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authorJacques Lucke <jacques@blender.org>2021-12-27 19:26:09 +0300
committerJacques Lucke <jacques@blender.org>2021-12-27 19:26:09 +0300
commit1c9d8fcb477c5aea5555781cc209d60da126f48f (patch)
tree0dfd7e47181b1750d9f6521ef71150ae7178fce5 /source/blender/editors/render/render_internal.cc
parent644e6c7a3e99ae1d43edb25a7d4c3ed86727faba (diff)
Render: move editor/render module to c++
Doing this in preparation for some work on asset preview generation. Differential Revision: https://developer.blender.org/D13676
Diffstat (limited to 'source/blender/editors/render/render_internal.cc')
-rw-r--r--source/blender/editors/render/render_internal.cc1200
1 files changed, 1200 insertions, 0 deletions
diff --git a/source/blender/editors/render/render_internal.cc b/source/blender/editors/render/render_internal.cc
new file mode 100644
index 00000000000..97218ac02bf
--- /dev/null
+++ b/source/blender/editors/render/render_internal.cc
@@ -0,0 +1,1200 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2008 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup edrend
+ */
+
+#include <math.h>
+#include <stddef.h>
+#include <string.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_listbase.h"
+#include "BLI_math.h"
+#include "BLI_rect.h"
+#include "BLI_threads.h"
+#include "BLI_timecode.h"
+#include "BLI_utildefines.h"
+
+#include "PIL_time.h"
+
+#include "BLT_translation.h"
+
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_userdef_types.h"
+#include "DNA_view3d_types.h"
+
+#include "BKE_colortools.h"
+#include "BKE_context.h"
+#include "BKE_global.h"
+#include "BKE_image.h"
+#include "BKE_lib_id.h"
+#include "BKE_main.h"
+#include "BKE_node.h"
+#include "BKE_node_tree_update.h"
+#include "BKE_object.h"
+#include "BKE_report.h"
+#include "BKE_scene.h"
+#include "BKE_screen.h"
+
+#include "DEG_depsgraph.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "ED_render.h"
+#include "ED_screen.h"
+#include "ED_util.h"
+
+#include "BIF_glutil.h"
+
+#include "RE_engine.h"
+#include "RE_pipeline.h"
+
+#include "IMB_colormanagement.h"
+#include "IMB_imbuf_types.h"
+
+#include "RNA_access.h"
+#include "RNA_define.h"
+
+#include "SEQ_relations.h"
+
+#include "render_intern.hh"
+
+/* Render Callbacks */
+static int render_break(void *rjv);
+
+typedef struct RenderJob {
+ Main *main;
+ Scene *scene;
+ ViewLayer *single_layer;
+ Scene *current_scene;
+ /* TODO(sergey): Should not be needed once engine will have own
+ * depsgraph and copy-on-write will be implemented.
+ */
+ Depsgraph *depsgraph;
+ Render *re;
+ struct Object *camera_override;
+ bool v3d_override;
+ bool anim, write_still;
+ Image *image;
+ ImageUser iuser;
+ bool image_outdated;
+ short *stop;
+ short *do_update;
+ float *progress;
+ ReportList *reports;
+ int orig_layer;
+ int last_layer;
+ ScrArea *area;
+ ColorManagedViewSettings view_settings;
+ ColorManagedDisplaySettings display_settings;
+ bool supports_glsl_draw;
+ bool interface_locked;
+} RenderJob;
+
+/* called inside thread! */
+static bool image_buffer_calc_tile_rect(const RenderResult *rr,
+ const ImBuf *ibuf,
+ volatile rcti *renrect,
+ rcti *r_ibuf_rect,
+ int *r_offset_x,
+ int *r_offset_y)
+{
+ int tile_y, tile_height, tile_x, tile_width;
+
+ /* When `renrect` argument is not NULL, we only refresh scan-lines. */
+ if (renrect) {
+ /* if (tile_height == recty), rendering of layer is ready,
+ * we should not draw, other things happen... */
+ if (rr->renlay == NULL || renrect->ymax >= rr->recty) {
+ return false;
+ }
+
+ /* tile_x here is first subrect x coord, tile_width defines subrect width */
+ tile_x = renrect->xmin;
+ tile_width = renrect->xmax - tile_x;
+ if (tile_width < 2) {
+ return false;
+ }
+
+ tile_y = renrect->ymin;
+ tile_height = renrect->ymax - tile_y;
+ if (tile_height < 2) {
+ return false;
+ }
+ renrect->ymin = renrect->ymax;
+ }
+ else {
+ tile_x = tile_y = 0;
+ tile_width = rr->rectx;
+ tile_height = rr->recty;
+ }
+
+ /* tile_x tile_y is in tile coords. transform to ibuf */
+ int offset_x = rr->tilerect.xmin;
+ if (offset_x >= ibuf->x) {
+ return false;
+ }
+ int offset_y = rr->tilerect.ymin;
+ if (offset_y >= ibuf->y) {
+ return false;
+ }
+
+ if (offset_x + tile_width > ibuf->x) {
+ tile_width = ibuf->x - offset_x;
+ }
+ if (offset_y + tile_height > ibuf->y) {
+ tile_height = ibuf->y - offset_y;
+ }
+
+ if (tile_width < 1 || tile_height < 1) {
+ return false;
+ }
+
+ r_ibuf_rect->xmax = tile_x + tile_width;
+ r_ibuf_rect->ymax = tile_y + tile_height;
+ r_ibuf_rect->xmin = tile_x;
+ r_ibuf_rect->ymin = tile_y;
+ *r_offset_x = offset_x;
+ *r_offset_y = offset_y;
+ return true;
+}
+
+static void image_buffer_rect_update(RenderJob *rj,
+ RenderResult *rr,
+ ImBuf *ibuf,
+ ImageUser *iuser,
+ const rcti *tile_rect,
+ int offset_x,
+ int offset_y,
+ const char *viewname)
+{
+ Scene *scene = rj->scene;
+ const float *rectf = NULL;
+ int linear_stride, linear_offset_x, linear_offset_y;
+ ColorManagedViewSettings *view_settings;
+ ColorManagedDisplaySettings *display_settings;
+
+ if (ibuf->userflags & IB_DISPLAY_BUFFER_INVALID) {
+ /* The whole image buffer is to be color managed again anyway. */
+ return;
+ }
+
+ /* The thing here is, the logic below (which was default behavior
+ * of how rectf is acquiring since forever) gives float buffer for
+ * composite output only. This buffer can not be used for other
+ * passes obviously.
+ *
+ * We might try finding corresponding for pass buffer in render result
+ * (which is actually missing when rendering with Cycles, who only
+ * writes all the passes when the tile is finished) or use float
+ * buffer from image buffer as reference, which is easier to use and
+ * contains all the data we need anyway.
+ * - sergey -
+ */
+ /* TODO(sergey): Need to check has_combined here? */
+ if (iuser->pass == 0) {
+ RenderView *rv;
+ const int view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
+ rv = RE_RenderViewGetById(rr, view_id);
+
+ /* find current float rect for display, first case is after composite... still weak */
+ if (rv->rectf) {
+ rectf = rv->rectf;
+ }
+ else {
+ if (rv->rect32) {
+ /* special case, currently only happens with sequencer rendering,
+ * which updates the whole frame, so we can only mark display buffer
+ * as invalid here (sergey)
+ */
+ ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
+ return;
+ }
+ if (rr->renlay == NULL) {
+ return;
+ }
+ rectf = RE_RenderLayerGetPass(rr->renlay, RE_PASSNAME_COMBINED, viewname);
+ }
+ if (rectf == NULL) {
+ return;
+ }
+
+ rectf += 4 * (rr->rectx * tile_rect->ymin + tile_rect->xmin);
+ linear_stride = rr->rectx;
+ linear_offset_x = offset_x;
+ linear_offset_y = offset_y;
+ }
+ else {
+ rectf = ibuf->rect_float;
+ linear_stride = ibuf->x;
+ linear_offset_x = 0;
+ linear_offset_y = 0;
+ }
+
+ view_settings = &scene->view_settings;
+ display_settings = &scene->display_settings;
+
+ IMB_partial_display_buffer_update(ibuf,
+ rectf,
+ NULL,
+ linear_stride,
+ linear_offset_x,
+ linear_offset_y,
+ view_settings,
+ display_settings,
+ offset_x,
+ offset_y,
+ offset_x + BLI_rcti_size_x(tile_rect),
+ offset_y + BLI_rcti_size_y(tile_rect));
+}
+
+/* ****************************** render invoking ***************** */
+
+/* set callbacks, exported to sequence render too.
+ * Only call in foreground (UI) renders. */
+
+static void screen_render_single_layer_set(
+ wmOperator *op, Main *mainp, ViewLayer *active_layer, Scene **scene, ViewLayer **single_layer)
+{
+ /* single layer re-render */
+ if (RNA_struct_property_is_set(op->ptr, "scene")) {
+ Scene *scn;
+ char scene_name[MAX_ID_NAME - 2];
+
+ RNA_string_get(op->ptr, "scene", scene_name);
+ scn = (Scene *)BLI_findstring(&mainp->scenes, scene_name, offsetof(ID, name) + 2);
+
+ if (scn) {
+ /* camera switch won't have updated */
+ scn->r.cfra = (*scene)->r.cfra;
+ BKE_scene_camera_switch_update(scn);
+
+ *scene = scn;
+ }
+ }
+
+ if (RNA_struct_property_is_set(op->ptr, "layer")) {
+ ViewLayer *rl;
+ char rl_name[RE_MAXNAME];
+
+ RNA_string_get(op->ptr, "layer", rl_name);
+ rl = (ViewLayer *)BLI_findstring(&(*scene)->view_layers, rl_name, offsetof(ViewLayer, name));
+
+ if (rl) {
+ *single_layer = rl;
+ }
+ }
+ else if (((*scene)->r.scemode & R_SINGLE_LAYER) && active_layer) {
+ *single_layer = active_layer;
+ }
+}
+
+/* executes blocking render */
+static int screen_render_exec(bContext *C, wmOperator *op)
+{
+ Scene *scene = CTX_data_scene(C);
+ RenderEngineType *re_type = RE_engines_find(scene->r.engine);
+ ViewLayer *active_layer = CTX_data_view_layer(C);
+ ViewLayer *single_layer = NULL;
+ Render *re;
+ Image *ima;
+ View3D *v3d = CTX_wm_view3d(C);
+ Main *mainp = CTX_data_main(C);
+ const bool is_animation = RNA_boolean_get(op->ptr, "animation");
+ const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
+ struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
+
+ /* Cannot do render if there is not this function. */
+ if (re_type->render == NULL) {
+ return OPERATOR_CANCELLED;
+ }
+
+ /* custom scene and single layer re-render */
+ screen_render_single_layer_set(op, mainp, active_layer, &scene, &single_layer);
+
+ if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
+ BKE_report(
+ op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
+ return OPERATOR_CANCELLED;
+ }
+
+ re = RE_NewSceneRender(scene);
+
+ G.is_break = false;
+
+ RE_draw_lock_cb(re, NULL, NULL);
+ RE_test_break_cb(re, NULL, render_break);
+
+ ima = BKE_image_ensure_viewer(mainp, IMA_TYPE_R_RESULT, "Render Result");
+ BKE_image_signal(mainp, ima, NULL, IMA_SIGNAL_FREE);
+ BKE_image_backup_render(scene, ima, true);
+
+ /* cleanup sequencer caches before starting user triggered render.
+ * otherwise, invalidated cache entries can make their way into
+ * the output rendering. We can't put that into RE_RenderFrame,
+ * since sequence rendering can call that recursively... (peter) */
+ SEQ_cache_cleanup(scene);
+
+ RE_SetReports(re, op->reports);
+
+ if (is_animation) {
+ RE_RenderAnim(re,
+ mainp,
+ scene,
+ single_layer,
+ camera_override,
+ scene->r.sfra,
+ scene->r.efra,
+ scene->r.frame_step);
+ }
+ else {
+ RE_RenderFrame(re, mainp, scene, single_layer, camera_override, scene->r.cfra, is_write_still);
+ }
+
+ RE_SetReports(re, NULL);
+
+ /* No redraw needed, we leave state as we entered it. */
+ ED_update_for_newframe(mainp, CTX_data_depsgraph_pointer(C));
+
+ WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
+
+ return OPERATOR_FINISHED;
+}
+
+static void render_freejob(void *rjv)
+{
+ RenderJob *rj = static_cast<RenderJob *>(rjv);
+
+ BKE_color_managed_view_settings_free(&rj->view_settings);
+ MEM_freeN(rj);
+}
+
+/* str is IMA_MAX_RENDER_TEXT in size */
+static void make_renderinfo_string(const RenderStats *rs,
+ const Scene *scene,
+ const bool v3d_override,
+ const char *error,
+ char *str)
+{
+ char info_time_str[32]; /* used to be extern to header_info.c */
+ uintptr_t mem_in_use, peak_memory;
+ float megs_used_memory, megs_peak_memory;
+ char *spos = str;
+
+ mem_in_use = MEM_get_memory_in_use();
+ peak_memory = MEM_get_peak_memory();
+
+ megs_used_memory = (mem_in_use) / (1024.0 * 1024.0);
+ megs_peak_memory = (peak_memory) / (1024.0 * 1024.0);
+
+ /* local view */
+ if (rs->localview) {
+ spos += sprintf(spos, "%s | ", TIP_("3D Local View"));
+ }
+ else if (v3d_override) {
+ spos += sprintf(spos, "%s | ", TIP_("3D View"));
+ }
+
+ /* frame number */
+ spos += sprintf(spos, TIP_("Frame:%d "), (scene->r.cfra));
+
+ /* previous and elapsed time */
+ BLI_timecode_string_from_time_simple(info_time_str, sizeof(info_time_str), rs->lastframetime);
+
+ if (rs->infostr && rs->infostr[0]) {
+ if (rs->lastframetime != 0.0) {
+ spos += sprintf(spos, TIP_("| Last:%s "), info_time_str);
+ }
+ else {
+ spos += sprintf(spos, "| ");
+ }
+
+ BLI_timecode_string_from_time_simple(
+ info_time_str, sizeof(info_time_str), PIL_check_seconds_timer() - rs->starttime);
+ }
+ else {
+ spos += sprintf(spos, "| ");
+ }
+
+ spos += sprintf(spos, TIP_("Time:%s "), info_time_str);
+
+ /* statistics */
+ if (rs->statstr) {
+ if (rs->statstr[0]) {
+ spos += sprintf(spos, "| %s ", rs->statstr);
+ }
+ }
+ else {
+ if (rs->mem_peak == 0.0f) {
+ spos += sprintf(spos, TIP_("| Mem:%.2fM (Peak %.2fM) "), megs_used_memory, megs_peak_memory);
+ }
+ else {
+ spos += sprintf(spos, TIP_("| Mem:%.2fM, Peak: %.2fM "), rs->mem_used, rs->mem_peak);
+ }
+ }
+
+ /* extra info */
+ if (rs->infostr && rs->infostr[0]) {
+ spos += sprintf(spos, "| %s ", rs->infostr);
+ }
+ else if (error && error[0]) {
+ spos += sprintf(spos, "| %s ", error);
+ }
+
+ /* very weak... but 512 characters is quite safe */
+ if (spos >= str + IMA_MAX_RENDER_TEXT) {
+ if (G.debug & G_DEBUG) {
+ printf("WARNING! renderwin text beyond limit\n");
+ }
+ }
+}
+
+static void image_renderinfo_cb(void *rjv, RenderStats *rs)
+{
+ RenderJob *rj = static_cast<RenderJob *>(rjv);
+ RenderResult *rr;
+
+ rr = RE_AcquireResultRead(rj->re);
+
+ if (rr) {
+ /* malloc OK here, stats_draw is not in tile threads */
+ if (rr->text == NULL) {
+ rr->text = static_cast<char *>(MEM_callocN(IMA_MAX_RENDER_TEXT, "rendertext"));
+ }
+
+ make_renderinfo_string(rs, rj->scene, rj->v3d_override, rr->error, rr->text);
+ }
+
+ RE_ReleaseResult(rj->re);
+
+ /* make jobs timer to send notifier */
+ *(rj->do_update) = true;
+}
+
+static void render_progress_update(void *rjv, float progress)
+{
+ RenderJob *rj = static_cast<RenderJob *>(rjv);
+
+ if (rj->progress && *rj->progress != progress) {
+ *rj->progress = progress;
+
+ /* make jobs timer to send notifier */
+ *(rj->do_update) = true;
+ }
+}
+
+/* Not totally reliable, but works fine in most of cases and
+ * in worst case would just make it so extra color management
+ * for the whole render result is applied (which was already
+ * happening already).
+ */
+static void render_image_update_pass_and_layer(RenderJob *rj, RenderResult *rr, ImageUser *iuser)
+{
+ wmWindowManager *wm;
+ ScrArea *first_area = NULL, *matched_area = NULL;
+
+ /* image window, compo node users */
+ for (wm = static_cast<wmWindowManager *>(rj->main->wm.first); wm && matched_area == NULL;
+ wm = static_cast<wmWindowManager *>(wm->id.next)) { /* only 1 wm */
+ wmWindow *win;
+ for (win = static_cast<wmWindow *>(wm->windows.first); win && matched_area == NULL;
+ win = win->next) {
+ const bScreen *screen = WM_window_get_active_screen(win);
+
+ LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
+ if (area->spacetype == SPACE_IMAGE) {
+ SpaceImage *sima = static_cast<SpaceImage *>(area->spacedata.first);
+ /* area->spacedata might be empty when toggling full-screen mode. */
+ if (sima != NULL && sima->image == rj->image) {
+ if (first_area == NULL) {
+ first_area = area;
+ }
+ if (area == rj->area) {
+ matched_area = area;
+ break;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if (matched_area == NULL) {
+ matched_area = first_area;
+ }
+
+ if (matched_area) {
+ SpaceImage *sima = static_cast<SpaceImage *>(matched_area->spacedata.first);
+ RenderResult *main_rr = RE_AcquireResultRead(rj->re);
+
+ /* TODO(sergey): is there faster way to get the layer index? */
+ if (rr->renlay) {
+ int layer = BLI_findstringindex(
+ &main_rr->layers, (char *)rr->renlay->name, offsetof(RenderLayer, name));
+ sima->iuser.layer = layer;
+ rj->last_layer = layer;
+ }
+
+ iuser->pass = sima->iuser.pass;
+ iuser->layer = sima->iuser.layer;
+
+ RE_ReleaseResult(rj->re);
+ }
+}
+
+static void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrect)
+{
+ RenderJob *rj = static_cast<RenderJob *>(rjv);
+ Image *ima = rj->image;
+ ImBuf *ibuf;
+ void *lock;
+ const char *viewname = RE_GetActiveRenderView(rj->re);
+
+ /* only update if we are displaying the slot being rendered */
+ if (ima->render_slot != ima->last_render_slot) {
+ rj->image_outdated = true;
+ return;
+ }
+ if (rj->image_outdated) {
+ /* Free all render buffer caches when switching slots, with lock to ensure main
+ * thread is not drawing the buffer at the same time. */
+ rj->image_outdated = false;
+ ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
+ BKE_image_free_buffers(ima);
+ BKE_image_release_ibuf(ima, ibuf, lock);
+ *(rj->do_update) = true;
+ return;
+ }
+
+ if (rr == NULL) {
+ return;
+ }
+
+ /* update part of render */
+ render_image_update_pass_and_layer(rj, rr, &rj->iuser);
+ rcti tile_rect;
+ int offset_x;
+ int offset_y;
+ ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
+ if (ibuf) {
+ if (!image_buffer_calc_tile_rect(rr, ibuf, renrect, &tile_rect, &offset_x, &offset_y)) {
+ BKE_image_release_ibuf(ima, ibuf, lock);
+ return;
+ }
+
+ /* Don't waste time on CPU side color management if
+ * image will be displayed using GLSL.
+ *
+ * Need to update rect if Save Buffers enabled because in
+ * this case GLSL doesn't have original float buffer to
+ * operate with.
+ */
+ if (!rj->supports_glsl_draw || ibuf->channels == 1 ||
+ ED_draw_imbuf_method(ibuf) != IMAGE_DRAW_METHOD_GLSL) {
+ image_buffer_rect_update(rj, rr, ibuf, &rj->iuser, &tile_rect, offset_x, offset_y, viewname);
+ }
+ BKE_image_update_gputexture_delayed(
+ ima, ibuf, offset_x, offset_y, BLI_rcti_size_x(&tile_rect), BLI_rcti_size_y(&tile_rect));
+
+ /* make jobs timer to send notifier */
+ *(rj->do_update) = true;
+ }
+ BKE_image_release_ibuf(ima, ibuf, lock);
+}
+
+static void current_scene_update(void *rjv, Scene *scene)
+{
+ RenderJob *rj = static_cast<RenderJob *>(rjv);
+ rj->current_scene = scene;
+ rj->iuser.scene = scene;
+}
+
+static void render_startjob(void *rjv, short *stop, short *do_update, float *progress)
+{
+ RenderJob *rj = static_cast<RenderJob *>(rjv);
+
+ rj->stop = stop;
+ rj->do_update = do_update;
+ rj->progress = progress;
+
+ RE_SetReports(rj->re, rj->reports);
+
+ if (rj->anim) {
+ RE_RenderAnim(rj->re,
+ rj->main,
+ rj->scene,
+ rj->single_layer,
+ rj->camera_override,
+ rj->scene->r.sfra,
+ rj->scene->r.efra,
+ rj->scene->r.frame_step);
+ }
+ else {
+ RE_RenderFrame(rj->re,
+ rj->main,
+ rj->scene,
+ rj->single_layer,
+ rj->camera_override,
+ rj->scene->r.cfra,
+ rj->write_still);
+ }
+
+ RE_SetReports(rj->re, NULL);
+}
+
+static void render_image_restore_layer(RenderJob *rj)
+{
+ wmWindowManager *wm;
+
+ /* image window, compo node users */
+ for (wm = static_cast<wmWindowManager *>(rj->main->wm.first); wm;
+ wm = static_cast<wmWindowManager *>(wm->id.next)) { /* only 1 wm */
+ wmWindow *win;
+ for (win = static_cast<wmWindow *>(wm->windows.first); win; win = win->next) {
+ const bScreen *screen = WM_window_get_active_screen(win);
+
+ LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
+ if (area == rj->area) {
+ if (area->spacetype == SPACE_IMAGE) {
+ SpaceImage *sima = static_cast<SpaceImage *>(area->spacedata.first);
+
+ if (RE_HasSingleLayer(rj->re)) {
+ /* For single layer renders keep the active layer
+ * visible, or show the compositing result. */
+ RenderResult *rr = RE_AcquireResultRead(rj->re);
+ if (RE_HasCombinedLayer(rr)) {
+ sima->iuser.layer = 0;
+ }
+ RE_ReleaseResult(rj->re);
+ }
+ else {
+ /* For multiple layer render, set back the layer
+ * that was set at the start of rendering. */
+ sima->iuser.layer = rj->orig_layer;
+ }
+ }
+ return;
+ }
+ }
+ }
+ }
+}
+
+static void render_endjob(void *rjv)
+{
+ RenderJob *rj = static_cast<RenderJob *>(rjv);
+
+ /* this render may be used again by the sequencer without the active
+ * 'Render' where the callbacks would be re-assigned. assign dummy callbacks
+ * to avoid referencing freed renderjobs bug T24508. */
+ RE_InitRenderCB(rj->re);
+
+ if (rj->main != G_MAIN) {
+ BKE_main_free(rj->main);
+ }
+
+ /* else the frame will not update for the original value */
+ if (rj->anim && !(rj->scene->r.scemode & R_NO_FRAME_UPDATE)) {
+ /* possible this fails of loading new file while rendering */
+ if (G_MAIN->wm.first) {
+ ED_update_for_newframe(G_MAIN, rj->depsgraph);
+ }
+ }
+
+ /* XXX above function sets all tags in nodes */
+ ntreeCompositClearTags(rj->scene->nodetree);
+
+ /* potentially set by caller */
+ rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE;
+
+ if (rj->single_layer) {
+ BKE_ntree_update_tag_id_changed(rj->main, &rj->scene->id);
+ BKE_ntree_update_main(rj->main, NULL);
+ WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene);
+ }
+
+ if (rj->area) {
+ render_image_restore_layer(rj);
+ }
+
+ /* XXX render stability hack */
+ G.is_rendering = false;
+ WM_main_add_notifier(NC_SCENE | ND_RENDER_RESULT, NULL);
+
+ /* Partial render result will always update display buffer
+ * for first render layer only. This is nice because you'll
+ * see render progress during rendering, but it ends up in
+ * wrong display buffer shown after rendering.
+ *
+ * The code below will mark display buffer as invalid after
+ * rendering in case multiple layers were rendered, which
+ * ensures display buffer matches render layer after
+ * rendering.
+ *
+ * Perhaps proper way would be to toggle active render
+ * layer in image editor and job, so we always display
+ * layer being currently rendered. But this is not so much
+ * trivial at this moment, especially because of external
+ * engine API, so lets use simple and robust way for now
+ * - sergey -
+ */
+ if (rj->scene->view_layers.first != rj->scene->view_layers.last || rj->image_outdated) {
+ void *lock;
+ Image *ima = rj->image;
+ ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
+
+ if (ibuf) {
+ ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
+ }
+
+ BKE_image_release_ibuf(ima, ibuf, lock);
+ }
+
+ /* Finally unlock the user interface (if it was locked). */
+ if (rj->interface_locked) {
+ /* Interface was locked, so window manager couldn't have been changed
+ * and using one from Global will unlock exactly the same manager as
+ * was locked before running the job.
+ */
+ WM_set_locked_interface(static_cast<wmWindowManager *>(G_MAIN->wm.first), false);
+ DEG_tag_on_visible_update(G_MAIN, false);
+ }
+}
+
+/* called by render, check job 'stop' value or the global */
+static int render_breakjob(void *rjv)
+{
+ RenderJob *rj = static_cast<RenderJob *>(rjv);
+
+ if (G.is_break) {
+ return 1;
+ }
+ if (rj->stop && *(rj->stop)) {
+ return 1;
+ }
+ return 0;
+}
+
+/**
+ * For exec() when there is no render job
+ * NOTE: this won't check for the escape key being pressed, but doing so isn't thread-safe.
+ */
+static int render_break(void *UNUSED(rjv))
+{
+ if (G.is_break) {
+ return 1;
+ }
+ return 0;
+}
+
+/* runs in thread, no cursor setting here works. careful with notifiers too (malloc conflicts) */
+/* maybe need a way to get job send notifier? */
+static void render_drawlock(void *rjv, bool lock)
+{
+ RenderJob *rj = static_cast<RenderJob *>(rjv);
+
+ /* If interface is locked, renderer callback shall do nothing. */
+ if (!rj->interface_locked) {
+ BKE_spacedata_draw_locks(lock);
+ }
+}
+
+/* catch esc */
+static int screen_render_modal(bContext *C, wmOperator *op, const wmEvent *event)
+{
+ Scene *scene = (Scene *)op->customdata;
+
+ /* no running blender, remove handler and pass through */
+ if (0 == WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER)) {
+ return OPERATOR_FINISHED | OPERATOR_PASS_THROUGH;
+ }
+
+ /* running render */
+ switch (event->type) {
+ case EVT_ESCKEY:
+ return OPERATOR_RUNNING_MODAL;
+ }
+ return OPERATOR_PASS_THROUGH;
+}
+
+static void screen_render_cancel(bContext *C, wmOperator *op)
+{
+ wmWindowManager *wm = CTX_wm_manager(C);
+ Scene *scene = (Scene *)op->customdata;
+
+ /* kill on cancel, because job is using op->reports */
+ WM_jobs_kill_type(wm, scene, WM_JOB_TYPE_RENDER);
+}
+
+static void clean_viewport_memory_base(Base *base)
+{
+ if ((base->flag & BASE_VISIBLE_DEPSGRAPH) == 0) {
+ return;
+ }
+
+ Object *object = base->object;
+
+ if (object->id.tag & LIB_TAG_DOIT) {
+ return;
+ }
+
+ object->id.tag &= ~LIB_TAG_DOIT;
+ if (RE_allow_render_generic_object(object)) {
+ BKE_object_free_derived_caches(object);
+ }
+}
+
+static void clean_viewport_memory(Main *bmain, Scene *scene)
+{
+ Scene *sce_iter;
+ Base *base;
+
+ /* Tag all the available objects. */
+ BKE_main_id_tag_listbase(&bmain->objects, LIB_TAG_DOIT, true);
+
+ /* Go over all the visible objects. */
+ for (wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first); wm;
+ wm = static_cast<wmWindowManager *>(wm->id.next)) {
+ LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
+ ViewLayer *view_layer = WM_window_get_active_view_layer(win);
+
+ for (base = static_cast<Base *>(view_layer->object_bases.first); base; base = base->next) {
+ clean_viewport_memory_base(base);
+ }
+ }
+ }
+
+ for (SETLOOPER_SET_ONLY(scene, sce_iter, base)) {
+ clean_viewport_memory_base(base);
+ }
+}
+
+/* using context, starts job */
+static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
+{
+ /* new render clears all callbacks */
+ Main *bmain = CTX_data_main(C);
+ Scene *scene = CTX_data_scene(C);
+ ViewLayer *active_layer = CTX_data_view_layer(C);
+ ViewLayer *single_layer = NULL;
+ RenderEngineType *re_type = RE_engines_find(scene->r.engine);
+ Render *re;
+ wmJob *wm_job;
+ RenderJob *rj;
+ Image *ima;
+ const bool is_animation = RNA_boolean_get(op->ptr, "animation");
+ const bool is_write_still = RNA_boolean_get(op->ptr, "write_still");
+ const bool use_viewport = RNA_boolean_get(op->ptr, "use_viewport");
+ View3D *v3d = use_viewport ? CTX_wm_view3d(C) : NULL;
+ struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
+ const char *name;
+ ScrArea *area;
+
+ /* Cannot do render if there is not this function. */
+ if (re_type->render == NULL) {
+ return OPERATOR_CANCELLED;
+ }
+
+ /* custom scene and single layer re-render */
+ screen_render_single_layer_set(op, bmain, active_layer, &scene, &single_layer);
+
+ /* only one render job at a time */
+ if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER)) {
+ return OPERATOR_CANCELLED;
+ }
+
+ if (!RE_is_rendering_allowed(scene, single_layer, camera_override, op->reports)) {
+ return OPERATOR_CANCELLED;
+ }
+
+ if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
+ BKE_report(
+ op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
+ return OPERATOR_CANCELLED;
+ }
+
+ /* Reports are done inside check function, and it will return false if there are other strips to
+ * render. */
+ if ((scene->r.scemode & R_DOSEQ) && SEQ_relations_check_scene_recursion(scene, op->reports)) {
+ return OPERATOR_CANCELLED;
+ }
+
+ /* stop all running jobs, except screen one. currently previews frustrate Render */
+ WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));
+
+ /* cancel animation playback */
+ if (ED_screen_animation_playing(CTX_wm_manager(C))) {
+ ED_screen_animation_play(C, 0, 0);
+ }
+
+ /* handle UI stuff */
+ WM_cursor_wait(true);
+
+ /* flush sculpt and editmode changes */
+ ED_editors_flush_edits_ex(bmain, true, false);
+
+ /* cleanup sequencer caches before starting user triggered render.
+ * otherwise, invalidated cache entries can make their way into
+ * the output rendering. We can't put that into RE_RenderFrame,
+ * since sequence rendering can call that recursively... (peter) */
+ SEQ_cache_cleanup(scene);
+
+ /* store spare
+ * get view3d layer, local layer, make this nice api call to render
+ * store spare */
+
+ /* ensure at least 1 area shows result */
+ area = render_view_open(C, event->xy[0], event->xy[1], op->reports);
+
+ /* job custom data */
+ rj = MEM_cnew<RenderJob>("render job");
+ rj->main = bmain;
+ rj->scene = scene;
+ rj->current_scene = rj->scene;
+ rj->single_layer = single_layer;
+ /* TODO(sergey): Render engine should be using own depsgraph.
+ *
+ * NOTE: Currently is only used by ED_update_for_newframe() at the end of the render, so no
+ * need to ensure evaluation here. */
+ rj->depsgraph = CTX_data_depsgraph_pointer(C);
+ rj->camera_override = camera_override;
+ rj->anim = is_animation;
+ rj->write_still = is_write_still && !is_animation;
+ rj->iuser.scene = scene;
+ rj->reports = op->reports;
+ rj->orig_layer = 0;
+ rj->last_layer = 0;
+ rj->area = area;
+ rj->supports_glsl_draw = IMB_colormanagement_support_glsl_draw(&scene->view_settings);
+
+ BKE_color_managed_display_settings_copy(&rj->display_settings, &scene->display_settings);
+ BKE_color_managed_view_settings_copy(&rj->view_settings, &scene->view_settings);
+
+ if (area) {
+ SpaceImage *sima = static_cast<SpaceImage *>(area->spacedata.first);
+ rj->orig_layer = sima->iuser.layer;
+ }
+
+ if (v3d) {
+ if (camera_override && camera_override != scene->camera) {
+ rj->v3d_override = true;
+ }
+ }
+
+ /* Lock the user interface depending on render settings. */
+ if (scene->r.use_lock_interface) {
+ WM_set_locked_interface(CTX_wm_manager(C), true);
+
+ /* Set flag interface need to be unlocked.
+ *
+ * This is so because we don't have copy of render settings
+ * accessible from render job and copy is needed in case
+ * of non-locked rendering, so we wouldn't try to unlock
+ * anything if option was initially unset but then was
+ * enabled during rendering.
+ */
+ rj->interface_locked = true;
+
+ /* Clean memory used by viewport? */
+ clean_viewport_memory(rj->main, scene);
+ }
+
+ /* setup job */
+ if (RE_seq_render_active(scene, &scene->r)) {
+ name = "Sequence Render";
+ }
+ else {
+ name = "Render";
+ }
+
+ wm_job = WM_jobs_get(CTX_wm_manager(C),
+ CTX_wm_window(C),
+ scene,
+ name,
+ WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS,
+ WM_JOB_TYPE_RENDER);
+ WM_jobs_customdata_set(wm_job, rj, render_freejob);
+ WM_jobs_timer(wm_job, 0.2, NC_SCENE | ND_RENDER_RESULT, 0);
+ WM_jobs_callbacks(wm_job, render_startjob, NULL, NULL, render_endjob);
+
+ if (RNA_struct_property_is_set(op->ptr, "layer")) {
+ WM_jobs_delay_start(wm_job, 0.2);
+ }
+
+ /* get a render result image, and make sure it is empty */
+ ima = BKE_image_ensure_viewer(bmain, IMA_TYPE_R_RESULT, "Render Result");
+ BKE_image_signal(rj->main, ima, NULL, IMA_SIGNAL_FREE);
+ BKE_image_backup_render(rj->scene, ima, true);
+ rj->image = ima;
+
+ /* setup new render */
+ re = RE_NewSceneRender(scene);
+ RE_test_break_cb(re, rj, render_breakjob);
+ RE_draw_lock_cb(re, rj, render_drawlock);
+ RE_display_update_cb(re, rj, image_rect_update);
+ RE_current_scene_update_cb(re, rj, current_scene_update);
+ RE_stats_draw_cb(re, rj, image_renderinfo_cb);
+ RE_progress_cb(re, rj, render_progress_update);
+ RE_gl_context_create(re);
+
+ rj->re = re;
+ G.is_break = false;
+
+ /* store actual owner of job, so modal operator could check for it,
+ * the reason of this is that active scene could change when rendering
+ * several layers from compositor T31800. */
+ op->customdata = scene;
+
+ WM_jobs_start(CTX_wm_manager(C), wm_job);
+
+ WM_cursor_wait(false);
+ WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
+
+ /* we set G.is_rendering here already instead of only in the job, this ensure
+ * main loop or other scene updates are disabled in time, since they may
+ * have started before the job thread */
+ G.is_rendering = true;
+
+ /* add modal handler for ESC */
+ WM_event_add_modal_handler(C, op);
+
+ return OPERATOR_RUNNING_MODAL;
+}
+
+void RENDER_OT_render(wmOperatorType *ot)
+{
+ PropertyRNA *prop;
+
+ /* identifiers */
+ ot->name = "Render";
+ ot->description = "Render active scene";
+ ot->idname = "RENDER_OT_render";
+
+ /* api callbacks */
+ ot->invoke = screen_render_invoke;
+ ot->modal = screen_render_modal;
+ ot->cancel = screen_render_cancel;
+ ot->exec = screen_render_exec;
+
+ /* This isn't needed, causes failure in background mode. */
+#if 0
+ ot->poll = ED_operator_screenactive;
+#endif
+
+ prop = RNA_def_boolean(ot->srna,
+ "animation",
+ 0,
+ "Animation",
+ "Render files from the animation range of this scene");
+ RNA_def_property_flag(prop, PROP_SKIP_SAVE);
+ RNA_def_boolean(
+ ot->srna,
+ "write_still",
+ 0,
+ "Write Image",
+ "Save rendered the image to the output path (used only when animation is disabled)");
+ prop = RNA_def_boolean(ot->srna,
+ "use_viewport",
+ 0,
+ "Use 3D Viewport",
+ "When inside a 3D viewport, use layers and camera of the viewport");
+ RNA_def_property_flag(prop, PROP_SKIP_SAVE);
+ prop = RNA_def_string(ot->srna,
+ "layer",
+ NULL,
+ RE_MAXNAME,
+ "Render Layer",
+ "Single render layer to re-render (used only when animation is disabled)");
+ RNA_def_property_flag(prop, PROP_SKIP_SAVE);
+ prop = RNA_def_string(ot->srna,
+ "scene",
+ NULL,
+ MAX_ID_NAME - 2,
+ "Scene",
+ "Scene to render, current scene if not specified");
+ RNA_def_property_flag(prop, PROP_SKIP_SAVE);
+}
+
+Scene *ED_render_job_get_scene(const bContext *C)
+{
+ wmWindowManager *wm = CTX_wm_manager(C);
+ RenderJob *rj = (RenderJob *)WM_jobs_customdata_from_type(wm, WM_JOB_TYPE_RENDER);
+
+ if (rj) {
+ return rj->scene;
+ }
+
+ return NULL;
+}
+
+Scene *ED_render_job_get_current_scene(const bContext *C)
+{
+ wmWindowManager *wm = CTX_wm_manager(C);
+ RenderJob *rj = (RenderJob *)WM_jobs_customdata_from_type(wm, WM_JOB_TYPE_RENDER);
+ if (rj) {
+ return rj->current_scene;
+ }
+ return NULL;
+}
+
+/* Motion blur curve preset */
+
+static int render_shutter_curve_preset_exec(bContext *C, wmOperator *op)
+{
+ Scene *scene = CTX_data_scene(C);
+ CurveMapping *mblur_shutter_curve = &scene->r.mblur_shutter_curve;
+ CurveMap *cm = mblur_shutter_curve->cm;
+ int preset = RNA_enum_get(op->ptr, "shape");
+
+ mblur_shutter_curve->flag &= ~CUMA_EXTEND_EXTRAPOLATE;
+ mblur_shutter_curve->preset = preset;
+ BKE_curvemap_reset(
+ cm, &mblur_shutter_curve->clipr, mblur_shutter_curve->preset, CURVEMAP_SLOPE_POS_NEG);
+ BKE_curvemapping_changed(mblur_shutter_curve, false);
+
+ return OPERATOR_FINISHED;
+}
+
+void RENDER_OT_shutter_curve_preset(wmOperatorType *ot)
+{
+ PropertyRNA *prop;
+ static const EnumPropertyItem prop_shape_items[] = {
+ {CURVE_PRESET_SHARP, "SHARP", 0, "Sharp", ""},
+ {CURVE_PRESET_SMOOTH, "SMOOTH", 0, "Smooth", ""},
+ {CURVE_PRESET_MAX, "MAX", 0, "Max", ""},
+ {CURVE_PRESET_LINE, "LINE", 0, "Line", ""},
+ {CURVE_PRESET_ROUND, "ROUND", 0, "Round", ""},
+ {CURVE_PRESET_ROOT, "ROOT", 0, "Root", ""},
+ {0, NULL, 0, NULL, NULL},
+ };
+
+ ot->name = "Shutter Curve Preset";
+ ot->description = "Set shutter curve";
+ ot->idname = "RENDER_OT_shutter_curve_preset";
+
+ ot->exec = render_shutter_curve_preset_exec;
+
+ prop = RNA_def_enum(ot->srna, "shape", prop_shape_items, CURVE_PRESET_SMOOTH, "Mode", "");
+ RNA_def_property_translation_context(prop, BLT_I18NCONTEXT_ID_CURVE); /* Abusing id_curve :/ */
+}