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authorSergey Sharybin <sergey.vfx@gmail.com>2014-06-19 14:21:17 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2014-06-20 15:32:45 +0400
commitca0c0e754931df011ff5421a57e02f8bdfa4559a (patch)
treec28374646a16be488ab649ea3ddf3a8e6210ac28 /source/blender/editors/render
parent98af2622602e0760a887b4e61e18a9a507066b05 (diff)
Implement resolution divider in the Blender Internal
Currently resolution divider is not exposed to the interface yet, and i'm not even sure it needs to be exposed because it's somewhat weird configuration. Need to check how often artists are changing start resolution in Cycles. Pretty much straightforward implementation with the only weak part: render result is getting re-allocated and upscaled when current resolution is finished. Not sure how to make it faster actually. Maybe it's just a matter of making upscale fast enough. Needed to fix some possible memory leak happening in Freestyle when canceling rendering on a special stage -- it was missing temp bmain free, Reviewers: campbellbarton, dingto CC: sebastian_k, fsiddi, venomgfx Differential Revision: https://developer.blender.org/D609
Diffstat (limited to 'source/blender/editors/render')
-rw-r--r--source/blender/editors/render/render_internal.c56
1 files changed, 50 insertions, 6 deletions
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index 9fa312884da..1bf48064fbe 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -1011,6 +1011,8 @@ void RENDER_OT_render(wmOperatorType *ot)
#define PR_UPDATE_MATERIAL 4
#define PR_UPDATE_DATABASE 8
+#define START_RESOLUTION_DIVIDER 8
+
typedef struct RenderPreview {
/* from wmJob */
void *owner;
@@ -1026,6 +1028,8 @@ typedef struct RenderPreview {
RenderEngine *engine;
float viewmat[4][4];
+
+ int resolution_divider;
} RenderPreview;
static int render_view3d_disprect(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D *rv3d, rcti *disprect)
@@ -1127,7 +1131,6 @@ static void render_view3d_startjob(void *customdata, short *stop, short *do_upda
RenderPreview *rp = customdata;
Render *re;
RenderStats *rstats;
- RenderData rdata;
rctf viewplane;
rcti cliprct;
float clipsta, clipend, pixsize;
@@ -1161,23 +1164,36 @@ static void render_view3d_startjob(void *customdata, short *stop, short *do_upda
rstats = RE_GetStats(re);
+ if (update_flag & PR_UPDATE_VIEW) {
+ rp->resolution_divider = START_RESOLUTION_DIVIDER;
+ }
+
if ((update_flag & (PR_UPDATE_RENDERSIZE | PR_UPDATE_DATABASE)) || rstats->convertdone == 0) {
+ RenderData rdata;
+ int winx = rp->ar->winx / rp->resolution_divider,
+ winy = rp->ar->winy / rp->resolution_divider;
+
/* no osa, blur, seq, layers, etc for preview render */
rdata = rp->scene->r;
rdata.mode &= ~(R_OSA | R_MBLUR | R_BORDER | R_PANORAMA);
rdata.scemode &= ~(R_DOSEQ | R_DOCOMP | R_FREE_IMAGE);
rdata.scemode |= R_VIEWPORT_PREVIEW;
-
+
/* we do use layers, but only active */
rdata.scemode |= R_SINGLE_LAYER;
/* initalize always */
if (render_view3d_disprect(rp->scene, rp->ar, rp->v3d, rp->rv3d, &cliprct)) {
rdata.mode |= R_BORDER;
- RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, &cliprct);
+ RE_InitState(re, NULL, &rdata, NULL, winx, winy, &cliprct);
}
else
- RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, NULL);
+ RE_InitState(re, NULL, &rdata, NULL, winx, winy, NULL);
+ }
+ else if (update_flag & PR_UPDATE_VIEW) {
+ int winx = rp->ar->winx / rp->resolution_divider,
+ winy = rp->ar->winy / rp->resolution_divider;
+ RE_ChangeResolution(re, winx, winy, NULL);
}
if (orth)
@@ -1225,8 +1241,30 @@ static void render_view3d_startjob(void *customdata, short *stop, short *do_upda
/* OK, can we enter render code? */
if (rstats->convertdone) {
- RE_TileProcessor(re);
-
+ for (;;) {
+ RE_TileProcessor(re);
+
+ if (!*stop && rp->resolution_divider > 1) {
+ int winx, winy;
+ rp->resolution_divider /= 2;
+ winx = rp->ar->winx / rp->resolution_divider;
+ winy = rp->ar->winy / rp->resolution_divider;
+ *do_update = 1;
+ RE_ChangeResolution(re, winx, winy, NULL);
+
+ /* Otherwise shadows are incorrect. */
+ if (orth) {
+ RE_SetOrtho(re, &viewplane, clipsta, clipend);
+ }
+ else {
+ RE_SetWindow(re, &viewplane, clipsta, clipend);
+ }
+ }
+ else {
+ break;
+ }
+ }
+
/* always rotate back */
if (restore)
RE_DataBase_IncrementalView(re, rp->viewmat, 1);
@@ -1341,6 +1379,7 @@ static void render_view3d_do(RenderEngine *engine, const bContext *C)
rp->v3d = rp->sa->spacedata.first;
rp->rv3d = CTX_wm_region_view3d(C);
rp->bmain = CTX_data_main(C);
+ rp->resolution_divider = START_RESOLUTION_DIVIDER;
copy_m4_m4(rp->viewmat, rp->rv3d->viewmat);
/* clear info text */
@@ -1386,9 +1425,12 @@ void render_view3d_draw(RenderEngine *engine, const bContext *C)
if (rres.rectf) {
Scene *scene = CTX_data_scene(C);
+ ARegion *ar = CTX_wm_region(C);
bool force_fallback = false;
bool need_fallback = true;
float dither = scene->r.dither_intensity;
+ float scale_x = (float) ar->winx / rres.rectx;
+ float scale_y = (float) ar->winy / rres.recty;
/* Dithering is not supported on GLSL yet */
force_fallback |= dither != 0.0f;
@@ -1420,8 +1462,10 @@ void render_view3d_draw(RenderEngine *engine, const bContext *C)
glEnable(GL_BLEND);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glPixelZoom(scale_x, scale_y);
glaDrawPixelsAuto(rres.xof, rres.yof, rres.rectx, rres.recty, GL_RGBA, GL_UNSIGNED_BYTE,
GL_NEAREST, display_buffer);
+ glPixelZoom(1.0f, 1.0f);
glDisable(GL_BLEND);
MEM_freeN(display_buffer);