAL_GLOSSY;
+ else if (strcmp(shader_type, "TRANSMISSION") == 0)
+ return SHADER_EVAL_TRANSMISSION;
+ else if (strcmp(shader_type, "SUBSURFACE") == 0)
+ return SHADER_EVAL_SUBSURFACE;
+
+ /* extra */
+ else if (strcmp(shader_type, "ENVIRONMENT") == 0)
+ return SHADER_EVAL_ENVIRONMENT;
+
+ else
+ return SHADER_EVAL_BAKE;
}
-static BL::RenderResult begin_render_result(BL::RenderEngine& b_engine,
- int x, int y,
- int w, int h,
+static BL::RenderResult begin_render_result(BL::RenderEngine &b_engine,
+ int x,
+ int y,
+ int w,
+ int h,
const char *layername,
const char *viewname)
{
- return b_engine.begin_result(x, y, w, h, layername, viewname);
+ return b_engine.begin_result(x, y, w, h, layername, viewname);
}
-static void end_render_result(BL::RenderEngine& b_engine,
- BL::RenderResult& b_rr,
+static void end_render_result(BL::RenderEngine &b_engine,
+ BL::RenderResult &b_rr,
bool cancel,
bool highlight,
bool do_merge_results)
{
- b_engine.end_result(b_rr, (int)cancel, (int) highlight, (int)do_merge_results);
+ b_engine.end_result(b_rr, (int)cancel, (int)highlight, (int)do_merge_results);
}
-void BlenderSession::do_write_update_render_tile(RenderTile& rtile, bool do_update_only, bool highlight)
+void BlenderSession::do_write_update_render_tile(RenderTile &rtile,
+ bool do_update_only,
+ bool highlight)
{
- int x = rtile.x - session->tile_manager.params.full_x;
- int y = rtile.y - session->tile_manager.params.full_y;
- int w = rtile.w;
- int h = rtile.h;
-
- /* get render result */
- BL::RenderResult b_rr = begin_render_result(b_engine, x, y, w, h, b_rlay_name.c_str(), b_rview_name.c_str());
-
- /* can happen if the intersected rectangle gives 0 width or height */
- if(b_rr.ptr.data == NULL) {
- return;
- }
-
- BL::RenderResult::layers_iterator b_single_rlay;
- b_rr.layers.begin(b_single_rlay);
-
- /* layer will be missing if it was disabled in the UI */
- if(b_single_rlay == b_rr.layers.end())
- return;
-
- BL::RenderLayer b_rlay = *b_single_rlay;
-
- if(do_update_only) {
- /* Sample would be zero at initial tile update, which is only needed
- * to tag tile form blender side as IN PROGRESS for proper highlight
- * no buffers should be sent to blender yet. For denoise we also
- * keep showing the noisy buffers until denoise is done. */
- bool merge = (rtile.sample != 0) && (rtile.task != RenderTile::DENOISE);
-
- if(merge) {
- update_render_result(b_rr, b_rlay, rtile);
- }
-
- end_render_result(b_engine, b_rr, true, highlight, merge);
- }
- else {
- /* Write final render result. */
- write_render_result(b_rr, b_rlay, rtile);
- end_render_result(b_engine, b_rr, false, false, true);
- }
+ int x = rtile.x - session->tile_manager.params.full_x;
+ int y = rtile.y - session->tile_manager.params.full_y;
+ int w = rtile.w;
+ int h = rtile.h;
+
+ /* get render result */
+ BL::RenderResult b_rr = begin_render_result(
+ b_engine, x, y, w, h, b_rlay_name.c_str(), b_rview_name.c_str());
+
+ /* can happen if the intersected rectangle gives 0 width or height */
+ if (b_rr.ptr.data == NULL) {
+ return;
+ }
+
+ BL::RenderResult::layers_iterator b_single_rlay;
+ b_rr.layers.begin(b_single_rlay);
+
+ /* layer will be missing if it was disabled in the UI */
+ if (b_single_rlay == b_rr.layers.end())
+ return;
+
+ BL::RenderLayer b_rlay = *b_single_rlay;
+
+ if (do_update_only) {
+ /* Sample would be zero at initial tile update, which is only needed
+ * to tag tile form blender side as IN PROGRESS for proper highlight
+ * no buffers should be sent to blender yet. For denoise we also
+ * keep showing the noisy buffers until denoise is done. */
+ bool merge = (rtile.sample != 0) && (rtile.task != RenderTile::DENOISE);
+
+ if (merge) {
+ update_render_result(b_rr, b_rlay, rtile);
+ }
+
+ end_render_result(b_engine, b_rr, true, highlight, merge);
+ }
+ else {
+ /* Write final render result. */
+ write_render_result(b_rr, b_rlay, rtile);
+ end_render_result(b_engine, b_rr, false, false, true);
+ }
}
-void BlenderSession::write_render_tile(RenderTile& rtile)
+void BlenderSession::write_render_tile(RenderTile &rtile)
{
- do_write_update_render_tile(rtile, false, false);
+ do_write_update_render_tile(rtile, false, false);
}
-void BlenderSession::update_render_tile(RenderTile& rtile, bool highlight)
+void BlenderSession::update_render_tile(RenderTile &rtile, bool highlight)
{
- /* use final write for preview renders, otherwise render result wouldn't be
- * be updated in blender side
- * would need to be investigated a bit further, but for now shall be fine
- */
- if(!b_engine.is_preview())
- do_write_update_render_tile(rtile, true, highlight);
- else
- do_write_update_render_tile(rtile, false, false);
+ /* use final write for preview renders, otherwise render result wouldn't be
+ * be updated in blender side
+ * would need to be investigated a bit further, but for now shall be fine
+ */
+ if (!b_engine.is_preview())
+ do_write_update_render_tile(rtile, true, highlight);
+ else
+ do_write_update_render_tile(rtile, false, false);
}
-static void add_cryptomatte_layer(BL::RenderResult& b_rr, string name, string manifest)
+static void add_cryptomatte_layer(BL::RenderResult &b_rr, string name, string manifest)
{
- string identifier = string_printf("%08x", util_murmur_hash3(name.c_str(), name.length(), 0));
- string prefix = "cryptomatte/" + identifier.substr(0, 7) + "/";
+ string identifier = string_printf("%08x", util_murmur_hash3(name.c_str(), name.length(), 0));
+ string prefix = "cryptomatte/" + identifier.substr(0, 7) + "/";
- render_add_metadata(b_rr, prefix+"name", name);
- render_add_metadata(b_rr, prefix+"hash", "MurmurHash3_32");
- render_add_metadata(b_rr, prefix+"conversion", "uint32_to_float32");
- render_add_metadata(b_rr, prefix+"manifest", manifest);
+ render_add_metadata(b_rr, prefix + "name", name);
+ render_add_metadata(b_rr, prefix + "hash", "MurmurHash3_32");
+ render_add_metadata(b_rr, prefix + "conversion", "uint32_to_float32");
+ render_add_metadata(b_rr, prefix + "manifest", manifest);
}
-void BlenderSession::stamp_view_layer_metadata(Scene *scene, const string& view_layer_name)
+void BlenderSession::stamp_view_layer_metadata(Scene *scene, const string &view_layer_name)
{
- BL::RenderResult b_rr = b_engine.get_result();
- string prefix = "cycles." + view_layer_name + ".";
-
- /* Configured number of samples for the view layer. */
- b_rr.stamp_data_add_field(
- (prefix + "samples").c_str(),
- to_string(session->params.samples).c_str());
-
- /* Store ranged samples information. */
- if(session->tile_manager.range_num_samples != -1) {
- b_rr.stamp_data_add_field(
- (prefix + "range_start_sample").c_str(),
- to_string(session->tile_manager.range_start_sample).c_str());
- b_rr.stamp_data_add_field(
- (prefix + "range_num_samples").c_str(),
- to_string(session->tile_manager.range_num_samples).c_str());
- }
-
- /* Write cryptomatte metadata. */
- if(scene->film->cryptomatte_passes & CRYPT_OBJECT) {
- add_cryptomatte_layer(b_rr, view_layer_name + ".CryptoObject",
- scene->object_manager->get_cryptomatte_objects(scene));
- }
- if(scene->film->cryptomatte_passes & CRYPT_MATERIAL) {
- add_cryptomatte_layer(b_rr, view_layer_name + ".CryptoMaterial",
- scene->shader_manager->get_cryptomatte_materials(scene));
- }
- if(scene->film->cryptomatte_passes & CRYPT_ASSET) {
- add_cryptomatte_layer(b_rr, view_layer_name + ".CryptoAsset",
- scene->object_manager->get_cryptomatte_assets(scene));
- }
-
- /* Store synchronization and bare-render times. */
- double total_time, render_time;
- session->progress.get_time(total_time, render_time);
- b_rr.stamp_data_add_field((prefix + "total_time").c_str(),
- time_human_readable_from_seconds(total_time).c_str());
- b_rr.stamp_data_add_field((prefix + "render_time").c_str(),
- time_human_readable_from_seconds(render_time).c_str());
- b_rr.stamp_data_add_field((prefix + "synchronization_time").c_str(),
- time_human_readable_from_seconds(total_time - render_time).c_str());
+ BL::RenderResult b_rr = b_engine.get_result();
+ string prefix = "cycles." + view_layer_name + ".";
+
+ /* Configured number of samples for the view layer. */
+ b_rr.stamp_data_add_field((prefix + "samples").c_str(),
+ to_string(session->params.samples).c_str());
+
+ /* Store ranged samples information. */
+ if (session->tile_manager.range_num_samples != -1) {
+ b_rr.stamp_data_add_field((prefix + "range_start_sample").c_str(),
+ to_string(session->tile_manager.range_start_sample).c_str());
+ b_rr.stamp_data_add_field((prefix + "range_num_samples").c_str(),
+ to_string(session->tile_manager.range_num_samples).c_str());
+ }
+
+ /* Write cryptomatte metadata. */
+ if (scene->film->cryptomatte_passes & CRYPT_OBJECT) {
+ add_cryptomatte_layer(b_rr,
+ view_layer_name + ".CryptoObject",
+ scene->object_manager->get_cryptomatte_objects(scene));
+ }
+ if (scene->film->cryptomatte_passes & CRYPT_MATERIAL) {
+ add_cryptomatte_layer(b_rr,
+ view_layer_name + ".CryptoMaterial",
+ scene->shader_manager->get_cryptomatte_materials(scene));
+ }
+ if (scene->film->cryptomatte_passes & CRYPT_ASSET) {
+ add_cryptomatte_layer(b_rr,
+ view_layer_name + ".CryptoAsset",
+ scene->object_manager->get_cryptomatte_assets(scene));
+ }
+
+ /* Store synchronization and bare-render times. */
+ double total_time, render_time;
+ session->progress.get_time(total_time, render_time);
+ b_rr.stamp_data_add_field((prefix + "total_time").c_str(),
+ time_human_readable_from_seconds(total_time).c_str());
+ b_rr.stamp_data_add_field((prefix + "render_time").c_str(),
+ time_human_readable_from_seconds(render_time).c_str());
+ b_rr.stamp_data_add_field((prefix + "synchronization_time").c_str(),
+ time_human_readable_from_seconds(total_time - render_time).c_str());
}
-void BlenderSession::render(BL::Depsgraph& b_depsgraph_)
+void BlenderSession::render(BL::Depsgraph &b_depsgraph_)
{
- b_depsgraph = b_depsgraph_;
-
- /* set callback to write out render results */
- session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
- session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1, _2);
-
- /* get buffer parameters */
- SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
- BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
-
- /* render each layer */
- BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
-
- /* temporary render result to find needed passes and views */
- BL::RenderResult b_rr = begin_render_result(b_engine, 0, 0, 1, 1, b_view_layer.name().c_str(), NULL);
- BL::RenderResult::layers_iterator b_single_rlay;
- b_rr.layers.begin(b_single_rlay);
- BL::RenderLayer b_rlay = *b_single_rlay;
- b_rlay_name = b_view_layer.name();
-
- /* add passes */
- vector<Pass> passes = sync->sync_render_passes(b_rlay, b_view_layer);
- buffer_params.passes = passes;
-
- PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
- bool full_denoising = get_boolean(crl, "use_denoising");
- bool write_denoising_passes = get_boolean(crl, "denoising_store_passes");
-
- bool run_denoising = full_denoising || write_denoising_passes;
-
- session->tile_manager.schedule_denoising = run_denoising;
- buffer_params.denoising_data_pass = run_denoising;
- buffer_params.denoising_clean_pass = (scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES);
- buffer_params.denoising_prefiltered_pass = write_denoising_passes;
-
- session->params.run_denoising = run_denoising;
- session->params.full_denoising = full_denoising;
- session->params.write_denoising_passes = write_denoising_passes;
- session->params.denoising.radius = get_int(crl, "denoising_radius");
- session->params.denoising.strength = get_float(crl, "denoising_strength");
- session->params.denoising.feature_strength = get_float(crl, "denoising_feature_strength");
- session->params.denoising.relative_pca = get_boolean(crl, "denoising_relative_pca");
-
- scene->film->denoising_data_pass = buffer_params.denoising_data_pass;
- scene->film->denoising_clean_pass = buffer_params.denoising_clean_pass;
- scene->film->denoising_prefiltered_pass = buffer_params.denoising_prefiltered_pass;
-
- scene->film->pass_alpha_threshold = b_view_layer.pass_alpha_threshold();
- scene->film->tag_passes_update(scene, passes);
- scene->film->tag_update(scene);
- scene->integrator->tag_update(scene);
-
- BL::RenderResult::views_iterator b_view_iter;
-
- int num_views = 0;
- for(b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter) {
- num_views++;
- }
-
- int view_index = 0;
- for(b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter, ++view_index) {
- b_rview_name = b_view_iter->name();
-
- /* set the current view */
- b_engine.active_view_set(b_rview_name.c_str());
-
- /* update scene */
- BL::Object b_camera_override(b_engine.camera_override());
- sync->sync_camera(b_render, b_camera_override, width, height, b_rview_name.c_str());
- sync->sync_data(b_render,
- b_depsgraph,
- b_v3d,
- b_camera_override,
- width, height,
- &python_thread_state);
- builtin_images_load();
-
- /* Attempt to free all data which is held by Blender side, since at this
- * point we knwo that we've got everything to render current view layer.
- */
- /* At the moment we only free if we are not doing multi-view (or if we are rendering the last view).
- * See T58142/D4239 for discussion.
- */
- if(view_index == num_views - 1) {
- free_blender_memory_if_possible();
- }
-
- /* Make sure all views have different noise patterns. - hardcoded value just to make it random */
- if(view_index != 0) {
- scene->integrator->seed += hash_int_2d(scene->integrator->seed, hash_int(view_index * 0xdeadbeef));
- scene->integrator->tag_update(scene);
- }
-
- /* Update number of samples per layer. */
- int samples = sync->get_layer_samples();
- bool bound_samples = sync->get_layer_bound_samples();
- int effective_layer_samples;
-
- if(samples != 0 && (!bound_samples || (samples < session_params.samples)))
- effective_layer_samples = samples;
- else
- effective_layer_samples = session_params.samples;
-
- /* Update tile manager if we're doing resumable render. */
- update_resumable_tile_manager(effective_layer_samples);
-
- /* Update session itself. */
- session->reset(buffer_params, effective_layer_samples);
-
- /* render */
- session->start();
- session->wait();
-
- if(!b_engine.is_preview() && background && print_render_stats) {
- RenderStats stats;
- session->collect_statistics(&stats);
- printf("Render statistics:\n%s\n", stats.full_report().c_str());
- }
-
- if(session->progress.get_cancel())
- break;
- }
-
- /* add metadata */
- stamp_view_layer_metadata(scene, b_rlay_name);
-
- /* free result without merging */
- end_render_result(b_engine, b_rr, true, true, false);
-
- double total_time, render_time;
- session->progress.get_time(total_time, render_time);
- VLOG(1) << "Total render time: " << total_time;
- VLOG(1) << "Render time (without synchronization): " << render_time;
-
- /* clear callback */
- session->write_render_tile_cb = function_null;
- session->update_render_tile_cb = function_null;
-
- /* TODO: find a way to clear this data for persistent data render */
+ b_depsgraph = b_depsgraph_;
+
+ /* set callback to write out render results */
+ session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
+ session->update_render_tile_cb = function_bind(
+ &BlenderSession::update_render_tile, this, _1, _2);
+
+ /* get buffer parameters */
+ SessionParams session_params = BlenderSync::get_session_params(
+ b_engine, b_userpref, b_scene, background);
+ BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_render, b_v3d, b_rv3d, scene->camera, width, height);
+
+ /* render each layer */
+ BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
+
+ /* temporary render result to find needed passes and views */
+ BL::RenderResult b_rr = begin_render_result(
+ b_engine, 0, 0, 1, 1, b_view_layer.name().c_str(), NULL);
+ BL::RenderResult::layers_iterator b_single_rlay;
+ b_rr.layers.begin(b_single_rlay);
+ BL::RenderLayer b_rlay = *b_single_rlay;
+ b_rlay_name = b_view_layer.name();
+
+ /* add passes */
+ vector<Pass> passes = sync->sync_render_passes(b_rlay, b_view_layer);
+ buffer_params.passes = passes;
+
+ PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
+ bool full_denoising = get_boolean(crl, "use_denoising");
+ bool write_denoising_passes = get_boolean(crl, "denoising_store_passes");
+
+ bool run_denoising = full_denoising || write_denoising_passes;
+
+ session->tile_manager.schedule_denoising = run_denoising;
+ buffer_params.denoising_data_pass = run_denoising;
+ buffer_params.denoising_clean_pass = (scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES);
+ buffer_params.denoising_prefiltered_pass = write_denoising_passes;
+
+ session->params.run_denoising = run_denoising;
+ session->params.full_denoising = full_denoising;
+ session->params.write_denoising_passes = write_denoising_passes;
+ session->params.denoising.radius = get_int(crl, "denoising_radius");
+ session->params.denoising.strength = get_float(crl, "denoising_strength");
+ session->params.denoising.feature_strength = get_float(crl, "denoising_feature_strength");
+ session->params.denoising.relative_pca = get_boolean(crl, "denoising_relative_pca");
+
+ scene->film->denoising_data_pass = buffer_params.denoising_data_pass;
+ scene->film->denoising_clean_pass = buffer_params.denoising_clean_pass;
+ scene->film->denoising_prefiltered_pass = buffer_params.denoising_prefiltered_pass;
+
+ scene->film->pass_alpha_threshold = b_view_layer.pass_alpha_threshold();
+ scene->film->tag_passes_update(scene, passes);
+ scene->film->tag_update(scene);
+ scene->integrator->tag_update(scene);
+
+ BL::RenderResult::views_iterator b_view_iter;
+
+ int num_views = 0;
+ for (b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter) {
+ num_views++;
+ }
+
+ int view_index = 0;
+ for (b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end();
+ ++b_view_iter, ++view_index) {
+ b_rview_name = b_view_iter->name();
+
+ /* set the current view */
+ b_engine.active_view_set(b_rview_name.c_str());
+
+ /* update scene */
+ BL::Object b_camera_override(b_engine.camera_override());
+ sync->sync_camera(b_render, b_camera_override, width, height, b_rview_name.c_str());
+ sync->sync_data(
+ b_render, b_depsgraph, b_v3d, b_camera_override, width, height, &python_thread_state);
+ builtin_images_load();
+
+ /* Attempt to free all data which is held by Blender side, since at this
+ * point we knwo that we've got everything to render current view layer.
+ */
+ /* At the moment we only free if we are not doing multi-view (or if we are rendering the last view).
+ * See T58142/D4239 for discussion.
+ */
+ if (view_index == num_views - 1) {
+ free_blender_memory_if_possible();
+ }
+
+ /* Make sure all views have different noise patterns. - hardcoded value just to make it random */
+ if (view_index != 0) {
+ scene->integrator->seed += hash_int_2d(scene->integrator->seed,
+ hash_int(view_index * 0xdeadbeef));
+ scene->integrator->tag_update(scene);
+ }
+
+ /* Update number of samples per layer. */
+ int samples = sync->get_layer_samples();
+ bool bound_samples = sync->get_layer_bound_samples();
+ int effective_layer_samples;
+
+ if (samples != 0 && (!bound_samples || (samples < session_params.samples)))
+ effective_layer_samples = samples;
+ else
+ effective_layer_samples = session_params.samples;
+
+ /* Update tile manager if we're doing resumable render. */
+ update_resumable_tile_manager(effective_layer_samples);
+
+ /* Update session itself. */
+ session->reset(buffer_params, effective_layer_samples);
+
+ /* render */
+ session->start();
+ session->wait();
+
+ if (!b_engine.is_preview() && background && print_render_stats) {
+ RenderStats stats;
+ session->collect_statistics(&stats);
+ printf("Render statistics:\n%s\n", stats.full_report().c_str());
+ }
+
+ if (session->progress.get_cancel())
+ break;
+ }
+
+ /* add metadata */
+ stamp_view_layer_metadata(scene, b_rlay_name);
+
+ /* free result without merging */
+ end_render_result(b_engine, b_rr, true, true, false);
+
+ double total_time, render_time;
+ session->progress.get_time(total_time, render_time);
+ VLOG(1) << "Total render time: " << total_time;
+ VLOG(1) << "Render time (without synchronization): " << render_time;
+
+ /* clear callback */
+ session->write_render_tile_cb = function_null;
+ session->update_render_tile_cb = function_null;
+
+ /* TODO: find a way to clear this data for persistent data render */
#if 0
- /* free all memory used (host and device), so we wouldn't leave render
- * engine with extra memory allocated
- */
+ /* free all memory used (host and device), so we wouldn't leave render
+ * engine with extra memory allocated
+ */
- session->device_free();
+ session->device_free();
- delete sync;
- sync = NULL;
+ delete sync;
+ sync = NULL;
#endif
}
-static void populate_bake_data(BakeData *data, const
- int object_id,
- BL::BakePixel& pixel_array,
+static void populate_bake_data(BakeData *data,
+ const int object_id,
+ BL::BakePixel &pixel_array,
const int num_pixels)
{
- BL::BakePixel bp = pixel_array;
-
- int i;
- for(i = 0; i < num_pixels; i++) {
- if(bp.object_id() == object_id) {
- data->set(i, bp.primitive_id(), bp.uv(), bp.du_dx(), bp.du_dy(), bp.dv_dx(), bp.dv_dy());
- } else {
- data->set_null(i);
- }
- bp = bp.next();
- }
+ BL::BakePixel bp = pixel_array;
+
+ int i;
+ for (i = 0; i < num_pixels; i++) {
+ if (bp.object_id() == object_id) {
+ data->set(i, bp.primitive_id(), bp.uv(), bp.du_dx(), bp.du_dy(), bp.dv_dx(), bp.dv_dy());
+ }
+ else {
+ data->set_null(i);
+ }
+ bp = bp.next();
+ }
}
static int bake_pass_filter_get(const int pass_filter)
{
- int flag = BAKE_FILTER_NONE;
-
- if((pass_filter & BL::BakeSettings::pass_filter_DIRECT) != 0)
- flag |= BAKE_FILTER_DIRECT;
- if((pass_filter & BL::BakeSettings::pass_filter_INDIRECT) != 0)
- flag |= BAKE_FILTER_INDIRECT;
- if((pass_filter & BL::BakeSettings::pass_filter_COLOR) != 0)
- flag |= BAKE_FILTER_COLOR;
-
- if((pass_filter & BL::BakeSettings::pass_filter_DIFFUSE) != 0)
- flag |= BAKE_FILTER_DIFFUSE;
- if((pass_filter & BL::BakeSettings::pass_filter_GLOSSY) != 0)
- flag |= BAKE_FILTER_GLOSSY;
- if((pass_filter & BL::BakeSettings::pass_filter_TRANSMISSION) != 0)
- flag |= BAKE_FILTER_TRANSMISSION;
- if((pass_filter & BL::BakeSettings::pass_filter_SUBSURFACE) != 0)
- flag |= BAKE_FILTER_SUBSURFACE;
-
- if((pass_filter & BL::BakeSettings::pass_filter_EMIT) != 0)
- flag |= BAKE_FILTER_EMISSION;
- if((pass_filter & BL::BakeSettings::pass_filter_AO) != 0)
- flag |= BAKE_FILTER_AO;
-
- return flag;
+ int flag = BAKE_FILTER_NONE;
+
+ if ((pass_filter & BL::BakeSettings::pass_filter_DIRECT) != 0)
+ flag |= BAKE_FILTER_DIRECT;
+ if ((pass_filter & BL::BakeSettings::pass_filter_INDIRECT) != 0)
+ flag |= BAKE_FILTER_INDIRECT;
+ if ((pass_filter & BL::BakeSettings::pass_filter_COLOR) != 0)
+ flag |= BAKE_FILTER_COLOR;
+
+ if ((pass_filter & BL::BakeSettings::pass_filter_DIFFUSE) != 0)
+ flag |= BAKE_FILTER_DIFFUSE;
+ if ((pass_filter & BL::BakeSettings::pass_filter_GLOSSY) != 0)
+ flag |= BAKE_FILTER_GLOSSY;
+ if ((pass_filter & BL::BakeSettings::pass_filter_TRANSMISSION) != 0)
+ flag |= BAKE_FILTER_TRANSMISSION;
+ if ((pass_filter & BL::BakeSettings::pass_filter_SUBSURFACE) != 0)
+ flag |= BAKE_FILTER_SUBSURFACE;
+
+ if ((pass_filter & BL::BakeSettings::pass_filter_EMIT) != 0)
+ flag |= BAKE_FILTER_EMISSION;
+ if ((pass_filter & BL::BakeSettings::pass_filter_AO) != 0)
+ flag |= BAKE_FILTER_AO;
+
+ return flag;
}
-void BlenderSession::bake(BL::Depsgraph& b_depsgraph_,
- BL::Object& b_object,
- const string& pass_type,
+void BlenderSession::bake(BL::Depsgraph &b_depsgraph_,
+ BL::Object &b_object,
+ const string &pass_type,
const int pass_filter,
const int object_id,
- BL::BakePixel& pixel_array,
+ BL::BakePixel &pixel_array,
const size_t num_pixels,
const int /*depth*/,
float result[])
{
- b_depsgraph = b_depsgraph_;
-
- ShaderEvalType shader_type = get_shader_type(pass_type);
-
- /* Set baking flag in advance, so kernel loading can check if we need
- * any baking capabilities.
- */
- scene->bake_manager->set_baking(true);
-
- /* ensure kernels are loaded before we do any scene updates */
- session->load_kernels();
-
- if(shader_type == SHADER_EVAL_UV) {
- /* force UV to be available */
- Pass::add(PASS_UV, scene->film->passes);
- }
-
- int bake_pass_filter = bake_pass_filter_get(pass_filter);
- bake_pass_filter = BakeManager::shader_type_to_pass_filter(shader_type, bake_pass_filter);
-
- /* force use_light_pass to be true if we bake more than just colors */
- if(bake_pass_filter & ~BAKE_FILTER_COLOR) {
- Pass::add(PASS_LIGHT, scene->film->passes);
- }
-
- /* create device and update scene */
- scene->film->tag_update(scene);
- scene->integrator->tag_update(scene);
-
- if(!session->progress.get_cancel()) {
- /* update scene */
- BL::Object b_camera_override(b_engine.camera_override());
- sync->sync_camera(b_render, b_camera_override, width, height, "");
- sync->sync_data(b_render,
- b_depsgraph,
- b_v3d,
- b_camera_override,
- width, height,
- &python_thread_state);
- builtin_images_load();
- }
-
- BakeData *bake_data = NULL;
-
- if(!session->progress.get_cancel()) {
- /* get buffer parameters */
- SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
- BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
-
- scene->bake_manager->set_shader_limit((size_t)b_engine.tile_x(), (size_t)b_engine.tile_y());
-
- /* set number of samples */
- session->tile_manager.set_samples(session_params.samples);
- session->reset(buffer_params, session_params.samples);
- session->update_scene();
-
- /* find object index. todo: is arbitrary - copied from mesh_displace.cpp */
- size_t object_index = OBJECT_NONE;
- int tri_offset = 0;
-
- for(size_t i = 0; i < scene->objects.size(); i++) {
- if(strcmp(scene->objects[i]->name.c_str(), b_object.name().c_str()) == 0) {
- object_index = i;
- tri_offset = scene->objects[i]->mesh->tri_offset;
- break;
- }
- }
-
- /* Object might have been disabled for rendering or excluded in some
- * other way, in that case Blender will report a warning afterwards. */
- if (object_index != OBJECT_NONE) {
- int object = object_index;
-
- bake_data = scene->bake_manager->init(object, tri_offset, num_pixels);
- populate_bake_data(bake_data, object_id, pixel_array, num_pixels);
- }
-
- /* set number of samples */
- session->tile_manager.set_samples(session_params.samples);
- session->reset(buffer_params, session_params.samples);
- session->update_scene();
-
- session->progress.set_update_callback(function_bind(&BlenderSession::update_bake_progress, this));
- }
-
- /* Perform bake. Check cancel to avoid crash with incomplete scene data. */
- if(!session->progress.get_cancel() && bake_data) {
- scene->bake_manager->bake(scene->device, &scene->dscene, scene, session->progress, shader_type, bake_pass_filter, bake_data, result);
- }
-
- /* free all memory used (host and device), so we wouldn't leave render
- * engine with extra memory allocated
- */
-
- session->device_free();
-
- delete sync;
- sync = NULL;
+ b_depsgraph = b_depsgraph_;
+
+ ShaderEvalType shader_type = get_shader_type(pass_type);
+
+ /* Set baking flag in advance, so kernel loading can check if we need
+ * any baking capabilities.
+ */
+ scene->bake_manager->set_baking(true);
+
+ /* ensure kernels are loaded before we do any scene updates */
+ session->load_kernels();
+
+ if (shader_type == SHADER_EVAL_UV) {
+ /* force UV to be available */
+ Pass::add(PASS_UV, scene->film->passes);
+ }
+
+ int bake_pass_filter = bake_pass_filter_get(pass_filter);
+ bake_pass_filter = BakeManager::shader_type_to_pass_filter(shader_type, bake_pass_filter);
+
+ /* force use_light_pass to be true if we bake more than just colors */
+ if (bake_pass_filter & ~BAKE_FILTER_COLOR) {
+ Pass::add(PASS_LIGHT, scene->film->passes);
+ }
+
+ /* create device and update scene */
+ scene->film->tag_update(scene);
+ scene->integrator->tag_update(scene);
+
+ if (!session->progress.get_cancel()) {
+ /* update scene */
+ BL::Object b_camera_override(b_engine.camera_override());
+ sync->sync_camera(b_render, b_camera_override, width, height, "");
+ sync->sync_data(
+ b_render, b_depsgraph, b_v3d, b_camera_override, width, height, &python_thread_state);
+ builtin_images_load();
+ }
+
+ BakeData *bake_data = NULL;
+
+ if (!session->progress.get_cancel()) {
+ /* get buffer parameters */
+ SessionParams session_params = BlenderSync::get_session_params(
+ b_engine, b_userpref, b_scene, background);
+ BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_render, b_v3d, b_rv3d, scene->camera, width, height);
+
+ scene->bake_manager->set_shader_limit((size_t)b_engine.tile_x(), (size_t)b_engine.tile_y());
+
+ /* set number of samples */
+ session->tile_manager.set_samples(session_params.samples);
+ session->reset(buffer_params, session_params.samples);
+ session->update_scene();
+
+ /* find object index. todo: is arbitrary - copied from mesh_displace.cpp */
+ size_t object_index = OBJECT_NONE;
+ int tri_offset = 0;
+
+ for (size_t i = 0; i < scene->objects.size(); i++) {
+ if (strcmp(scene->objects[i]->name.c_str(), b_object.name().c_str()) == 0) {
+ object_index = i;
+ tri_offset = scene->objects[i]->mesh->tri_offset;
+ break;
+ }
+ }
+
+ /* Object might have been disabled for rendering or excluded in some
+ * other way, in that case Blender will report a warning afterwards. */
+ if (object_index != OBJECT_NONE) {
+ int object = object_index;
+
+ bake_data = scene->bake_manager->init(object, tri_offset, num_pixels);
+ populate_bake_data(bake_data, object_id, pixel_array, num_pixels);
+ }
+
+ /* set number of samples */
+ session->tile_manager.set_samples(session_params.samples);
+ session->reset(buffer_params, session_params.samples);
+ session->update_scene();
+
+ session->progress.set_update_callback(
+ function_bind(&BlenderSession::update_bake_progress, this));
+ }
+
+ /* Perform bake. Check cancel to avoid crash with incomplete scene data. */
+ if (!session->progress.get_cancel() && bake_data) {
+ scene->bake_manager->bake(scene->device,
+ &scene->dscene,
+ scene,
+ session->progress,
+ shader_type,
+ bake_pass_filter,
+ bake_data,
+ result);
+ }
+
+ /* free all memory used (host and device), so we wouldn't leave render
+ * engine with extra memory allocated
+ */
+
+ session->device_free();
+
+ delete sync;
+ sync = NULL;
}
-void BlenderSession::do_write_update_render_result(BL::RenderResult& b_rr,
- BL::RenderLayer& b_rlay,
- RenderTile& rtile,
+void BlenderSession::do_write_update_render_result(BL::RenderResult &b_rr,
+ BL::RenderLayer &b_rlay,
+ RenderTile &rtile,
bool do_update_only)
{
- RenderBuffers *buffers = rtile.buffers;
-
- /* copy data from device */
- if(!buffers->copy_from_device())
- return;
-
- float exposure = scene->film->exposure;
-
- vector<float> pixels(rtile.w*rtile.h*4);
-
- /* Adjust absolute sample number to the range. */
- int sample = rtile.sample;
- const int range_start_sample = session->tile_manager.range_start_sample;
- if(range_start_sample != -1) {
- sample -= range_start_sample;
- }
-
- if(!do_update_only) {
- /* copy each pass */
- BL::RenderLayer::passes_iterator b_iter;
-
- for(b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
- BL::RenderPass b_pass(*b_iter);
-
- /* find matching pass type */
- PassType pass_type = BlenderSync::get_pass_type(b_pass);
- int components = b_pass.channels();
-
- bool read = false;
- if(pass_type != PASS_NONE) {
- /* copy pixels */
- read = buffers->get_pass_rect(pass_type, exposure, sample, components, &pixels[0], b_pass.name());
- }
- else {
- int denoising_offset = BlenderSync::get_denoising_pass(b_pass);
- if(denoising_offset >= 0) {
- read = buffers->get_denoising_pass_rect(denoising_offset, exposure, sample, components, &pixels[0]);
- }
- }
-
- if(!read) {
- memset(&pixels[0], 0, pixels.size()*sizeof(float));
- }
-
- b_pass.rect(&pixels[0]);
- }
- }
- else {
- /* copy combined pass */
- BL::RenderPass b_combined_pass(b_rlay.passes.find_by_name("Combined", b_rview_name.c_str()));
- if(buffers->get_pass_rect(PASS_COMBINED, exposure, sample, 4, &pixels[0], "Combined"))
- b_combined_pass.rect(&pixels[0]);
- }
-
- /* tag result as updated */
- b_engine.update_result(b_rr);
+ RenderBuffers *buffers = rtile.buffers;
+
+ /* copy data from device */
+ if (!buffers->copy_from_device())
+ return;
+
+ float exposure = scene->film->exposure;
+
+ vector<float> pixels(rtile.w * rtile.h * 4);
+
+ /* Adjust absolute sample number to the range. */
+ int sample = rtile.sample;
+ const int range_start_sample = session->tile_manager.range_start_sample;
+ if (range_start_sample != -1) {
+ sample -= range_start_sample;
+ }
+
+ if (!do_update_only) {
+ /* copy each pass */
+ BL::RenderLayer::passes_iterator b_iter;
+
+ for (b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) {
+ BL::RenderPass b_pass(*b_iter);
+
+ /* find matching pass type */
+ PassType pass_type = BlenderSync::get_pass_type(b_pass);
+ int components = b_pass.channels();
+
+ bool read = false;
+ if (pass_type != PASS_NONE) {
+ /* copy pixels */
+ read = buffers->get_pass_rect(
+ pass_type, exposure, sample, components, &pixels[0], b_pass.name());
+ }
+ else {
+ int denoising_offset = BlenderSync::get_denoising_pass(b_pass);
+ if (denoising_offset >= 0) {
+ read = buffers->get_denoising_pass_rect(
+ denoising_offset, exposure, sample, components, &pixels[0]);
+ }
+ }
+
+ if (!read) {
+ memset(&pixels[0], 0, pixels.size() * sizeof(float));
+ }
+
+ b_pass.rect(&pixels[0]);
+ }
+ }
+ else {
+ /* copy combined pass */
+ BL::RenderPass b_combined_pass(b_rlay.passes.find_by_name("Combined", b_rview_name.c_str()));
+ if (buffers->get_pass_rect(PASS_COMBINED, exposure, sample, 4, &pixels[0], "Combined"))
+ b_combined_pass.rect(&pixels[0]);
+ }
+
+ /* tag result as updated */
+ b_engine.update_result(b_rr);
}
-void BlenderSession::write_render_result(BL::RenderResult& b_rr,
- BL::RenderLayer& b_rlay,
- RenderTile& rtile)
+void BlenderSession::write_render_result(BL::RenderResult &b_rr,
+ BL::RenderLayer &b_rlay,
+ RenderTile &rtile)
{
- do_write_update_render_result(b_rr, b_rlay, rtile, false);
+ do_write_update_render_result(b_rr, b_rlay, rtile, false);
}
-void BlenderSession::update_render_result(BL::RenderResult& b_rr,
- BL::RenderLayer& b_rlay,
- RenderTile& rtile)
+void BlenderSession::update_render_result(BL::RenderResult &b_rr,
+ BL::RenderLayer &b_rlay,
+ RenderTile &rtile)
{
- do_write_update_render_result(b_rr, b_rlay, rtile, true);
+ do_write_update_render_result(b_rr, b_rlay, rtile, true);
}
-void BlenderSession::synchronize(BL::Depsgraph& b_depsgraph_)
+void BlenderSession::synchronize(BL::Depsgraph &b_depsgraph_)
{
- /* only used for viewport render */
- if(!b_v3d)
- return;
-
- /* on session/scene parameter changes, we recreate session entirely */
- SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
- SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
- bool session_pause = BlenderSync::get_session_pause(b_scene, background);
-
- if(session->params.modified(session_params) ||
- scene->params.modified(scene_params))
- {
- free_session();
- create_session();
- return;
- }
-
- /* increase samples, but never decrease */
- session->set_samples(session_params.samples);
- session->set_pause(session_pause);
-
- /* copy recalc flags, outside of mutex so we can decide to do the real
- * synchronization at a later time to not block on running updates */
- sync->sync_recalc(b_depsgraph_);
-
- /* don't do synchronization if on pause */
- if(session_pause) {
- tag_update();
- return;
- }
-
- /* try to acquire mutex. if we don't want to or can't, come back later */
- if(!session->ready_to_reset() || !session->scene->mutex.try_lock()) {
- tag_update();
- return;
- }
-
- /* data and camera synchronize */
- b_depsgraph = b_depsgraph_;
-
- BL::Object b_camera_override(b_engine.camera_override());
- sync->sync_data(b_render,
- b_depsgraph,
- b_v3d,
- b_camera_override,
- width, height,
- &python_thread_state);
-
- if(b_rv3d)
- sync->sync_view(b_v3d, b_rv3d, width, height);
- else
- sync->sync_camera(b_render, b_camera_override, width, height, "");
-
- builtin_images_load();
-
- /* unlock */
- session->scene->mutex.unlock();
-
- /* reset if needed */
- if(scene->need_reset()) {
- BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
- session->reset(buffer_params, session_params.samples);
-
- /* reset time */
- start_resize_time = 0.0;
- }
-
- /* Start rendering thread, if it's not running already. Do this
- * after all scene data has been synced at least once. */
- session->start();
+ /* only used for viewport render */
+ if (!b_v3d)
+ return;
+
+ /* on session/scene parameter changes, we recreate session entirely */
+ SessionParams session_params = BlenderSync::get_session_params(
+ b_engine, b_userpref, b_scene, background);
+ SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
+ bool session_pause = BlenderSync::get_session_pause(b_scene, background);
+
+ if (session->params.modified(session_params) || scene->params.modified(scene_params)) {
+ free_session();
+ create_session();
+ return;
+ }
+
+ /* increase samples, but never decrease */
+ session->set_samples(session_params.samples);
+ session->set_pause(session_pause);
+
+ /* copy recalc flags, outside of mutex so we can decide to do the real
+ * synchronization at a later time to not block on running updates */
+ sync->sync_recalc(b_depsgraph_);
+
+ /* don't do synchronization if on pause */
+ if (session_pause) {
+ tag_update();
+ return;
+ }
+
+ /* try to acquire mutex. if we don't want to or can't, come back later */
+ if (!session->ready_to_reset() || !session->scene->mutex.try_lock()) {
+ tag_update();
+ return;
+ }
+
+ /* data and camera synchronize */
+ b_depsgraph = b_depsgraph_;
+
+ BL::Object b_camera_override(b_engine.camera_override());
+ sync->sync_data(
+ b_render, b_depsgraph, b_v3d, b_camera_override, width, height, &python_thread_state);
+
+ if (b_rv3d)
+ sync->sync_view(b_v3d, b_rv3d, width, height);
+ else
+ sync->sync_camera(b_render, b_camera_override, width, height, "");
+
+ builtin_images_load();
+
+ /* unlock */
+ session->scene->mutex.unlock();
+
+ /* reset if needed */
+ if (scene->need_reset()) {
+ BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_render, b_v3d, b_rv3d, scene->camera, width, height);
+ session->reset(buffer_params, session_params.samples);
+
+ /* reset time */
+ start_resize_time = 0.0;
+ }
+
+ /* Start rendering thread, if it's not running already. Do this
+ * after all scene data has been synced at least once. */
+ session->start();
}
bool BlenderSession::draw(int w, int h)
{
- /* pause in redraw in case update is not being called due to final render */
- session->set_pause(BlenderSync::get_session_pause(b_scene, background));
-
- /* before drawing, we verify camera and viewport size changes, because
- * we do not get update callbacks for those, we must detect them here */
- if(session->ready_to_reset()) {
- bool reset = false;
-
- /* if dimensions changed, reset */
- if(width != w || height != h) {
- if(start_resize_time == 0.0) {
- /* don't react immediately to resizes to avoid flickery resizing
- * of the viewport, and some window managers changing the window
- * size temporarily on unminimize */
- start_resize_time = time_dt();
- tag_redraw();
- }
- else if(time_dt() - start_resize_time < 0.2) {
- tag_redraw();
- }
- else {
- width = w;
- height = h;
- reset = true;
- }
- }
-
- /* try to acquire mutex. if we can't, come back later */
- if(!session->scene->mutex.try_lock()) {
- tag_update();
- }
- else {
- /* update camera from 3d view */
-
- sync->sync_view(b_v3d, b_rv3d, width, height);
-
- if(scene->camera->need_update)
- reset = true;
-
- session->scene->mutex.unlock();
- }
-
- /* reset if requested */
- if(reset) {
- SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
- BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
- bool session_pause = BlenderSync::get_session_pause(b_scene, background);
-
- if(session_pause == false) {
- session->reset(buffer_params, session_params.samples);
- start_resize_time = 0.0;
- }
- }
- }
- else {
- tag_update();
- }
-
- /* update status and progress for 3d view draw */
- update_status_progress();
-
- /* draw */
- BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);
- DeviceDrawParams draw_params;
-
- if(session->params.display_buffer_linear) {
- draw_params.bind_display_space_shader_cb = function_bind(&BL::RenderEngine::bind_display_space_shader, &b_engine, b_scene);
- draw_params.unbind_display_space_shader_cb = function_bind(&BL::RenderEngine::unbind_display_space_shader, &b_engine);
- }
-
- return !session->draw(buffer_params, draw_params);
+ /* pause in redraw in case update is not being called due to final render */
+ session->set_pause(BlenderSync::get_session_pause(b_scene, background));
+
+ /* before drawing, we verify camera and viewport size changes, because
+ * we do not get update callbacks for those, we must detect them here */
+ if (session->ready_to_reset()) {
+ bool reset = false;
+
+ /* if dimensions changed, reset */
+ if (width != w || height != h) {
+ if (start_resize_time == 0.0) {
+ /* don't react immediately to resizes to avoid flickery resizing
+ * of the viewport, and some window managers changing the window
+ * size temporarily on unminimize */
+ start_resize_time = time_dt();
+ tag_redraw();
+ }
+ else if (time_dt() - start_resize_time < 0.2) {
+ tag_redraw();
+ }
+ else {
+ width = w;
+ height = h;
+ reset = true;
+ }
+ }
+
+ /* try to acquire mutex. if we can't, come back later */
+ if (!session->scene->mutex.try_lock()) {
+ tag_update();
+ }
+ else {
+ /* update camera from 3d view */
+
+ sync->sync_view(b_v3d, b_rv3d, width, height);
+
+ if (scene->camera->need_update)
+ reset = true;
+
+ session->scene->mutex.unlock();
+ }
+
+ /* reset if requested */
+ if (reset) {
+ SessionParams session_params = BlenderSync::get_session_params(
+ b_engine, b_userpref, b_scene, background);
+ BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_render, b_v3d, b_rv3d, scene->camera, width, height);
+ bool session_pause = BlenderSync::get_session_pause(b_scene, background);
+
+ if (session_pause == false) {
+ session->reset(buffer_params, session_params.samples);
+ start_resize_time = 0.0;
+ }
+ }
+ }
+ else {
+ tag_update();
+ }
+
+ /* update status and progress for 3d view draw */
+ update_status_progress();
+
+ /* draw */
+ BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_render, b_v3d, b_rv3d, scene->camera, width, height);
+ DeviceDrawParams draw_params;
+
+ if (session->params.display_buffer_linear) {
+ draw_params.bind_display_space_shader_cb = function_bind(
+ &BL::RenderEngine::bind_display_space_shader, &b_engine, b_scene);
+ draw_params.unbind_display_space_shader_cb = function_bind(
+ &BL::RenderEngine::unbind_display_space_shader, &b_engine);
+ }
+
+ return !session->draw(buffer_params, draw_params);
}
-void BlenderSession::get_status(string& status, string& substatus)
+void BlenderSession::get_status(string &status, string &substatus)
{
- session->progress.get_status(status, substatus);
+ session->progress.get_status(status, substatus);
}
-void BlenderSession::get_kernel_status(string& kernel_status)
+void BlenderSession::get_kernel_status(string &kernel_status)
{
- session->progress.get_kernel_status(kernel_status);
+ session->progress.get_kernel_status(kernel_status);
}
-void BlenderSession::get_progress(float& progress, double& total_time, double& render_time)
+void BlenderSession::get_progress(float &progress, double &total_time, double &render_time)
{
- session->progress.get_time(total_time, render_time);
- progress = session->progress.get_progress();
+ session->progress.get_time(total_time, render_time);
+ progress = session->progress.get_progress();
}
void BlenderSession::update_bake_progress()
{
- float progress = session->progress.get_progress();
+ float progress = session->progress.get_progress();
- if(progress != last_progress) {
- b_engine.update_progress(progress);
- last_progress = progress;
- }
+ if (progress != last_progress) {
+ b_engine.update_progress(progress);
+ last_progress = progress;
+ }
}
void BlenderSession::update_status_progress()
{
- string timestatus, status, substatus, kernel_status;
- string scene_status = "";
- float progress;
- double total_time, remaining_time = 0, render_time;
- float mem_used = (float)session->stats.mem_used / 1024.0f / 1024.0f;
- float mem_peak = (float)session->stats.mem_peak / 1024.0f / 1024.0f;
-
- get_status(status, substatus);
- get_kernel_status(kernel_status);
- get_progress(progress, total_time, render_time);
-
- if(progress > 0)
- remaining_time = (1.0 - (double)progress) * (render_time / (double)progress);
-
- if(background) {
- scene_status += " | " + scene->name;
- if(b_rlay_name != "")
- scene_status += ", " + b_rlay_name;
-
- if(b_rview_name != "")
- scene_status += ", " + b_rview_name;
-
- if(remaining_time > 0) {
- timestatus += "Remaining:" + time_human_readable_from_seconds(remaining_time) + " | ";
- }
-
- timestatus += string_printf("Mem:%.2fM, Peak:%.2fM", (double)mem_used, (double)mem_peak);
-
- if(status.size() > 0)
- status = " | " + status;
- if(substatus.size() > 0)
- status += " | " + substatus;
- if(kernel_status.size() > 0)
- status += " | " + kernel_status;
- }
-
- double current_time = time_dt();
- /* When rendering in a window, redraw the status at least once per second to keep the elapsed and remaining time up-to-date.
- * For headless rendering, only report when something significant changes to keep the console output readable. */
- if(status != last_status || (!headless && (current_time - last_status_time) > 1.0)) {
- b_engine.update_stats("", (timestatus + scene_status + status).c_str());
- b_engine.update_memory_stats(mem_used, mem_peak);
- last_status = status;
- last_status_time = current_time;
- }
- if(progress != last_progress) {
- b_engine.update_progress(progress);
- last_progress = progress;
- }
-
- if(session->progress.get_error()) {
- string error = session->progress.get_error_message();
- if(error != last_error) {
- /* TODO(sergey): Currently C++ RNA API doesn't let us to
- * use mnemonic name for the variable. Would be nice to
- * have this figured out.
- *
- * For until then, 1 << 5 means RPT_ERROR.
- */
- b_engine.report(1 << 5, error.c_str());
- b_engine.error_set(error.c_str());
- last_error = error;
- }
- }
+ string timestatus, status, substatus, kernel_status;
+ string scene_status = "";
+ float progress;
+ double total_time, remaining_time = 0, render_time;
+ float mem_used = (float)session->stats.mem_used / 1024.0f / 1024.0f;
+ float mem_peak = (float)session->stats.mem_peak / 1024.0f / 1024.0f;
+
+ get_status(status, substatus);
+ get_kernel_status(kernel_status);
+ get_progress(progress, total_time, render_time);
+
+ if (progress > 0)
+ remaining_time = (1.0 - (double)progress) * (render_time / (double)progress);
+
+ if (background) {
+ scene_status += " | " + scene->name;
+ if (b_rlay_name != "")
+ scene_status += ", " + b_rlay_name;
+
+ if (b_rview_name != "")
+ scene_status += ", " + b_rview_name;
+
+ if (remaining_time > 0) {
+ timestatus += "Remaining:" + time_human_readable_from_seconds(remaining_time) + " | ";
+ }
+
+ timestatus += string_printf("Mem:%.2fM, Peak:%.2fM", (double)mem_used, (double)mem_peak);
+
+ if (status.size() > 0)
+ status = " | " + status;
+ if (substatus.size() > 0)
+ status += " | " + substatus;
+ if (kernel_status.size() > 0)
+ status += " | " + kernel_status;
+ }
+
+ double current_time = time_dt();
+ /* When rendering in a window, redraw the status at least once per second to keep the elapsed and remaining time up-to-date.
+ * For headless rendering, only report when something significant changes to keep the console output readable. */
+ if (status != last_status || (!headless && (current_time - last_status_time) > 1.0)) {
+ b_engine.update_stats("", (timestatus + scene_status + status).c_str());
+ b_engine.update_memory_stats(mem_used, mem_peak);
+ last_status = status;
+ last_status_time = current_time;
+ }
+ if (progress != last_progress) {
+ b_engine.update_progress(progress);
+ last_progress = progress;
+ }
+
+ if (session->progress.get_error()) {
+ string error = session->progress.get_error_message();
+ if (error != last_error) {
+ /* TODO(sergey): Currently C++ RNA API doesn't let us to
+ * use mnemonic name for the variable. Would be nice to
+ * have this figured out.
+ *
+ * For until then, 1 << 5 means RPT_ERROR.
+ */
+ b_engine.report(1 << 5, error.c_str());
+ b_engine.error_set(error.c_str());
+ last_error = error;
+ }
+ }
}
void BlenderSession::tag_update()
{
- /* tell blender that we want to get another update callback */
- b_engine.tag_update();
+ /* tell blender that we want to get another update callback */
+ b_engine.tag_update();
}
void BlenderSession::tag_redraw()
{
- if(background) {
- /* update stats and progress, only for background here because
- * in 3d view we do it in draw for thread safety reasons */
- update_status_progress();
-
- /* offline render, redraw if timeout passed */
- if(time_dt() - last_redraw_time > 1.0) {
- b_engine.tag_redraw();
- last_redraw_time = time_dt();
- }
- }
- else {
- /* tell blender that we want to redraw */
- b_engine.tag_redraw();
- }
+ if (background) {
+ /* update stats and progress, only for background here because
+ * in 3d view we do it in draw for thread safety reasons */
+ update_status_progress();
+
+ /* offline render, redraw if timeout passed */
+ if (time_dt() - last_redraw_time > 1.0) {
+ b_engine.tag_redraw();
+ last_redraw_time = time_dt();
+ }
+ }
+ else {
+ /* tell blender that we want to redraw */
+ b_engine.tag_redraw();
+ }
}
void BlenderSession::test_cancel()
{
- /* test if we need to cancel rendering */
- if(background)
- if(b_engine.test_break())
- session->progress.set_cancel("Cancelled");
+ /* test if we need to cancel rendering */
+ if (background)
+ if (b_engine.test_break())
+ session->progress.set_cancel("Cancelled");
}
/* builtin image file name is actually an image datablock name with
@@ -1107,89 +1126,88 @@ void BlenderSession::test_cancel()
*/
int BlenderSession::builtin_image_frame(const string &builtin_name)
{
- int last = builtin_name.find_last_of('@');
- return atoi(builtin_name.substr(last + 1, builtin_name.size() - last - 1).c_str());
+ int last = builtin_name.find_last_of('@');
+ return atoi(builtin_name.substr(last + 1, builtin_name.size() - last - 1).c_str());
}
void BlenderSession::builtin_image_info(const string &builtin_name,
void *builtin_data,
- ImageMetaData& metadata)
+ ImageMetaData &metadata)
{
- /* empty image */
- metadata.width = 1;
- metadata.height = 1;
-
- if(!builtin_data)
- return;
-
- /* recover ID pointer */
- PointerRNA ptr;
- RNA_id_pointer_create((ID*)builtin_data, &ptr);
- BL::ID b_id(ptr);
-
- if(b_id.is_a(&RNA_Image)) {
- /* image data */
- BL::Image b_image(b_id);
-
- metadata.builtin_free_cache = !b_image.has_data();
- metadata.is_float = b_image.is_float();
- metadata.width = b_image.size()[0];
- metadata.height = b_image.size()[1];
- metadata.depth = 1;
- metadata.channels = b_image.channels();
- }
- else if(b_id.is_a(&RNA_Object)) {
- /* smoke volume data */
- BL::Object b_ob(b_id);
- BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
-
- metadata.is_float = true;
- metadata.depth = 1;
- metadata.channels = 1;
-
- if(!b_domain)
- return;
-
- if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_DENSITY) ||
- builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_FLAME) ||
- builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT) ||
- builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_TEMPERATURE))
- metadata.channels = 1;
- else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_COLOR))
- metadata.channels = 4;
- else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY))
- metadata.channels = 3;
- else
- return;
-
- int3 resolution = get_int3(b_domain.domain_resolution());
- int amplify = (b_domain.use_high_resolution())? b_domain.amplify() + 1: 1;
-
- /* Velocity and heat data is always low-resolution. */
- if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY) ||
- builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT))
- {
- amplify = 1;
- }
-
- metadata.width = resolution.x * amplify;
- metadata.height = resolution.y * amplify;
- metadata.depth = resolution.z * amplify;
- }
- else {
- /* TODO(sergey): Check we're indeed in shader node tree. */
- PointerRNA ptr;
- RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
- BL::Node b_node(ptr);
- if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
- BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
- metadata.channels = 4;
- metadata.width = b_point_density_node.resolution();
- metadata.height = metadata.width;
- metadata.depth = metadata.width;
- metadata.is_float = true;
- }
- }
+ /* empty image */
+ metadata.width = 1;
+ metadata.height = 1;
+
+ if (!builtin_data)
+ return;
+
+ /* recover ID pointer */
+ PointerRNA ptr;
+ RNA_id_pointer_create((ID *)builtin_data, &ptr);
+ BL::ID b_id(ptr);
+
+ if (b_id.is_a(&RNA_Image)) {
+ /* image data */
+ BL::Image b_image(b_id);
+
+ metadata.builtin_free_cache = !b_image.has_data();
+ metadata.is_float = b_image.is_float();
+ metadata.width = b_image.size()[0];
+ metadata.height = b_image.size()[1];
+ metadata.depth = 1;
+ metadata.channels = b_image.channels();
+ }
+ else if (b_id.is_a(&RNA_Object)) {
+ /* smoke volume data */
+ BL::Object b_ob(b_id);
+ BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
+
+ metadata.is_float = true;
+ metadata.depth = 1;
+ metadata.channels = 1;
+
+ if (!b_domain)
+ return;
+
+ if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_DENSITY) ||
+ builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_FLAME) ||
+ builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT) ||
+ builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_TEMPERATURE))
+ metadata.channels = 1;
+ else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_COLOR))
+ metadata.channels = 4;
+ else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY))
+ metadata.channels = 3;
+ else
+ return;
+
+ int3 resolution = get_int3(b_domain.domain_resolution());
+ int amplify = (b_domain.use_high_resolution()) ? b_domain.amplify() + 1 : 1;
+
+ /* Velocity and heat data is always low-resolution. */
+ if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY) ||
+ builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT)) {
+ amplify = 1;
+ }
+
+ metadata.width = resolution.x * amplify;
+ metadata.height = resolution.y * amplify;
+ metadata.depth = resolution.z * amplify;
+ }
+ else {
+ /* TODO(sergey): Check we're indeed in shader node tree. */
+ PointerRNA ptr;
+ RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
+ BL::Node b_node(ptr);
+ if (b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
+ BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
+ metadata.channels = 4;
+ metadata.width = b_point_density_node.resolution();
+ metadata.height = metadata.width;
+ metadata.depth = metadata.width;
+ metadata.is_float = true;
+ }
+ }
}
bool BlenderSession::builtin_image_pixels(const string &builtin_name,
@@ -1198,61 +1216,61 @@ bool BlenderSession::builtin_image_pixels(const string &builtin_name,
const size_t pixels_size,
const bool free_cache)
{
- if(!builtin_data) {
- return false;
- }
-
- const int frame = builtin_image_frame(builtin_name);
-
- PointerRNA ptr;
- RNA_id_pointer_create((ID*)builtin_data, &ptr);
- BL::Image b_image(ptr);
-
- const int width = b_image.size()[0];
- const int height = b_image.size()[1];
- const int channels = b_image.channels();
-
- unsigned char *image_pixels = image_get_pixels_for_frame(b_image, frame);
- const size_t num_pixels = ((size_t)width) * height;
-
- if(image_pixels && num_pixels * channels == pixels_size) {
- memcpy(pixels, image_pixels, pixels_size * sizeof(unsigned char));
- }
- else {
- if(channels == 1) {
- memset(pixels, 0, pixels_size * sizeof(unsigned char));
- }
- else {
- const size_t num_pixels_safe = pixels_size / channels;
- unsigned char *cp = pixels;
- for(size_t i = 0; i < num_pixels_safe; i++, cp += channels) {
- cp[0] = 255;
- cp[1] = 0;
- cp[2] = 255;
- if(channels == 4) {
- cp[3] = 255;
- }
- }
- }
- }
-
- if(image_pixels) {
- MEM_freeN(image_pixels);
- }
-
- /* Free image buffers to save memory during render. */
- if(free_cache) {
- b_image.buffers_free();
- }
-
- /* Premultiply, byte images are always straight for Blender. */
- unsigned char *cp = pixels;
- for(size_t i = 0; i < num_pixels; i++, cp += channels) {
- cp[0] = (cp[0] * cp[3]) >> 8;
- cp[1] = (cp[1] * cp[3]) >> 8;
- cp[2] = (cp[2] * cp[3]) >> 8;
- }
- return true;
+ if (!builtin_data) {
+ return false;
+ }
+
+ const int frame = builtin_image_frame(builtin_name);
+
+ PointerRNA ptr;
+ RNA_id_pointer_create((ID *)builtin_data, &ptr);
+ BL::Image b_image(ptr);
+
+ const int width = b_image.size()[0];
+ const int height = b_image.size()[1];
+ const int channels = b_image.channels();
+
+ unsigned char *image_pixels = image_get_pixels_for_frame(b_image, frame);
+ const size_t num_pixels = ((size_t)width) * height;
+
+ if (image_pixels && num_pixels * channels == pixels_size) {
+ memcpy(pixels, image_pixels, pixels_size * sizeof(unsigned char));
+ }
+ else {
+ if (channels == 1) {
+ memset(pixels, 0, pixels_size * sizeof(unsigned char));
+ }
+ else {
+ const size_t num_pixels_safe = pixels_size / channels;
+ unsigned char *cp = pixels;
+ for (size_t i = 0; i < num_pixels_safe; i++, cp += channels) {
+ cp[0] = 255;
+ cp[1] = 0;
+ cp[2] = 255;
+ if (channels == 4) {
+ cp[3] = 255;
+ }
+ }
+ }
+ }
+
+ if (image_pixels) {
+ MEM_freeN(image_pixels);
+ }
+
+ /* Free image buffers to save memory during render. */
+ if (free_cache) {
+ b_image.buffers_free();
+ }
+
+ /* Premultiply, byte images are always straight for Blender. */
+ unsigned char *cp = pixels;
+ for (size_t i = 0; i < num_pixels; i++, cp += channels) {
+ cp[0] = (cp[0] * cp[3]) >> 8;
+ cp[1] = (cp[1] * cp[3]) >> 8;
+ cp[2] = (cp[2] * cp[3]) >> 8;
+ }
+ return true;
}
bool BlenderSession::builtin_image_float_pixels(const string &builtin_name,
@@ -1261,225 +1279,225 @@ bool BlenderSession::builtin_image_float_pixels(const string &builtin_name,
const size_t pixels_size,
const bool free_cache)
{
- if(!builtin_data) {
- return false;
- }
-
- PointerRNA ptr;
- RNA_id_pointer_create((ID*)builtin_data, &ptr);
- BL::ID b_id(ptr);
-
- if(b_id.is_a(&RNA_Image)) {
- /* image data */
- BL::Image b_image(b_id);
- int frame = builtin_image_frame(builtin_name);
-
- const int width = b_image.size()[0];
- const int height = b_image.size()[1];
- const int channels = b_image.channels();
-
- float *image_pixels;
- image_pixels = image_get_float_pixels_for_frame(b_image, frame);
- const size_t num_pixels = ((size_t)width) * height;
-
- if(image_pixels && num_pixels * channels == pixels_size) {
- memcpy(pixels, image_pixels, pixels_size * sizeof(float));
- }
- else {
- if(channels == 1) {
- memset(pixels, 0, num_pixels * sizeof(float));
- }
- else {
- const size_t num_pixels_safe = pixels_size / channels;
- float *fp = pixels;
- for(int i = 0; i < num_pixels_safe; i++, fp += channels) {
- fp[0] = 1.0f;
- fp[1] = 0.0f;
- fp[2] = 1.0f;
- if(channels == 4) {
- fp[3] = 1.0f;
- }
- }
- }
- }
-
- if(image_pixels) {
- MEM_freeN(image_pixels);
- }
-
- /* Free image buffers to save memory during render. */
- if(free_cache) {
- b_image.buffers_free();
- }
-
- return true;
- }
- else if(b_id.is_a(&RNA_Object)) {
- /* smoke volume data */
- BL::Object b_ob(b_id);
- BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
-
- if(!b_domain) {
- return false;
- }
-
- int3 resolution = get_int3(b_domain.domain_resolution());
- int length, amplify = (b_domain.use_high_resolution())? b_domain.amplify() + 1: 1;
-
- /* Velocity and heat data is always low-resolution. */
- if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY) ||
- builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT))
- {
- amplify = 1;
- }
-
- const int width = resolution.x * amplify;
- const int height = resolution.y * amplify;
- const int depth = resolution.z * amplify;
- const size_t num_pixels = ((size_t)width) * height * depth;
-
- if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_DENSITY)) {
- SmokeDomainSettings_density_grid_get_length(&b_domain.ptr, &length);
- if(length == num_pixels) {
- SmokeDomainSettings_density_grid_get(&b_domain.ptr, pixels);
- return true;
- }
- }
- else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_FLAME)) {
- /* this is in range 0..1, and interpreted by the OpenGL smoke viewer
- * as 1500..3000 K with the first part faded to zero density */
- SmokeDomainSettings_flame_grid_get_length(&b_domain.ptr, &length);
- if(length == num_pixels) {
- SmokeDomainSettings_flame_grid_get(&b_domain.ptr, pixels);
- return true;
- }
- }
- else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_COLOR)) {
- /* the RGB is "premultiplied" by density for better interpolation results */
- SmokeDomainSettings_color_grid_get_length(&b_domain.ptr, &length);
- if(length == num_pixels*4) {
- SmokeDomainSettings_color_grid_get(&b_domain.ptr, pixels);
- return true;
- }
- }
- else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY)) {
- SmokeDomainSettings_velocity_grid_get_length(&b_domain.ptr, &length);
- if(length == num_pixels*3) {
- SmokeDomainSettings_velocity_grid_get(&b_domain.ptr, pixels);
- return true;
- }
- }
- else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT)) {
- SmokeDomainSettings_heat_grid_get_length(&b_domain.ptr, &length);
- if(length == num_pixels) {
- SmokeDomainSettings_heat_grid_get(&b_domain.ptr, pixels);
- return true;
- }
- }
- else if(builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_TEMPERATURE)) {
- SmokeDomainSettings_temperature_grid_get_length(&b_domain.ptr, &length);
- if(length == num_pixels) {
- SmokeDomainSettings_temperature_grid_get(&b_domain.ptr, pixels);
- return true;
- }
- }
- else {
- fprintf(stderr,
- "Cycles error: unknown volume attribute %s, skipping\n",
- builtin_name.c_str());
- pixels[0] = 0.0f;
- return false;
- }
-
- fprintf(stderr, "Cycles error: unexpected smoke volume resolution, skipping\n");
- }
- else {
- /* We originally were passing view_layer here but in reality we need a
- * a depsgraph to pass to the RE_point_density_minmax() function.
- */
- /* TODO(sergey): Check we're indeed in shader node tree. */
- PointerRNA ptr;
- RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
- BL::Node b_node(ptr);
- if(b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
- BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
- int length;
- b_point_density_node.calc_point_density(b_depsgraph, &length, &pixels);
- }
- }
-
- return false;
+ if (!builtin_data) {
+ return false;
+ }
+
+ PointerRNA ptr;
+ RNA_id_pointer_create((ID *)builtin_data, &ptr);
+ BL::ID b_id(ptr);
+
+ if (b_id.is_a(&RNA_Image)) {
+ /* image data */
+ BL::Image b_image(b_id);
+ int frame = builtin_image_frame(builtin_name);
+
+ const int width = b_image.size()[0];
+ const int height = b_image.size()[1];
+ const int channels = b_image.channels();
+
+ float *image_pixels;
+ image_pixels = image_get_float_pixels_for_frame(b_image, frame);
+ const size_t num_pixels = ((size_t)width) * height;
+
+ if (image_pixels && num_pixels * channels == pixels_size) {
+ memcpy(pixels, image_pixels, pixels_size * sizeof(float));
+ }
+ else {
+ if (channels == 1) {
+ memset(pixels, 0, num_pixels * sizeof(float));
+ }
+ else {
+ const size_t num_pixels_safe = pixels_size / channels;
+ float *fp = pixels;
+ for (int i = 0; i < num_pixels_safe; i++, fp += channels) {
+ fp[0] = 1.0f;
+ fp[1] = 0.0f;
+ fp[2] = 1.0f;
+ if (channels == 4) {
+ fp[3] = 1.0f;
+ }
+ }
+ }
+ }
+
+ if (image_pixels) {
+ MEM_freeN(image_pixels);
+ }
+
+ /* Free image buffers to save memory during render. */
+ if (free_cache) {
+ b_image.buffers_free();
+ }
+
+ return true;
+ }
+ else if (b_id.is_a(&RNA_Object)) {
+ /* smoke volume data */
+ BL::Object b_ob(b_id);
+ BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
+
+ if (!b_domain) {
+ return false;
+ }
+
+ int3 resolution = get_int3(b_domain.domain_resolution());
+ int length, amplify = (b_domain.use_high_resolution()) ? b_domain.amplify() + 1 : 1;
+
+ /* Velocity and heat data is always low-resolution. */
+ if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY) ||
+ builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT)) {
+ amplify = 1;
+ }
+
+ const int width = resolution.x * amplify;
+ const int height = resolution.y * amplify;
+ const int depth = resolution.z * amplify;
+ const size_t num_pixels = ((size_t)width) * height * depth;
+
+ if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_DENSITY)) {
+ SmokeDomainSettings_density_grid_get_length(&b_domain.ptr, &length);
+ if (length == num_pixels) {
+ SmokeDomainSettings_density_grid_get(&b_domain.ptr, pixels);
+ return true;
+ }
+ }
+ else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_FLAME)) {
+ /* this is in range 0..1, and interpreted by the OpenGL smoke viewer
+ * as 1500..3000 K with the first part faded to zero density */
+ SmokeDomainSettings_flame_grid_get_length(&b_domain.ptr, &length);
+ if (length == num_pixels) {
+ SmokeDomainSettings_flame_grid_get(&b_domain.ptr, pixels);
+ return true;
+ }
+ }
+ else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_COLOR)) {
+ /* the RGB is "premultiplied" by density for better interpolation results */
+ SmokeDomainSettings_color_grid_get_length(&b_domain.ptr, &length);
+ if (length == num_pixels * 4) {
+ SmokeDomainSettings_color_grid_get(&b_domain.ptr, pixels);
+ return true;
+ }
+ }
+ else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_VELOCITY)) {
+ SmokeDomainSettings_velocity_grid_get_length(&b_domain.ptr, &length);
+ if (length == num_pixels * 3) {
+ SmokeDomainSettings_velocity_grid_get(&b_domain.ptr, pixels);
+ return true;
+ }
+ }
+ else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_HEAT)) {
+ SmokeDomainSettings_heat_grid_get_length(&b_domain.ptr, &length);
+ if (length == num_pixels) {
+ SmokeDomainSettings_heat_grid_get(&b_domain.ptr, pixels);
+ return true;
+ }
+ }
+ else if (builtin_name == Attribute::standard_name(ATTR_STD_VOLUME_TEMPERATURE)) {
+ SmokeDomainSettings_temperature_grid_get_length(&b_domain.ptr, &length);
+ if (length == num_pixels) {
+ SmokeDomainSettings_temperature_grid_get(&b_domain.ptr, pixels);
+ return true;
+ }
+ }
+ else {
+ fprintf(
+ stderr, "Cycles error: unknown volume attribute %s, skipping\n", builtin_name.c_str());
+ pixels[0] = 0.0f;
+ return false;
+ }
+
+ fprintf(stderr, "Cycles error: unexpected smoke volume resolution, skipping\n");
+ }
+ else {
+ /* We originally were passing view_layer here but in reality we need a
+ * a depsgraph to pass to the RE_point_density_minmax() function.
+ */
+ /* TODO(sergey): Check we're indeed in shader node tree. */
+ PointerRNA ptr;
+ RNA_pointer_create(NULL, &RNA_Node, builtin_data, &ptr);
+ BL::Node b_node(ptr);
+ if (b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
+ BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
+ int length;
+ b_point_density_node.calc_point_density(b_depsgraph, &length, &pixels);
+ }
+ }
+
+ return false;
}
void BlenderSession::builtin_images_load()
{
- /* Force builtin images to be loaded along with Blender data sync. This
- * is needed because we may be reading from depsgraph evaluated data which
- * can be freed by Blender before Cycles reads it. */
- ImageManager *manager = session->scene->image_manager;
- Device *device = session->device;
- manager->device_load_builtin(device, session->scene, session->progress);
+ /* Force builtin images to be loaded along with Blender data sync. This
+ * is needed because we may be reading from depsgraph evaluated data which
+ * can be freed by Blender before Cycles reads it. */
+ ImageManager *manager = session->scene->image_manager;
+ Device *device = session->device;
+ manager->device_load_builtin(device, session->scene, session->progress);
}
void BlenderSession::update_resumable_tile_manager(int num_samples)
{
- const int num_resumable_chunks = BlenderSession::num_resumable_chunks,
- current_resumable_chunk = BlenderSession::current_resumable_chunk;
- if(num_resumable_chunks == 0) {
- return;
- }
-
- if (num_resumable_chunks > num_samples) {
- fprintf(stderr, "Cycles warning: more sample chunks (%d) than samples (%d), "
- "this will cause some samples to be included in multiple chunks.\n",
- num_resumable_chunks, num_samples);
- }
-
- const float num_samples_per_chunk = (float)num_samples / num_resumable_chunks;
-
- float range_start_sample, range_num_samples;
- if(current_resumable_chunk != 0) {
- /* Single chunk rendering. */
- range_start_sample = num_samples_per_chunk * (current_resumable_chunk - 1);
- range_num_samples = num_samples_per_chunk;
- }
- else {
- /* Ranged-chunks. */
- const int num_chunks = end_resumable_chunk - start_resumable_chunk + 1;
- range_start_sample = num_samples_per_chunk * (start_resumable_chunk - 1);
- range_num_samples = num_chunks * num_samples_per_chunk;
- }
-
- /* Round after doing the multiplications with num_chunks and num_samples_per_chunk
- * to allow for many small chunks. */
- int rounded_range_start_sample = (int)floor(range_start_sample + 0.5f);
- int rounded_range_num_samples = max((int)floor(range_num_samples + 0.5f), 1);
-
- /* Make sure we don't overshoot. */
- if(rounded_range_start_sample + rounded_range_num_samples > num_samples) {
- rounded_range_num_samples = num_samples - rounded_range_num_samples;
- }
-
- VLOG(1) << "Samples range start is " << range_start_sample << ", "
- << "number of samples to render is " << range_num_samples;
-
- scene->integrator->start_sample = rounded_range_start_sample;
- scene->integrator->tag_update(scene);
-
- session->tile_manager.range_start_sample = rounded_range_start_sample;
- session->tile_manager.range_num_samples = rounded_range_num_samples;
+ const int num_resumable_chunks = BlenderSession::num_resumable_chunks,
+ current_resumable_chunk = BlenderSession::current_resumable_chunk;
+ if (num_resumable_chunks == 0) {
+ return;
+ }
+
+ if (num_resumable_chunks > num_samples) {
+ fprintf(stderr,
+ "Cycles warning: more sample chunks (%d) than samples (%d), "
+ "this will cause some samples to be included in multiple chunks.\n",
+ num_resumable_chunks,
+ num_samples);
+ }
+
+ const float num_samples_per_chunk = (float)num_samples / num_resumable_chunks;
+
+ float range_start_sample, range_num_samples;
+ if (current_resumable_chunk != 0) {
+ /* Single chunk rendering. */
+ range_start_sample = num_samples_per_chunk * (current_resumable_chunk - 1);
+ range_num_samples = num_samples_per_chunk;
+ }
+ else {
+ /* Ranged-chunks. */
+ const int num_chunks = end_resumable_chunk - start_resumable_chunk + 1;
+ range_start_sample = num_samples_per_chunk * (start_resumable_chunk - 1);
+ range_num_samples = num_chunks * num_samples_per_chunk;
+ }
+
+ /* Round after doing the multiplications with num_chunks and num_samples_per_chunk
+ * to allow for many small chunks. */
+ int rounded_range_start_sample = (int)floor(range_start_sample + 0.5f);
+ int rounded_range_num_samples = max((int)floor(range_num_samples + 0.5f), 1);
+
+ /* Make sure we don't overshoot. */
+ if (rounded_range_start_sample + rounded_range_num_samples > num_samples) {
+ rounded_range_num_samples = num_samples - rounded_range_num_samples;
+ }
+
+ VLOG(1) << "Samples range start is " << range_start_sample << ", "
+ << "number of samples to render is " << range_num_samples;
+
+ scene->integrator->start_sample = rounded_range_start_sample;
+ scene->integrator->tag_update(scene);
+
+ session->tile_manager.range_start_sample = rounded_range_start_sample;
+ session->tile_manager.range_num_samples = rounded_range_num_samples;
}
void BlenderSession::free_blender_memory_if_possible()
{
- if(!background) {
- /* During interactive render we can not free anything: attempts to save
- * memory would cause things to be allocated and evaluated for every
- * updated sample.
- */
- return;
- }
- b_engine.free_blender_memory();
+ if (!background) {
+ /* During interactive render we can not free anything: attempts to save
+ * memory would cause things to be allocated and evaluated for every
+ * updated sample.
+ */
+ return;
+ }
+ b_engine.free_blender_memory();
}
CCL_NAMESPACE_END