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Diffstat (limited to 'intern/cycles/blender/session.cpp')
-rw-r--r--intern/cycles/blender/session.cpp1003
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diff --git a/intern/cycles/blender/session.cpp b/intern/cycles/blender/session.cpp
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+++ b/intern/cycles/blender/session.cpp
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+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include <stdlib.h>
+
+#include "device/device.h"
+#include "scene/background.h"
+#include "scene/camera.h"
+#include "scene/colorspace.h"
+#include "scene/film.h"
+#include "scene/integrator.h"
+#include "scene/light.h"
+#include "scene/mesh.h"
+#include "scene/object.h"
+#include "scene/scene.h"
+#include "scene/shader.h"
+#include "scene/stats.h"
+#include "session/buffers.h"
+#include "session/session.h"
+
+#include "util/algorithm.h"
+#include "util/color.h"
+#include "util/foreach.h"
+#include "util/function.h"
+#include "util/hash.h"
+#include "util/log.h"
+#include "util/murmurhash.h"
+#include "util/path.h"
+#include "util/progress.h"
+#include "util/time.h"
+
+#include "blender/display_driver.h"
+#include "blender/output_driver.h"
+#include "blender/session.h"
+#include "blender/sync.h"
+#include "blender/util.h"
+
+CCL_NAMESPACE_BEGIN
+
+DeviceTypeMask BlenderSession::device_override = DEVICE_MASK_ALL;
+bool BlenderSession::headless = false;
+bool BlenderSession::print_render_stats = false;
+
+BlenderSession::BlenderSession(BL::RenderEngine &b_engine,
+ BL::Preferences &b_userpref,
+ BL::BlendData &b_data,
+ bool preview_osl)
+ : session(NULL),
+ scene(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),
+ use_developer_ui(false)
+{
+ /* 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),
+ scene(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),
+ use_developer_ui(b_userpref.experimental().use_cycles_debug() &&
+ b_userpref.view().show_developer_ui())
+{
+ /* 3d view render */
+ background = false;
+ last_redraw_time = 0.0;
+ start_resize_time = 0.0;
+ last_status_time = 0.0;
+}
+
+BlenderSession::~BlenderSession()
+{
+ free_session();
+}
+
+void BlenderSession::create_session()
+{
+ const SessionParams session_params = BlenderSync::get_session_params(
+ b_engine, b_userpref, b_scene, background);
+ const SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
+ const 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, scene_params);
+ 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 = session->scene;
+ scene->name = b_scene.name();
+
+ /* create sync */
+ sync = new BlenderSync(
+ b_engine, b_data, b_scene, scene, !background, use_developer_ui, 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 */
+ const BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_v3d, b_rv3d, scene->camera, width, height);
+ session->reset(session_params, buffer_params);
+
+ /* Viewport and preview (as in, material preview) does not do tiled rendering, so can inform
+ * engine that no tracking of the tiles state is needed.
+ * The offline rendering will make a decision when tile is being written. The penalty of asking
+ * the engine to keep track of tiles state is minimal, so there is nothing to worry about here
+ * about possible single-tiled final render. */
+ if (!b_engine.is_preview() && !b_v3d) {
+ b_engine.use_highlight_tiles(true);
+ }
+}
+
+void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsgraph)
+{
+ /* Update data, scene and depsgraph pointers. These can change after undo. */
+ this->b_data = b_data;
+ this->b_depsgraph = b_depsgraph;
+ this->b_scene = b_depsgraph.scene_eval();
+ if (sync) {
+ sync->reset(this->b_data, this->b_scene);
+ }
+
+ 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);
+ }
+
+ bool is_new_session = (session == NULL);
+ if (is_new_session) {
+ /* Initialize session and remember it was just created so not to
+ * re-create it below.
+ */
+ create_session();
+ }
+
+ if (b_v3d) {
+ /* NOTE: We need to create session, but all the code from below
+ * will make viewport render to stuck on initialization.
+ */
+ return;
+ }
+
+ const SessionParams session_params = BlenderSync::get_session_params(
+ b_engine, b_userpref, b_scene, background);
+ const SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
+
+ if (scene->params.modified(scene_params) || session->params.modified(session_params) ||
+ !this->b_render.use_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
+ */
+ if (!is_new_session) {
+ free_session();
+ create_session();
+ }
+ return;
+ }
+
+ session->progress.reset();
+
+ /* 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;
+
+ if (is_new_session) {
+ /* Sync object should be re-created for new scene. */
+ delete sync;
+ sync = new BlenderSync(
+ b_engine, b_data, b_scene, scene, !background, use_developer_ui, session->progress);
+ }
+ else {
+ /* Sync recalculations to do just the required updates. */
+ sync->sync_recalc(b_depsgraph, b_v3d);
+ }
+
+ BL::Object b_camera_override(b_engine.camera_override());
+ sync->sync_camera(b_render, b_camera_override, width, height, "");
+
+ BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL);
+ BL::RegionView3D b_null_region_view3d(PointerRNA_NULL);
+ const BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_null_space_view3d, b_null_region_view3d, scene->camera, width, height);
+ session->reset(session_params, buffer_params);
+
+ /* reset time */
+ start_resize_time = 0.0;
+
+ {
+ thread_scoped_lock lock(draw_state_.mutex);
+ draw_state_.last_pass_index = -1;
+ }
+}
+
+void BlenderSession::free_session()
+{
+ if (session) {
+ session->cancel(true);
+ }
+
+ delete sync;
+ sync = nullptr;
+
+ delete session;
+ session = nullptr;
+
+ display_driver_ = nullptr;
+}
+
+void BlenderSession::full_buffer_written(string_view filename)
+{
+ full_buffer_files_.emplace_back(filename);
+}
+
+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) + "/";
+
+ 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)
+{
+ 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. */
+ /* TODO(sergey): Need to bring this information back. */
+#if 0
+ 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());
+ }
+#endif
+
+ /* Write cryptomatte metadata. */
+ if (scene->film->get_cryptomatte_passes() & CRYPT_OBJECT) {
+ add_cryptomatte_layer(b_rr,
+ view_layer_name + ".CryptoObject",
+ scene->object_manager->get_cryptomatte_objects(scene));
+ }
+ if (scene->film->get_cryptomatte_passes() & CRYPT_MATERIAL) {
+ add_cryptomatte_layer(b_rr,
+ view_layer_name + ".CryptoMaterial",
+ scene->shader_manager->get_cryptomatte_materials(scene));
+ }
+ if (scene->film->get_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_)
+{
+ b_depsgraph = b_depsgraph_;
+
+ if (session->progress.get_cancel()) {
+ update_status_progress();
+ return;
+ }
+
+ /* Create driver to write out render results. */
+ ensure_display_driver_if_needed();
+ session->set_output_driver(make_unique<BlenderOutputDriver>(b_engine));
+
+ session->full_buffer_written_cb = [&](string_view filename) { full_buffer_written(filename); };
+
+ BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
+
+ /* get buffer parameters */
+ const SessionParams session_params = BlenderSync::get_session_params(
+ b_engine, b_userpref, b_scene, background);
+ BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_v3d, b_rv3d, scene->camera, width, height);
+
+ /* temporary render result to find needed passes and views */
+ BL::RenderResult b_rr = b_engine.begin_result(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;
+
+ {
+ thread_scoped_lock lock(draw_state_.mutex);
+ b_rlay_name = b_view_layer.name();
+
+ /* Signal that the display pass is to be updated. */
+ draw_state_.last_pass_index = -1;
+ }
+
+ /* Compute render passes and film settings. */
+ sync->sync_render_passes(b_rlay, b_view_layer);
+
+ 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();
+
+ buffer_params.layer = b_view_layer.name();
+ buffer_params.view = b_rview_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 know 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) {
+ int seed = scene->integrator->get_seed();
+ seed += hash_uint2(seed, hash_uint2(view_index * 0xdeadbeef, 0));
+ scene->integrator->set_seed(seed);
+ }
+
+ /* Update number of samples per layer. */
+ const int samples = sync->get_layer_samples();
+ const bool bound_samples = sync->get_layer_bound_samples();
+
+ SessionParams effective_session_params = session_params;
+ if (samples != 0 && (!bound_samples || (samples < session_params.samples))) {
+ effective_session_params.samples = samples;
+ }
+
+ /* Update session itself. */
+ session->reset(effective_session_params, buffer_params);
+
+ /* render */
+ if (!b_engine.is_preview() && background && print_render_stats) {
+ scene->enable_update_stats();
+ }
+
+ 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 */
+ b_engine.end_result(b_rr, true, false, false);
+
+ /* When tiled rendering is used there will be no "write" done for the tile. Forcefully clear
+ * highlighted tiles now, so that the highlight will be removed while processing full frame from
+ * file. */
+ b_engine.tile_highlight_clear_all();
+
+ 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;
+}
+
+void BlenderSession::render_frame_finish()
+{
+ /* Processing of all layers and views is done. Clear the strings so that we can communicate
+ * progress about reading files and denoising them. */
+ b_rlay_name = "";
+ b_rview_name = "";
+
+ if (!b_render.use_persistent_data()) {
+ /* Free the sync object so that it can properly dereference nodes from the scene graph before
+ * the graph is freed. */
+ delete sync;
+ sync = nullptr;
+
+ session->device_free();
+ }
+
+ for (string_view filename : full_buffer_files_) {
+ session->process_full_buffer_from_disk(filename);
+ if (check_and_report_session_error()) {
+ break;
+ }
+ }
+
+ for (string_view filename : full_buffer_files_) {
+ path_remove(filename);
+ }
+
+ /* Clear driver. */
+ session->set_output_driver(nullptr);
+ session->full_buffer_written_cb = function_null;
+
+ /* All the files are handled.
+ * Clear the list so that this session can be re-used by Persistent Data. */
+ full_buffer_files_.clear();
+}
+
+static PassType bake_type_to_pass(const string &bake_type_str, const int bake_filter)
+{
+ const char *bake_type = bake_type_str.c_str();
+
+ /* data passes */
+ if (strcmp(bake_type, "POSITION") == 0) {
+ return PASS_POSITION;
+ }
+ else if (strcmp(bake_type, "NORMAL") == 0) {
+ return PASS_NORMAL;
+ }
+ else if (strcmp(bake_type, "UV") == 0) {
+ return PASS_UV;
+ }
+ else if (strcmp(bake_type, "ROUGHNESS") == 0) {
+ return PASS_ROUGHNESS;
+ }
+ else if (strcmp(bake_type, "EMIT") == 0) {
+ return PASS_EMISSION;
+ }
+ /* light passes */
+ else if (strcmp(bake_type, "AO") == 0) {
+ return PASS_AO;
+ }
+ else if (strcmp(bake_type, "COMBINED") == 0) {
+ return PASS_COMBINED;
+ }
+ else if (strcmp(bake_type, "SHADOW") == 0) {
+ return PASS_SHADOW;
+ }
+ else if (strcmp(bake_type, "DIFFUSE") == 0) {
+ if ((bake_filter & BL::BakeSettings::pass_filter_DIRECT) &&
+ bake_filter & BL::BakeSettings::pass_filter_INDIRECT) {
+ return PASS_DIFFUSE;
+ }
+ else if (bake_filter & BL::BakeSettings::pass_filter_DIRECT) {
+ return PASS_DIFFUSE_DIRECT;
+ }
+ else if (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) {
+ return PASS_DIFFUSE_INDIRECT;
+ }
+ else {
+ return PASS_DIFFUSE_COLOR;
+ }
+ }
+ else if (strcmp(bake_type, "GLOSSY") == 0) {
+ if ((bake_filter & BL::BakeSettings::pass_filter_DIRECT) &&
+ bake_filter & BL::BakeSettings::pass_filter_INDIRECT) {
+ return PASS_GLOSSY;
+ }
+ else if (bake_filter & BL::BakeSettings::pass_filter_DIRECT) {
+ return PASS_GLOSSY_DIRECT;
+ }
+ else if (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) {
+ return PASS_GLOSSY_INDIRECT;
+ }
+ else {
+ return PASS_GLOSSY_COLOR;
+ }
+ }
+ else if (strcmp(bake_type, "TRANSMISSION") == 0) {
+ if ((bake_filter & BL::BakeSettings::pass_filter_DIRECT) &&
+ bake_filter & BL::BakeSettings::pass_filter_INDIRECT) {
+ return PASS_TRANSMISSION;
+ }
+ else if (bake_filter & BL::BakeSettings::pass_filter_DIRECT) {
+ return PASS_TRANSMISSION_DIRECT;
+ }
+ else if (bake_filter & BL::BakeSettings::pass_filter_INDIRECT) {
+ return PASS_TRANSMISSION_INDIRECT;
+ }
+ else {
+ return PASS_TRANSMISSION_COLOR;
+ }
+ }
+ /* extra */
+ else if (strcmp(bake_type, "ENVIRONMENT") == 0) {
+ return PASS_BACKGROUND;
+ }
+
+ return PASS_COMBINED;
+}
+
+void BlenderSession::bake(BL::Depsgraph &b_depsgraph_,
+ BL::Object &b_object,
+ const string &bake_type,
+ const int bake_filter,
+ const int bake_width,
+ const int bake_height)
+{
+ b_depsgraph = b_depsgraph_;
+
+ /* Initialize bake manager, before we load the baking kernels. */
+ scene->bake_manager->set(scene, b_object.name());
+
+ /* Add render pass that we want to bake, and name it Combined so that it is
+ * used as that on the Blender side. */
+ Pass *pass = scene->create_node<Pass>();
+ pass->set_name(ustring("Combined"));
+ pass->set_type(bake_type_to_pass(bake_type, bake_filter));
+ pass->set_include_albedo((bake_filter & BL::BakeSettings::pass_filter_COLOR));
+
+ session->set_display_driver(nullptr);
+ session->set_output_driver(make_unique<BlenderOutputDriver>(b_engine));
+
+ if (!session->progress.get_cancel()) {
+ /* Sync 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();
+ }
+
+ /* Object might have been disabled for rendering or excluded in some
+ * other way, in that case Blender will report a warning afterwards. */
+ bool object_found = false;
+ foreach (Object *ob, scene->objects) {
+ if (ob->name == b_object.name()) {
+ object_found = true;
+ break;
+ }
+ }
+
+ if (object_found && !session->progress.get_cancel()) {
+ /* Get session and buffer parameters. */
+ const SessionParams session_params = BlenderSync::get_session_params(
+ b_engine, b_userpref, b_scene, background);
+
+ BufferParams buffer_params;
+ buffer_params.width = bake_width;
+ buffer_params.height = bake_height;
+
+ /* Update session. */
+ session->reset(session_params, buffer_params);
+
+ session->progress.set_update_callback(
+ function_bind(&BlenderSession::update_bake_progress, this));
+ }
+
+ /* Perform bake. Check cancel to avoid crash with incomplete scene data. */
+ if (object_found && !session->progress.get_cancel()) {
+ session->start();
+ session->wait();
+ }
+
+ session->set_output_driver(nullptr);
+}
+
+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 */
+ const SessionParams session_params = BlenderSync::get_session_params(
+ b_engine, b_userpref, b_scene, background);
+ const SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background);
+ const 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();
+ }
+
+ ensure_display_driver_if_needed();
+
+ /* increase samples and render time, but never decrease */
+ session->set_samples(session_params.samples);
+ session->set_time_limit(session_params.time_limit);
+ 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_, b_v3d);
+
+ /* 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, "");
+
+ /* get buffer parameters */
+ const BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_v3d, b_rv3d, scene->camera, width, height);
+
+ /* reset if needed */
+ if (scene->need_reset()) {
+ session->reset(session_params, buffer_params);
+
+ /* After session reset, so device is not accessing image data anymore. */
+ builtin_images_load();
+
+ /* reset time */
+ start_resize_time = 0.0;
+ }
+
+ /* unlock */
+ session->scene->mutex.unlock();
+
+ /* Start rendering thread, if it's not running already. Do this
+ * after all scene data has been synced at least once. */
+ session->start();
+}
+
+void BlenderSession::draw(BL::SpaceImageEditor &space_image)
+{
+ if (!session || !session->scene) {
+ /* Offline render drawing does not force the render engine update, which means it's possible
+ * that the Session is not created yet. */
+ return;
+ }
+
+ thread_scoped_lock lock(draw_state_.mutex);
+
+ const int pass_index = space_image.image_user().multilayer_pass();
+ if (pass_index != draw_state_.last_pass_index) {
+ BL::RenderPass b_display_pass(b_engine.pass_by_index_get(b_rlay_name.c_str(), pass_index));
+ if (!b_display_pass) {
+ return;
+ }
+
+ Scene *scene = session->scene;
+
+ thread_scoped_lock lock(scene->mutex);
+
+ const Pass *pass = Pass::find(scene->passes, b_display_pass.name());
+ if (!pass) {
+ return;
+ }
+
+ scene->film->set_display_pass(pass->get_type());
+
+ draw_state_.last_pass_index = pass_index;
+ }
+
+ if (display_driver_) {
+ BL::Array<float, 2> zoom = space_image.zoom();
+ display_driver_->set_zoom(zoom[0], zoom[1]);
+ }
+
+ session->draw();
+}
+
+void BlenderSession::view_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->is_modified())
+ reset = true;
+
+ session->scene->mutex.unlock();
+ }
+
+ /* reset if requested */
+ if (reset) {
+ const SessionParams session_params = BlenderSync::get_session_params(
+ b_engine, b_userpref, b_scene, background);
+ const BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_v3d, b_rv3d, scene->camera, width, height);
+ const bool session_pause = BlenderSync::get_session_pause(b_scene, background);
+
+ if (session_pause == false) {
+ session->reset(session_params, buffer_params);
+ start_resize_time = 0.0;
+ }
+ }
+ }
+ else {
+ tag_update();
+ }
+
+ /* update status and progress for 3d view draw */
+ update_status_progress();
+
+ /* draw */
+ session->draw();
+}
+
+void BlenderSession::get_status(string &status, string &substatus)
+{
+ session->progress.get_status(status, substatus);
+}
+
+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();
+}
+
+void BlenderSession::update_bake_progress()
+{
+ float progress = session->progress.get_progress();
+
+ if (progress != last_progress) {
+ b_engine.update_progress(progress);
+ last_progress = progress;
+ }
+}
+
+void BlenderSession::update_status_progress()
+{
+ string timestatus, status, substatus;
+ 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_progress(progress, total_time, render_time);
+
+ if (progress > 0) {
+ remaining_time = session->get_estimated_remaining_time();
+ }
+
+ if (background) {
+ if (scene)
+ 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;
+ }
+
+ 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;
+ }
+
+ check_and_report_session_error();
+}
+
+bool BlenderSession::check_and_report_session_error()
+{
+ if (!session->progress.get_error()) {
+ return false;
+ }
+
+ const 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;
+ }
+
+ return true;
+}
+
+void BlenderSession::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();
+ }
+}
+
+void BlenderSession::test_cancel()
+{
+ /* test if we need to cancel rendering */
+ if (background)
+ if (b_engine.test_break())
+ session->progress.set_cancel("Cancelled");
+}
+
+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();
+}
+
+void BlenderSession::ensure_display_driver_if_needed()
+{
+ if (display_driver_) {
+ /* Driver is already created. */
+ return;
+ }
+
+ if (headless) {
+ /* No display needed for headless. */
+ return;
+ }
+
+ if (b_engine.is_preview()) {
+ /* TODO(sergey): Investigate whether DisplayDriver can be used for the preview as well. */
+ return;
+ }
+
+ unique_ptr<BlenderDisplayDriver> display_driver = make_unique<BlenderDisplayDriver>(b_engine,
+ b_scene);
+ display_driver_ = display_driver.get();
+ session->set_display_driver(move(display_driver));
+}
+
+CCL_NAMESPACE_END