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-rw-r--r--intern/cycles/blender/CMakeLists.txt10
-rw-r--r--intern/cycles/blender/addon/__init__.py9
-rw-r--r--intern/cycles/blender/addon/engine.py132
-rw-r--r--intern/cycles/blender/addon/presets.py50
-rw-r--r--intern/cycles/blender/addon/properties.py499
-rw-r--r--intern/cycles/blender/addon/ui.py480
-rw-r--r--intern/cycles/blender/addon/version_update.py44
-rw-r--r--intern/cycles/blender/blender_camera.cpp13
-rw-r--r--intern/cycles/blender/blender_device.cpp11
-rw-r--r--intern/cycles/blender/blender_geometry.cpp6
-rw-r--r--intern/cycles/blender/blender_gpu_display.cpp787
-rw-r--r--intern/cycles/blender/blender_gpu_display.h215
-rw-r--r--intern/cycles/blender/blender_light.cpp18
-rw-r--r--intern/cycles/blender/blender_object.cpp2
-rw-r--r--intern/cycles/blender/blender_python.cpp262
-rw-r--r--intern/cycles/blender/blender_session.cpp702
-rw-r--r--intern/cycles/blender/blender_session.h59
-rw-r--r--intern/cycles/blender/blender_shader.cpp33
-rw-r--r--intern/cycles/blender/blender_sync.cpp468
-rw-r--r--intern/cycles/blender/blender_sync.h35
-rw-r--r--intern/cycles/blender/blender_viewport.cpp43
-rw-r--r--intern/cycles/blender/blender_viewport.h5
22 files changed, 2097 insertions, 1786 deletions
diff --git a/intern/cycles/blender/CMakeLists.txt b/intern/cycles/blender/CMakeLists.txt
index ee5c6157338..5bdcfd56a4d 100644
--- a/intern/cycles/blender/CMakeLists.txt
+++ b/intern/cycles/blender/CMakeLists.txt
@@ -33,6 +33,7 @@ set(SRC
blender_device.cpp
blender_image.cpp
blender_geometry.cpp
+ blender_gpu_display.cpp
blender_light.cpp
blender_mesh.cpp
blender_object.cpp
@@ -50,6 +51,7 @@ set(SRC
CCL_api.h
blender_device.h
+ blender_gpu_display.h
blender_id_map.h
blender_image.h
blender_object_cull.h
@@ -93,14 +95,6 @@ set(ADDON_FILES
add_definitions(${GL_DEFINITIONS})
-if(WITH_CYCLES_DEVICE_OPENCL)
- add_definitions(-DWITH_OPENCL)
-endif()
-
-if(WITH_CYCLES_NETWORK)
- add_definitions(-DWITH_NETWORK)
-endif()
-
if(WITH_MOD_FLUID)
add_definitions(-DWITH_FLUID)
endif()
diff --git a/intern/cycles/blender/addon/__init__.py b/intern/cycles/blender/addon/__init__.py
index f728050a3cf..1ce25a253f9 100644
--- a/intern/cycles/blender/addon/__init__.py
+++ b/intern/cycles/blender/addon/__init__.py
@@ -58,7 +58,6 @@ class CyclesRender(bpy.types.RenderEngine):
bl_use_eevee_viewport = True
bl_use_preview = True
bl_use_exclude_layers = True
- bl_use_save_buffers = True
bl_use_spherical_stereo = True
bl_use_custom_freestyle = True
bl_use_alembic_procedural = True
@@ -85,6 +84,12 @@ class CyclesRender(bpy.types.RenderEngine):
def render(self, depsgraph):
engine.render(self, depsgraph)
+ def render_frame_finish(self):
+ engine.render_frame_finish(self)
+
+ def draw(self, context, depsgraph):
+ engine.draw(self, depsgraph, context.space_data)
+
def bake(self, depsgraph, obj, pass_type, pass_filter, width, height):
engine.bake(self, depsgraph, obj, pass_type, pass_filter, width, height)
@@ -98,7 +103,7 @@ class CyclesRender(bpy.types.RenderEngine):
engine.sync(self, depsgraph, context.blend_data)
def view_draw(self, context, depsgraph):
- engine.draw(self, depsgraph, context.region, context.space_data, context.region_data)
+ engine.view_draw(self, depsgraph, context.region, context.space_data, context.region_data)
def update_script_node(self, node):
if engine.with_osl():
diff --git a/intern/cycles/blender/addon/engine.py b/intern/cycles/blender/addon/engine.py
index 489a883f098..e0e8ca10bef 100644
--- a/intern/cycles/blender/addon/engine.py
+++ b/intern/cycles/blender/addon/engine.py
@@ -18,62 +18,17 @@
from __future__ import annotations
-def _is_using_buggy_driver():
- import gpu
- # We need to be conservative here because in multi-GPU systems display card
- # might be quite old, but others one might be just good.
- #
- # So We shouldn't disable possible good dedicated cards just because display
- # card seems weak. And instead we only blacklist configurations which are
- # proven to cause problems.
- if gpu.platform.vendor_get() == "ATI Technologies Inc.":
- import re
- version = gpu.platform.version_get()
- if version.endswith("Compatibility Profile Context"):
- # Old HD 4xxx and 5xxx series drivers did not have driver version
- # in the version string, but those cards do not quite work and
- # causing crashes.
- return True
- regex = re.compile(".*Compatibility Profile Context ([0-9]+(\\.[0-9]+)+)$")
- if not regex.match(version):
- # Skip cards like FireGL
- return False
- version = regex.sub("\\1", version).split('.')
- return int(version[0]) == 8
- return False
-
-
-def _workaround_buggy_drivers():
- if _is_using_buggy_driver():
- import _cycles
- if hasattr(_cycles, "opencl_disable"):
- print("Cycles: OpenGL driver known to be buggy, disabling OpenCL platform.")
- _cycles.opencl_disable()
-
-
def _configure_argument_parser():
import argparse
# No help because it conflicts with general Python scripts argument parsing
parser = argparse.ArgumentParser(description="Cycles Addon argument parser",
add_help=False)
- parser.add_argument("--cycles-resumable-num-chunks",
- help="Number of chunks to split sample range into",
- default=None)
- parser.add_argument("--cycles-resumable-current-chunk",
- help="Current chunk of samples range to render",
- default=None)
- parser.add_argument("--cycles-resumable-start-chunk",
- help="Start chunk to render",
- default=None)
- parser.add_argument("--cycles-resumable-end-chunk",
- help="End chunk to render",
- default=None)
parser.add_argument("--cycles-print-stats",
help="Print rendering statistics to stderr",
action='store_true')
parser.add_argument("--cycles-device",
help="Set the device to use for Cycles, overriding user preferences and the scene setting."
- "Valid options are 'CPU', 'CUDA', 'OPTIX' or 'OPENCL'."
+ "Valid options are 'CPU', 'CUDA' or 'OPTIX'."
"Additionally, you can append '+CPU' to any GPU type for hybrid rendering.",
default=None)
return parser
@@ -89,21 +44,6 @@ def _parse_command_line():
parser = _configure_argument_parser()
args, _ = parser.parse_known_args(argv[argv.index("--") + 1:])
- if args.cycles_resumable_num_chunks is not None:
- if args.cycles_resumable_current_chunk is not None:
- import _cycles
- _cycles.set_resumable_chunk(
- int(args.cycles_resumable_num_chunks),
- int(args.cycles_resumable_current_chunk),
- )
- elif args.cycles_resumable_start_chunk is not None and \
- args.cycles_resumable_end_chunk:
- import _cycles
- _cycles.set_resumable_chunk_range(
- int(args.cycles_resumable_num_chunks),
- int(args.cycles_resumable_start_chunk),
- int(args.cycles_resumable_end_chunk),
- )
if args.cycles_print_stats:
import _cycles
_cycles.enable_print_stats()
@@ -118,23 +58,11 @@ def init():
import _cycles
import os.path
- # Workaround possibly buggy legacy drivers which crashes on the OpenCL
- # device enumeration.
- #
- # This checks are not really correct because they might still fail
- # in the case of multiple GPUs. However, currently buggy drivers
- # are really old and likely to be used in single GPU systems only
- # anyway.
- #
- # Can't do it in the background mode, so we hope OpenCL is no enabled
- # in the user preferences.
- if not bpy.app.background:
- _workaround_buggy_drivers()
-
path = os.path.dirname(__file__)
user_path = os.path.dirname(os.path.abspath(bpy.utils.user_resource('CONFIG', path='')))
+ temp_path = bpy.app.tempdir
- _cycles.init(path, user_path, bpy.app.background)
+ _cycles.init(path, user_path, temp_path, bpy.app.background)
_parse_command_line()
@@ -177,6 +105,25 @@ def render(engine, depsgraph):
_cycles.render(engine.session, depsgraph.as_pointer())
+def render_frame_finish(engine):
+ if not engine.session:
+ return
+
+ import _cycles
+ _cycles.render_frame_finish(engine.session)
+
+def draw(engine, depsgraph, space_image):
+ if not engine.session:
+ return
+
+ depsgraph_ptr = depsgraph.as_pointer()
+ space_image_ptr = space_image.as_pointer()
+ screen_ptr = space_image.id_data.as_pointer()
+
+ import _cycles
+ _cycles.draw(engine.session, depsgraph_ptr, screen_ptr, space_image_ptr)
+
+
def bake(engine, depsgraph, obj, pass_type, pass_filter, width, height):
import _cycles
session = getattr(engine, "session", None)
@@ -204,14 +151,14 @@ def sync(engine, depsgraph, data):
_cycles.sync(engine.session, depsgraph.as_pointer())
-def draw(engine, depsgraph, region, v3d, rv3d):
+def view_draw(engine, depsgraph, region, v3d, rv3d):
import _cycles
depsgraph = depsgraph.as_pointer()
v3d = v3d.as_pointer()
rv3d = rv3d.as_pointer()
# draw render image
- _cycles.draw(engine.session, depsgraph, v3d, rv3d)
+ _cycles.view_draw(engine.session, depsgraph, v3d, rv3d)
def available_devices():
@@ -224,11 +171,6 @@ def with_osl():
return _cycles.with_osl
-def with_network():
- import _cycles
- return _cycles.with_network
-
-
def system_info():
import _cycles
return _cycles.system_info()
@@ -243,6 +185,7 @@ def list_render_passes(scene, srl):
# Data passes.
if srl.use_pass_z: yield ("Depth", "Z", 'VALUE')
if srl.use_pass_mist: yield ("Mist", "Z", 'VALUE')
+ if srl.use_pass_position: yield ("Position", "XYZ", 'VECTOR')
if srl.use_pass_normal: yield ("Normal", "XYZ", 'VECTOR')
if srl.use_pass_vector: yield ("Vector", "XYZW", 'VECTOR')
if srl.use_pass_uv: yield ("UV", "UVA", 'VECTOR')
@@ -265,6 +208,7 @@ def list_render_passes(scene, srl):
if srl.use_pass_environment: yield ("Env", "RGB", 'COLOR')
if srl.use_pass_shadow: yield ("Shadow", "RGB", 'COLOR')
if srl.use_pass_ambient_occlusion: yield ("AO", "RGB", 'COLOR')
+ if crl.use_pass_shadow_catcher: yield ("Shadow Catcher", "RGB", 'COLOR')
# Debug passes.
if crl.pass_debug_render_time: yield ("Debug Render Time", "X", 'VALUE')
@@ -283,30 +227,20 @@ def list_render_passes(scene, srl):
yield ("CryptoAsset" + '{:02d}'.format(i), "RGBA", 'COLOR')
# Denoising passes.
- if (scene.cycles.use_denoising and crl.use_denoising) or crl.denoising_store_passes:
+ if scene.cycles.use_denoising and crl.use_denoising:
yield ("Noisy Image", "RGBA", 'COLOR')
- if crl.denoising_store_passes:
- yield ("Denoising Normal", "XYZ", 'VECTOR')
- yield ("Denoising Albedo", "RGB", 'COLOR')
- yield ("Denoising Depth", "Z", 'VALUE')
-
- if scene.cycles.denoiser == 'NLM':
- yield ("Denoising Shadowing", "X", 'VALUE')
- yield ("Denoising Variance", "RGB", 'COLOR')
- yield ("Denoising Intensity", "X", 'VALUE')
-
- clean_options = ("denoising_diffuse_direct", "denoising_diffuse_indirect",
- "denoising_glossy_direct", "denoising_glossy_indirect",
- "denoising_transmission_direct", "denoising_transmission_indirect")
- if any(getattr(crl, option) for option in clean_options):
- yield ("Denoising Clean", "RGB", 'COLOR')
+ if crl.use_pass_shadow_catcher:
+ yield ("Noisy Shadow Catcher", "RGBA", 'COLOR')
+ if crl.denoising_store_passes:
+ yield ("Denoising Normal", "XYZ", 'VECTOR')
+ yield ("Denoising Albedo", "RGB", 'COLOR')
# Custom AOV passes.
for aov in srl.aovs:
if aov.type == 'VALUE':
yield (aov.name, "X", 'VALUE')
else:
- yield (aov.name, "RGBA", 'COLOR')
+ yield (aov.name, "RGB", 'COLOR')
def register_passes(engine, scene, view_layer):
diff --git a/intern/cycles/blender/addon/presets.py b/intern/cycles/blender/addon/presets.py
index bf33e5dc010..37c39904e30 100644
--- a/intern/cycles/blender/addon/presets.py
+++ b/intern/cycles/blender/addon/presets.py
@@ -60,32 +60,48 @@ class AddPresetSampling(AddPresetBase, Operator):
]
preset_values = [
+ "cycles.use_adaptive_sampling",
"cycles.samples",
- "cycles.preview_samples",
- "cycles.aa_samples",
- "cycles.preview_aa_samples",
- "cycles.diffuse_samples",
- "cycles.glossy_samples",
- "cycles.transmission_samples",
- "cycles.ao_samples",
- "cycles.mesh_light_samples",
- "cycles.subsurface_samples",
- "cycles.volume_samples",
- "cycles.use_square_samples",
- "cycles.progressive",
- "cycles.seed",
- "cycles.sample_clamp_direct",
- "cycles.sample_clamp_indirect",
- "cycles.sample_all_lights_direct",
- "cycles.sample_all_lights_indirect",
+ "cycles.adaptive_threshold",
+ "cycles.adaptive_min_samples",
+ "cycles.time_limit",
+ "cycles.use_denoising",
+ "cycles.denoiser",
+ "cycles.denoising_input_passes",
+ "cycles.denoising_prefilter",
]
preset_subdir = "cycles/sampling"
+class AddPresetViewportSampling(AddPresetBase, Operator):
+ '''Add a Viewport Sampling Preset'''
+ bl_idname = "render.cycles_viewport_sampling_preset_add"
+ bl_label = "Add Viewport Sampling Preset"
+ preset_menu = "CYCLES_PT_viewport_sampling_presets"
+
+ preset_defines = [
+ "cycles = bpy.context.scene.cycles"
+ ]
+
+ preset_values = [
+ "cycles.use_preview_adaptive_sampling",
+ "cycles.preview_samples",
+ "cycles.preview_adaptive_threshold",
+ "cycles.preview_adaptive_min_samples",
+ "cycles.use_preview_denoising",
+ "cycles.preview_denoiser",
+ "cycles.preview_denoising_input_passes",
+ "cycles.preview_denoising_prefilter",
+ "cycles.preview_denoising_start_sample",
+ ]
+
+ preset_subdir = "cycles/viewport_sampling"
+
classes = (
AddPresetIntegrator,
AddPresetSampling,
+ AddPresetViewportSampling,
)
diff --git a/intern/cycles/blender/addon/properties.py b/intern/cycles/blender/addon/properties.py
index 0c3af3fabeb..c2570e71efd 100644
--- a/intern/cycles/blender/addon/properties.py
+++ b/intern/cycles/blender/addon/properties.py
@@ -39,11 +39,6 @@ enum_devices = (
('GPU', "GPU Compute", "Use GPU compute device for rendering, configured in the system tab in the user preferences"),
)
-from _cycles import with_network
-if with_network:
- enum_devices += (('NETWORK', "Networked Device", "Use networked device for rendering"),)
-del with_network
-
enum_feature_set = (
('SUPPORTED', "Supported", "Only use finished and supported features"),
('EXPERIMENTAL', "Experimental", "Use experimental and incomplete features that might be broken or change in the future", 'ERROR', 1),
@@ -84,15 +79,6 @@ enum_curve_shape = (
('THICK', "3D Curves", "Render hair as 3D curve, for accurate results when viewing hair close up"),
)
-enum_tile_order = (
- ('CENTER', "Center", "Render from center to the edges"),
- ('RIGHT_TO_LEFT', "Right to Left", "Render from right to left"),
- ('LEFT_TO_RIGHT', "Left to Right", "Render from left to right"),
- ('TOP_TO_BOTTOM', "Top to Bottom", "Render from top to bottom"),
- ('BOTTOM_TO_TOP', "Bottom to Top", "Render from bottom to top"),
- ('HILBERT_SPIRAL', "Hilbert Spiral", "Render in a Hilbert Spiral"),
-)
-
enum_use_layer_samples = (
('USE', "Use", "Per render layer number of samples override scene samples"),
('BOUNDED', "Bounded", "Bound per render layer number of samples by global samples"),
@@ -101,15 +87,9 @@ enum_use_layer_samples = (
enum_sampling_pattern = (
('SOBOL', "Sobol", "Use Sobol random sampling pattern"),
- ('CORRELATED_MUTI_JITTER', "Correlated Multi-Jitter", "Use Correlated Multi-Jitter random sampling pattern"),
('PROGRESSIVE_MUTI_JITTER', "Progressive Multi-Jitter", "Use Progressive Multi-Jitter random sampling pattern"),
)
-enum_integrator = (
- ('BRANCHED_PATH', "Branched Path Tracing", "Path tracing integrator that branches on the first bounce, giving more control over the number of light and material samples"),
- ('PATH', "Path Tracing", "Pure path tracing integrator"),
-)
-
enum_volume_sampling = (
('DISTANCE', "Distance", "Use distance sampling, best for dense volumes with lights far away"),
('EQUIANGULAR', "Equiangular", "Use equiangular sampling, best for volumes with low density with light inside or near the volume"),
@@ -131,7 +111,6 @@ enum_device_type = (
('CPU', "CPU", "CPU", 0),
('CUDA', "CUDA", "CUDA", 1),
('OPTIX', "OptiX", "OptiX", 3),
- ('OPENCL', "OpenCL", "OpenCL", 2)
)
enum_texture_limit = (
@@ -144,39 +123,46 @@ enum_texture_limit = (
('4096', "4096", "Limit texture size to 4096 pixels", 6),
('8192', "8192", "Limit texture size to 8192 pixels", 7),
)
-
+
+# NOTE: Identifiers are expected to be an upper case version of identifiers from `Pass::get_type_enum()`
enum_view3d_shading_render_pass = (
('', "General", ""),
- ('COMBINED', "Combined", "Show the Combined Render pass", 1),
- ('EMISSION', "Emission", "Show the Emission render pass", 33),
- ('BACKGROUND', "Background", "Show the Background render pass", 34),
- ('AO', "Ambient Occlusion", "Show the Ambient Occlusion render pass", 35),
+ ('COMBINED', "Combined", "Show the Combined Render pass"),
+ ('EMISSION', "Emission", "Show the Emission render pass"),
+ ('BACKGROUND', "Background", "Show the Background render pass"),
+ ('AO', "Ambient Occlusion", "Show the Ambient Occlusion render pass"),
+ ('SHADOW', "Shadow", "Show the Shadow render pass"),
+ ('SHADOW_CATCHER', "Shadow Catcher", "Show the Shadow Catcher render pass"),
('', "Light", ""),
- ('DIFFUSE_DIRECT', "Diffuse Direct", "Show the Diffuse Direct render pass", 38),
- ('DIFFUSE_INDIRECT', "Diffuse Indirect", "Show the Diffuse Indirect render pass", 39),
- ('DIFFUSE_COLOR', "Diffuse Color", "Show the Diffuse Color render pass", 40),
+ ('DIFFUSE_DIRECT', "Diffuse Direct", "Show the Diffuse Direct render pass"),
+ ('DIFFUSE_INDIRECT', "Diffuse Indirect", "Show the Diffuse Indirect render pass"),
+ ('DIFFUSE_COLOR', "Diffuse Color", "Show the Diffuse Color render pass"),
- ('GLOSSY_DIRECT', "Glossy Direct", "Show the Glossy Direct render pass", 41),
- ('GLOSSY_INDIRECT', "Glossy Indirect", "Show the Glossy Indirect render pass", 42),
- ('GLOSSY_COLOR', "Glossy Color", "Show the Glossy Color render pass", 43),
+ ('GLOSSY_DIRECT', "Glossy Direct", "Show the Glossy Direct render pass"),
+ ('GLOSSY_INDIRECT', "Glossy Indirect", "Show the Glossy Indirect render pass"),
+ ('GLOSSY_COLOR', "Glossy Color", "Show the Glossy Color render pass"),
('', "", ""),
- ('TRANSMISSION_DIRECT', "Transmission Direct", "Show the Transmission Direct render pass", 44),
- ('TRANSMISSION_INDIRECT', "Transmission Indirect", "Show the Transmission Indirect render pass", 45),
- ('TRANSMISSION_COLOR', "Transmission Color", "Show the Transmission Color render pass", 46),
+ ('TRANSMISSION_DIRECT', "Transmission Direct", "Show the Transmission Direct render pass"),
+ ('TRANSMISSION_INDIRECT', "Transmission Indirect", "Show the Transmission Indirect render pass"),
+ ('TRANSMISSION_COLOR', "Transmission Color", "Show the Transmission Color render pass"),
- ('VOLUME_DIRECT', "Volume Direct", "Show the Volume Direct render pass", 50),
- ('VOLUME_INDIRECT', "Volume Indirect", "Show the Volume Indirect render pass", 51),
+ ('VOLUME_DIRECT', "Volume Direct", "Show the Volume Direct render pass"),
+ ('VOLUME_INDIRECT', "Volume Indirect", "Show the Volume Indirect render pass"),
('', "Data", ""),
- ('NORMAL', "Normal", "Show the Normal render pass", 3),
- ('UV', "UV", "Show the UV render pass", 4),
- ('MIST', "Mist", "Show the Mist render pass", 32),
+ ('POSITION', "Position", "Show the Position render pass"),
+ ('NORMAL', "Normal", "Show the Normal render pass"),
+ ('UV', "UV", "Show the UV render pass"),
+ ('MIST', "Mist", "Show the Mist render pass"),
+ ('DENOISING_ALBEDO', "Denoising Albedo", "Albedo pass used by denoiser"),
+ ('DENOISING_NORMAL', "Denoising Normal", "Normal pass used by denoiser"),
+ ('SAMPLE_COUNT', "Sample Count", "Per-pixel number of samples"),
)
@@ -208,18 +194,23 @@ def enum_preview_denoiser(self, context):
def enum_denoiser(self, context):
- items = [('NLM', "NLM", "Cycles native non-local means denoiser, running on any compute device", 1)]
+ items = []
items += enum_optix_denoiser(self, context)
items += enum_openimagedenoise_denoiser(self, context)
return items
enum_denoising_input_passes = (
- ('RGB', "Color", "Use only color as input", 1),
- ('RGB_ALBEDO', "Color + Albedo", "Use color and albedo data as input", 2),
- ('RGB_ALBEDO_NORMAL', "Color + Albedo + Normal", "Use color, albedo and normal data as input", 3),
+ ('RGB', "None", "Don't use utility passes for denoising", 1),
+ ('RGB_ALBEDO', "Albedo", "Use albedo pass for denoising", 2),
+ ('RGB_ALBEDO_NORMAL', "Albedo and Normal", "Use albedo and normal passes for denoising", 3),
)
+enum_denoising_prefilter = (
+ ('NONE', "None", "No prefiltering, use when guiding passes are noise-free", 1),
+ ('FAST', "Fast", "Denoise color and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing time", 2),
+ ('ACCURATE', "Accurate", "Prefilter noisy guiding passes before denoising color. Improves quality when guiding passes are noisy using extra processing time", 3),
+)
def update_render_passes(self, context):
scene = context.scene
@@ -252,13 +243,6 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
description="Use Open Shading Language (CPU rendering only)",
)
- progressive: EnumProperty(
- name="Integrator",
- description="Method to sample lights and materials",
- items=enum_integrator,
- default='PATH',
- )
-
preview_pause: BoolProperty(
name="Pause Preview",
description="Pause all viewport preview renders",
@@ -268,110 +252,88 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
use_denoising: BoolProperty(
name="Use Denoising",
description="Denoise the rendered image",
- default=False,
+ default=True,
update=update_render_passes,
)
- use_preview_denoising: BoolProperty(
- name="Use Viewport Denoising",
- description="Denoise the image in the 3D viewport",
- default=False,
- )
-
denoiser: EnumProperty(
name="Denoiser",
description="Denoise the image with the selected denoiser. "
- "For denoising the image after rendering, denoising data render passes "
- "also adapt to the selected denoiser",
+ "For denoising the image after rendering",
items=enum_denoiser,
- default=1,
+ default=4, # Use integer to avoid error in builds without OpenImageDenoise.
update=update_render_passes,
)
+ denoising_prefilter: EnumProperty(
+ name="Denoising Prefilter",
+ description="Prefilter noisy guiding (albedo and normal) passes to improve denoising quality when using OpenImageDenoiser",
+ items=enum_denoising_prefilter,
+ default='ACCURATE',
+ )
+ denoising_input_passes: EnumProperty(
+ name="Denoising Input Passes",
+ description="Passes used by the denoiser to distinguish noise from shader and geometry detail",
+ items=enum_denoising_input_passes,
+ default='RGB_ALBEDO_NORMAL',
+ )
+
+ use_preview_denoising: BoolProperty(
+ name="Use Viewport Denoising",
+ description="Denoise the image in the 3D viewport",
+ default=False,
+ )
preview_denoiser: EnumProperty(
name="Viewport Denoiser",
description="Denoise the image after each preview update with the selected denoiser",
items=enum_preview_denoiser,
default=0,
)
-
- use_square_samples: BoolProperty(
- name="Square Samples",
- description="Square sampling values for easier artist control",
- default=False,
+ preview_denoising_prefilter: EnumProperty(
+ name="Viewport Denoising Prefilter",
+ description="Prefilter noisy guiding (albedo and normal) passes to improve denoising quality when using OpenImageDenoiser",
+ items=enum_denoising_prefilter,
+ default='FAST',
+ )
+ preview_denoising_input_passes: EnumProperty(
+ name="Viewport Denoising Input Passes",
+ description="Passes used by the denoiser to distinguish noise from shader and geometry detail",
+ items=enum_denoising_input_passes,
+ default='RGB_ALBEDO',
+ )
+ preview_denoising_start_sample: IntProperty(
+ name="Start Denoising",
+ description="Sample to start denoising the preview at",
+ min=0, max=(1 << 24),
+ default=1,
)
samples: IntProperty(
name="Samples",
description="Number of samples to render for each pixel",
min=1, max=(1 << 24),
- default=128,
+ default=4096,
)
preview_samples: IntProperty(
name="Viewport Samples",
description="Number of samples to render in the viewport, unlimited if 0",
min=0, max=(1 << 24),
- default=32,
- )
- aa_samples: IntProperty(
- name="AA Samples",
- description="Number of antialiasing samples to render for each pixel",
- min=1, max=2097151,
- default=128,
- )
- preview_aa_samples: IntProperty(
- name="AA Samples",
- description="Number of antialiasing samples to render in the viewport, unlimited if 0",
- min=0, max=2097151,
- default=32,
+ default=1024,
)
- diffuse_samples: IntProperty(
- name="Diffuse Samples",
- description="Number of diffuse bounce samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
- glossy_samples: IntProperty(
- name="Glossy Samples",
- description="Number of glossy bounce samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
- transmission_samples: IntProperty(
- name="Transmission Samples",
- description="Number of transmission bounce samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
- ao_samples: IntProperty(
- name="Ambient Occlusion Samples",
- description="Number of ambient occlusion samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
- mesh_light_samples: IntProperty(
- name="Mesh Light Samples",
- description="Number of mesh emission light samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
- subsurface_samples: IntProperty(
- name="Subsurface Samples",
- description="Number of subsurface scattering samples to render for each AA sample",
- min=1, max=1024,
- default=1,
- )
- volume_samples: IntProperty(
- name="Volume Samples",
- description="Number of volume scattering samples to render for each AA sample",
- min=1, max=1024,
- default=1,
+ time_limit: FloatProperty(
+ name="Time Limit",
+ description="Limit the render time (excluding synchronization time)."
+ "Zero disables the limit",
+ min=0.0,
+ default=0.0,
+ step=100.0,
+ unit='TIME_ABSOLUTE',
)
sampling_pattern: EnumProperty(
name="Sampling Pattern",
description="Random sampling pattern used by the integrator",
items=enum_sampling_pattern,
- default='SOBOL',
+ default='PROGRESSIVE_MUTI_JITTER',
)
use_layer_samples: EnumProperty(
@@ -381,17 +343,6 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
default='USE',
)
- sample_all_lights_direct: BoolProperty(
- name="Sample All Direct Lights",
- description="Sample all lights (for direct samples), rather than randomly picking one",
- default=True,
- )
-
- sample_all_lights_indirect: BoolProperty(
- name="Sample All Indirect Lights",
- description="Sample all lights (for indirect samples), rather than randomly picking one",
- default=True,
- )
light_sampling_threshold: FloatProperty(
name="Light Sampling Threshold",
description="Probabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). "
@@ -403,19 +354,39 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
use_adaptive_sampling: BoolProperty(
name="Use Adaptive Sampling",
description="Automatically reduce the number of samples per pixel based on estimated noise level",
- default=False,
+ default=True,
)
-
adaptive_threshold: FloatProperty(
name="Adaptive Sampling Threshold",
description="Noise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples",
min=0.0, max=1.0,
- default=0.0,
+ soft_min=0.001,
+ default=0.01,
precision=4,
)
adaptive_min_samples: IntProperty(
name="Adaptive Min Samples",
- description="Minimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on number of AA samples",
+ description="Minimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold",
+ min=0, max=4096,
+ default=0,
+ )
+
+ use_preview_adaptive_sampling: BoolProperty(
+ name="Use Adaptive Sampling",
+ description="Automatically reduce the number of samples per pixel based on estimated noise level, for viewport renders",
+ default=True,
+ )
+ preview_adaptive_threshold: FloatProperty(
+ name="Adaptive Sampling Threshold",
+ description="Noise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples, for viewport renders",
+ min=0.0, max=1.0,
+ soft_min=0.001,
+ default=0.1,
+ precision=4,
+ )
+ preview_adaptive_min_samples: IntProperty(
+ name="Adaptive Min Samples",
+ description="Minimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold, for viewport renders",
min=0, max=4096,
default=0,
)
@@ -632,53 +603,6 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
default=10.0,
)
- debug_tile_size: IntProperty(
- name="Tile Size",
- description="",
- min=1, max=4096,
- default=1024,
- )
-
- preview_start_resolution: IntProperty(
- name="Start Resolution",
- description="Resolution to start rendering preview at, "
- "progressively increasing it to the full viewport size",
- min=8, max=16384,
- default=64,
- subtype='PIXEL'
- )
- preview_denoising_start_sample: IntProperty(
- name="Start Denoising",
- description="Sample to start denoising the preview at",
- min=0, max=(1 << 24),
- default=1,
- )
- preview_denoising_input_passes: EnumProperty(
- name="Viewport Input Passes",
- description="Passes used by the denoiser to distinguish noise from shader and geometry detail",
- items=enum_denoising_input_passes,
- default='RGB_ALBEDO',
- )
-
- debug_reset_timeout: FloatProperty(
- name="Reset timeout",
- description="",
- min=0.01, max=10.0,
- default=0.1,
- )
- debug_cancel_timeout: FloatProperty(
- name="Cancel timeout",
- description="",
- min=0.01, max=10.0,
- default=0.1,
- )
- debug_text_timeout: FloatProperty(
- name="Text timeout",
- description="",
- min=0.01, max=10.0,
- default=1.0,
- )
-
debug_bvh_type: EnumProperty(
name="Viewport BVH Type",
description="Choose between faster updates, or faster render",
@@ -701,38 +625,24 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
default=0,
min=0, max=16,
)
- tile_order: EnumProperty(
- name="Tile Order",
- description="Tile order for rendering",
- items=enum_tile_order,
- default='HILBERT_SPIRAL',
- options=set(), # Not animatable!
- )
- use_progressive_refine: BoolProperty(
- name="Progressive Refine",
- description="Instead of rendering each tile until it is finished, "
- "refine the whole image progressively "
- "(this renders somewhat slower, "
- "but time can be saved by manually stopping the render when the noise is low enough)",
- default=False,
- )
bake_type: EnumProperty(
name="Bake Type",
default='COMBINED',
description="Type of pass to bake",
items=(
- ('COMBINED', "Combined", ""),
- ('AO', "Ambient Occlusion", ""),
- ('SHADOW', "Shadow", ""),
- ('NORMAL', "Normal", ""),
- ('UV', "UV", ""),
- ('ROUGHNESS', "Roughness", ""),
- ('EMIT', "Emit", ""),
- ('ENVIRONMENT', "Environment", ""),
- ('DIFFUSE', "Diffuse", ""),
- ('GLOSSY', "Glossy", ""),
- ('TRANSMISSION', "Transmission", ""),
+ ('COMBINED', "Combined", "", 0),
+ ('AO', "Ambient Occlusion", "", 1),
+ ('SHADOW', "Shadow", "", 2),
+ ('POSITION', "Position", "", 11),
+ ('NORMAL', "Normal", "", 3),
+ ('UV', "UV", "", 4),
+ ('ROUGHNESS', "Roughness", "", 5),
+ ('EMIT', "Emit", "", 6),
+ ('ENVIRONMENT', "Environment", "", 7),
+ ('DIFFUSE', "Diffuse", "", 8),
+ ('GLOSSY', "Glossy", "", 9),
+ ('TRANSMISSION', "Transmission", "", 10),
),
)
@@ -827,6 +737,18 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
min=0, max=1024,
)
+ use_auto_tile: BoolProperty(
+ name="Auto Tiles",
+ description="Automatically split image into tiles",
+ default=True,
+ )
+ tile_size: IntProperty(
+ name="Tile Size",
+ default=2048,
+ description="",
+ min=0, max=16384,
+ )
+
# Various fine-tuning debug flags
def _devices_update_callback(self, context):
@@ -844,45 +766,13 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
items=enum_bvh_layouts,
default='EMBREE',
)
- debug_use_cpu_split_kernel: BoolProperty(name="Split Kernel", default=False)
debug_use_cuda_adaptive_compile: BoolProperty(name="Adaptive Compile", default=False)
- debug_use_cuda_split_kernel: BoolProperty(name="Split Kernel", default=False)
-
- debug_optix_cuda_streams: IntProperty(name="CUDA Streams", default=1, min=1)
- debug_optix_curves_api: BoolProperty(name="Native OptiX Curve Primitive", default=False)
-
- debug_opencl_kernel_type: EnumProperty(
- name="OpenCL Kernel Type",
- default='DEFAULT',
- items=(
- ('DEFAULT', "Default", ""),
- ('MEGA', "Mega", ""),
- ('SPLIT', "Split", ""),
- ),
- update=CyclesRenderSettings._devices_update_callback
- )
- debug_opencl_device_type: EnumProperty(
- name="OpenCL Device Type",
- default='ALL',
- items=(
- ('NONE', "None", ""),
- ('ALL', "All", ""),
- ('DEFAULT', "Default", ""),
- ('CPU', "CPU", ""),
- ('GPU', "GPU", ""),
- ('ACCELERATOR', "Accelerator", ""),
- ),
- update=CyclesRenderSettings._devices_update_callback
- )
-
- debug_use_opencl_debug: BoolProperty(name="Debug OpenCL", default=False)
-
- debug_opencl_mem_limit: IntProperty(
- name="Memory limit",
- default=0,
- description="Artificial limit on OpenCL memory usage in MB (0 to disable limit)"
+ debug_use_optix_debug: BoolProperty(
+ name="OptiX Module Debug",
+ description="Load OptiX module in debug mode: lower logging verbosity level, enable validations, and lower optimization level",
+ default=False
)
@classmethod
@@ -1031,12 +921,6 @@ class CyclesLightSettings(bpy.types.PropertyGroup):
description="Light casts shadows",
default=True,
)
- samples: IntProperty(
- name="Samples",
- description="Number of light samples to render for each AA sample",
- min=1, max=10000,
- default=1,
- )
max_bounces: IntProperty(
name="Max Bounces",
description="Maximum number of bounces the light will contribute to the render",
@@ -1084,12 +968,6 @@ class CyclesWorldSettings(bpy.types.PropertyGroup):
min=4, max=8192,
default=1024,
)
- samples: IntProperty(
- name="Samples",
- description="Number of light samples to render for each AA sample",
- min=1, max=10000,
- default=1,
- )
max_bounces: IntProperty(
name="Max Bounces",
description="Maximum number of bounces the background light will contribute to the render",
@@ -1343,91 +1221,25 @@ class CyclesRenderLayerSettings(bpy.types.PropertyGroup):
update=update_render_passes,
)
+ use_pass_shadow_catcher: BoolProperty(
+ name="Shadow Catcher",
+ description="Pass containing shadows and light which is to be multiplied into backdrop",
+ default=False,
+ update=update_render_passes,
+ )
+
use_denoising: BoolProperty(
name="Use Denoising",
description="Denoise the rendered image",
default=True,
update=update_render_passes,
)
- denoising_diffuse_direct: BoolProperty(
- name="Diffuse Direct",
- description="Denoise the direct diffuse lighting",
- default=True,
- )
- denoising_diffuse_indirect: BoolProperty(
- name="Diffuse Indirect",
- description="Denoise the indirect diffuse lighting",
- default=True,
- )
- denoising_glossy_direct: BoolProperty(
- name="Glossy Direct",
- description="Denoise the direct glossy lighting",
- default=True,
- )
- denoising_glossy_indirect: BoolProperty(
- name="Glossy Indirect",
- description="Denoise the indirect glossy lighting",
- default=True,
- )
- denoising_transmission_direct: BoolProperty(
- name="Transmission Direct",
- description="Denoise the direct transmission lighting",
- default=True,
- )
- denoising_transmission_indirect: BoolProperty(
- name="Transmission Indirect",
- description="Denoise the indirect transmission lighting",
- default=True,
- )
- denoising_strength: FloatProperty(
- name="Denoising Strength",
- description="Controls neighbor pixel weighting for the denoising filter (lower values preserve more detail, but aren't as smooth)",
- min=0.0, max=1.0,
- default=0.5,
- )
- denoising_feature_strength: FloatProperty(
- name="Denoising Feature Strength",
- description="Controls removal of noisy image feature passes (lower values preserve more detail, but aren't as smooth)",
- min=0.0, max=1.0,
- default=0.5,
- )
- denoising_radius: IntProperty(
- name="Denoising Radius",
- description="Size of the image area that's used to denoise a pixel (higher values are smoother, but might lose detail and are slower)",
- min=1, max=25,
- default=8,
- subtype="PIXEL",
- )
- denoising_relative_pca: BoolProperty(
- name="Relative Filter",
- description="When removing pixels that don't carry information, use a relative threshold instead of an absolute one (can help to reduce artifacts, but might cause detail loss around edges)",
- default=False,
- )
denoising_store_passes: BoolProperty(
name="Store Denoising Passes",
description="Store the denoising feature passes and the noisy image. The passes adapt to the denoiser selected for rendering",
default=False,
update=update_render_passes,
)
- denoising_neighbor_frames: IntProperty(
- name="Neighbor Frames",
- description="Number of neighboring frames to use for denoising animations (more frames produce smoother results at the cost of performance)",
- min=0, max=7,
- default=0,
- )
-
- denoising_optix_input_passes: EnumProperty(
- name="Input Passes",
- description="Passes used by the denoiser to distinguish noise from shader and geometry detail",
- items=enum_denoising_input_passes,
- default='RGB_ALBEDO',
- )
- denoising_openimagedenoise_input_passes: EnumProperty(
- name="Input Passes",
- description="Passes used by the denoiser to distinguish noise from shader and geometry detail",
- items=enum_denoising_input_passes,
- default='RGB_ALBEDO_NORMAL',
- )
@classmethod
def register(cls):
@@ -1454,14 +1266,12 @@ class CyclesPreferences(bpy.types.AddonPreferences):
def get_device_types(self, context):
import _cycles
- has_cuda, has_optix, has_opencl = _cycles.get_device_types()
+ has_cuda, has_optix = _cycles.get_device_types()
list = [('NONE', "None", "Don't use compute device", 0)]
if has_cuda:
list.append(('CUDA', "CUDA", "Use CUDA for GPU acceleration", 1))
if has_optix:
list.append(('OPTIX', "OptiX", "Use OptiX for GPU acceleration", 3))
- if has_opencl:
- list.append(('OPENCL', "OpenCL", "Use OpenCL for GPU acceleration", 2))
return list
compute_device_type: EnumProperty(
@@ -1486,7 +1296,7 @@ class CyclesPreferences(bpy.types.AddonPreferences):
def update_device_entries(self, device_list):
for device in device_list:
- if not device[1] in {'CUDA', 'OPTIX', 'OPENCL', 'CPU'}:
+ if not device[1] in {'CUDA', 'OPTIX', 'CPU'}:
continue
# Try to find existing Device entry
entry = self.find_existing_device_entry(device)
@@ -1520,22 +1330,23 @@ class CyclesPreferences(bpy.types.AddonPreferences):
elif entry.type == 'CPU':
cpu_devices.append(entry)
# Extend all GPU devices with CPU.
- if compute_device_type in {'CUDA', 'OPTIX', 'OPENCL'}:
+ if compute_device_type != 'CPU':
devices.extend(cpu_devices)
return devices
- # For backwards compatibility, only returns CUDA and OpenCL but still
- # refreshes all devices.
- def get_devices(self, compute_device_type=''):
+ # Refresh device list. This does not happen automatically on Blender
+ # startup due to unstable OpenCL implementations that can cause crashes.
+ def refresh_devices(self):
import _cycles
# Ensure `self.devices` is not re-allocated when the second call to
# get_devices_for_type is made, freeing items from the first list.
for device_type in ('CUDA', 'OPTIX', 'OPENCL'):
self.update_device_entries(_cycles.available_devices(device_type))
- cuda_devices = self.get_devices_for_type('CUDA')
- opencl_devices = self.get_devices_for_type('OPENCL')
- return cuda_devices, opencl_devices
+ # Deprecated: use refresh_devices instead.
+ def get_devices(self, compute_device_type=''):
+ self.refresh_devices()
+ return None
def get_num_gpu_devices(self):
import _cycles
@@ -1601,6 +1412,10 @@ class CyclesView3DShadingSettings(bpy.types.PropertyGroup):
items=enum_view3d_shading_render_pass,
default='COMBINED',
)
+ show_active_pixels: BoolProperty(
+ name="Show Active Pixels",
+ description="When using adaptive sampling highlight pixels which are being sampled",
+ )
def register():
diff --git a/intern/cycles/blender/addon/ui.py b/intern/cycles/blender/addon/ui.py
index 47f7b4c6d73..d02627b9936 100644
--- a/intern/cycles/blender/addon/ui.py
+++ b/intern/cycles/blender/addon/ui.py
@@ -34,6 +34,12 @@ class CYCLES_PT_sampling_presets(PresetPanel, Panel):
preset_add_operator = "render.cycles_sampling_preset_add"
COMPAT_ENGINES = {'CYCLES'}
+class CYCLES_PT_viewport_sampling_presets(PresetPanel, Panel):
+ bl_label = "Viewport Sampling Presets"
+ preset_subdir = "cycles/viewport_sampling"
+ preset_operator = "script.execute_preset"
+ preset_add_operator = "render.cycles_viewport_sampling_preset_add"
+ COMPAT_ENGINES = {'CYCLES'}
class CYCLES_PT_integrator_presets(PresetPanel, Panel):
bl_label = "Integrator Presets"
@@ -54,6 +60,15 @@ class CyclesButtonsPanel:
return context.engine in cls.COMPAT_ENGINES
+class CyclesDebugButtonsPanel(CyclesButtonsPanel):
+ @classmethod
+ def poll(cls, context):
+ prefs = bpy.context.preferences
+ return (CyclesButtonsPanel.poll(context)
+ and prefs.experimental.use_cycles_debug
+ and prefs.view.show_developer_ui)
+
+
# Adapt properties editor panel to display in node editor. We have to
# copy the class rather than inherit due to the way bpy registration works.
def node_panel(cls):
@@ -78,12 +93,6 @@ def use_cpu(context):
return (get_device_type(context) == 'NONE' or cscene.device == 'CPU')
-def use_opencl(context):
- cscene = context.scene.cycles
-
- return (get_device_type(context) == 'OPENCL' and cscene.device == 'GPU')
-
-
def use_cuda(context):
cscene = context.scene.cycles
@@ -96,12 +105,6 @@ def use_optix(context):
return (get_device_type(context) == 'OPTIX' and cscene.device == 'GPU')
-def use_branched_path(context):
- cscene = context.scene.cycles
-
- return (cscene.progressive == 'BRANCHED_PATH' and not use_optix(context))
-
-
def use_sample_all_lights(context):
cscene = context.scene.cycles
@@ -115,57 +118,33 @@ def show_device_active(context):
return context.preferences.addons[__package__].preferences.has_active_device()
-def draw_samples_info(layout, context):
- cscene = context.scene.cycles
- integrator = cscene.progressive
+def get_effective_preview_denoiser(context):
+ scene = context.scene
+ cscene = scene.cycles
+
+ if cscene.preview_denoiser != "AUTO":
+ return cscene.preview_denoiser
+
+ if context.preferences.addons[__package__].preferences.get_devices_for_type('OPTIX'):
+ return 'OPTIX'
+
+ return 'OIDN'
- # Calculate sample values
- if integrator == 'PATH':
- aa = cscene.samples
- if cscene.use_square_samples:
- aa = aa * aa
- else:
- aa = cscene.aa_samples
- d = cscene.diffuse_samples
- g = cscene.glossy_samples
- t = cscene.transmission_samples
- ao = cscene.ao_samples
- ml = cscene.mesh_light_samples
- sss = cscene.subsurface_samples
- vol = cscene.volume_samples
-
- if cscene.use_square_samples:
- aa = aa * aa
- d = d * d
- g = g * g
- t = t * t
- ao = ao * ao
- ml = ml * ml
- sss = sss * sss
- vol = vol * vol
-
- # Draw interface
- # Do not draw for progressive, when Square Samples are disabled
- if use_branched_path(context) or (cscene.use_square_samples and integrator == 'PATH'):
- col = layout.column(align=True)
- col.scale_y = 0.6
- col.label(text="Total Samples:")
- col.separator()
- if integrator == 'PATH':
- col.label(text="%s AA" % aa)
- else:
- col.label(text="%s AA, %s Diffuse, %s Glossy, %s Transmission" %
- (aa, d * aa, g * aa, t * aa))
- col.separator()
- col.label(text="%s AO, %s Mesh Light, %s Subsurface, %s Volume" %
- (ao * aa, ml * aa, sss * aa, vol * aa))
class CYCLES_RENDER_PT_sampling(CyclesButtonsPanel, Panel):
bl_label = "Sampling"
+ def draw(self, context):
+ pass
+
+
+class CYCLES_RENDER_PT_sampling_viewport(CyclesButtonsPanel, Panel):
+ bl_label = "Viewport"
+ bl_parent_id = "CYCLES_RENDER_PT_sampling"
+
def draw_header_preset(self, context):
- CYCLES_PT_sampling_presets.draw_panel_header(self.layout)
+ CYCLES_PT_viewport_sampling_presets.draw_panel_header(self.layout)
def draw(self, context):
layout = self.layout
@@ -176,29 +155,31 @@ class CYCLES_RENDER_PT_sampling(CyclesButtonsPanel, Panel):
layout.use_property_split = True
layout.use_property_decorate = False
- if not use_optix(context):
- layout.prop(cscene, "progressive")
+ heading = layout.column(align=True, heading="Noise Threshold")
+ row = heading.row(align=True)
+ row.prop(cscene, "use_preview_adaptive_sampling", text="")
+ sub = row.row()
+ sub.active = cscene.use_preview_adaptive_sampling
+ sub.prop(cscene, "preview_adaptive_threshold", text="")
- if not use_branched_path(context):
+ if cscene.use_preview_adaptive_sampling:
col = layout.column(align=True)
- col.prop(cscene, "samples", text="Render")
- col.prop(cscene, "preview_samples", text="Viewport")
+ col.prop(cscene, "preview_samples", text=" Max Samples")
+ col.prop(cscene, "preview_adaptive_min_samples", text="Min Samples")
else:
- col = layout.column(align=True)
- col.prop(cscene, "aa_samples", text="Render")
- col.prop(cscene, "preview_aa_samples", text="Viewport")
+ layout.prop(cscene, "preview_samples", text="Samples")
- if not use_branched_path(context):
- draw_samples_info(layout, context)
+class CYCLES_RENDER_PT_sampling_viewport_denoise(CyclesButtonsPanel, Panel):
+ bl_label = "Denoise"
+ bl_parent_id = 'CYCLES_RENDER_PT_sampling_viewport'
+ bl_options = {'DEFAULT_CLOSED'}
-class CYCLES_RENDER_PT_sampling_sub_samples(CyclesButtonsPanel, Panel):
- bl_label = "Sub Samples"
- bl_parent_id = "CYCLES_RENDER_PT_sampling"
+ def draw_header(self, context):
+ scene = context.scene
+ cscene = scene.cycles
- @classmethod
- def poll(cls, context):
- return use_branched_path(context)
+ self.layout.prop(context.scene.cycles, "use_preview_denoising", text="")
def draw(self, context):
layout = self.layout
@@ -208,53 +189,61 @@ class CYCLES_RENDER_PT_sampling_sub_samples(CyclesButtonsPanel, Panel):
scene = context.scene
cscene = scene.cycles
- col = layout.column(align=True)
- col.prop(cscene, "diffuse_samples", text="Diffuse")
- col.prop(cscene, "glossy_samples", text="Glossy")
- col.prop(cscene, "transmission_samples", text="Transmission")
- col.prop(cscene, "ao_samples", text="AO")
+ col = layout.column()
+ col.active = cscene.use_preview_denoising
+ col.prop(cscene, "preview_denoiser", text="Denoiser")
+ col.prop(cscene, "preview_denoising_input_passes", text="Passes")
- sub = col.row(align=True)
- sub.active = use_sample_all_lights(context)
- sub.prop(cscene, "mesh_light_samples", text="Mesh Light")
- col.prop(cscene, "subsurface_samples", text="Subsurface")
- col.prop(cscene, "volume_samples", text="Volume")
+ effective_preview_denoiser = get_effective_preview_denoiser(context)
+ if effective_preview_denoiser == 'OPENIMAGEDENOISE':
+ col.prop(cscene, "preview_denoising_prefilter", text="Prefilter")
- draw_samples_info(layout, context)
+ col.prop(cscene, "preview_denoising_start_sample", text="Start Sample")
-class CYCLES_RENDER_PT_sampling_adaptive(CyclesButtonsPanel, Panel):
- bl_label = "Adaptive Sampling"
+class CYCLES_RENDER_PT_sampling_render(CyclesButtonsPanel, Panel):
+ bl_label = "Render"
bl_parent_id = "CYCLES_RENDER_PT_sampling"
- bl_options = {'DEFAULT_CLOSED'}
- def draw_header(self, context):
- layout = self.layout
- scene = context.scene
- cscene = scene.cycles
-
- layout.prop(cscene, "use_adaptive_sampling", text="")
+ def draw_header_preset(self, context):
+ CYCLES_PT_sampling_presets.draw_panel_header(self.layout)
def draw(self, context):
layout = self.layout
- layout.use_property_split = True
- layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
- layout.active = cscene.use_adaptive_sampling
+ layout.use_property_split = True
+ layout.use_property_decorate = False
+
+ heading = layout.column(align=True, heading="Noise Threshold")
+ row = heading.row(align=True)
+ row.prop(cscene, "use_adaptive_sampling", text="")
+ sub = row.row()
+ sub.active = cscene.use_adaptive_sampling
+ sub.prop(cscene, "adaptive_threshold", text="")
col = layout.column(align=True)
- col.prop(cscene, "adaptive_threshold", text="Noise Threshold")
- col.prop(cscene, "adaptive_min_samples", text="Min Samples")
+ if cscene.use_adaptive_sampling:
+ col.prop(cscene, "samples", text=" Max Samples")
+ col.prop(cscene, "adaptive_min_samples", text="Min Samples")
+ else:
+ col.prop(cscene, "samples", text="Samples")
+ col.prop(cscene, "time_limit")
-class CYCLES_RENDER_PT_sampling_denoising(CyclesButtonsPanel, Panel):
- bl_label = "Denoising"
- bl_parent_id = "CYCLES_RENDER_PT_sampling"
+class CYCLES_RENDER_PT_sampling_render_denoise(CyclesButtonsPanel, Panel):
+ bl_label = "Denoise"
+ bl_parent_id = 'CYCLES_RENDER_PT_sampling_render'
bl_options = {'DEFAULT_CLOSED'}
+ def draw_header(self, context):
+ scene = context.scene
+ cscene = scene.cycles
+
+ self.layout.prop(context.scene.cycles, "use_denoising", text="")
+
def draw(self, context):
layout = self.layout
layout.use_property_split = True
@@ -263,33 +252,12 @@ class CYCLES_RENDER_PT_sampling_denoising(CyclesButtonsPanel, Panel):
scene = context.scene
cscene = scene.cycles
- heading = layout.column(align=True, heading="Render")
- row = heading.row(align=True)
- row.prop(cscene, "use_denoising", text="")
- sub = row.row()
-
- sub.active = cscene.use_denoising
- for view_layer in scene.view_layers:
- if view_layer.cycles.denoising_store_passes:
- sub.active = True
-
- sub.prop(cscene, "denoiser", text="")
-
- layout.separator()
-
- heading = layout.column(align=False, heading="Viewport")
- row = heading.row(align=True)
- row.prop(cscene, "use_preview_denoising", text="")
- sub = row.row()
- sub.active = cscene.use_preview_denoising
- sub.prop(cscene, "preview_denoiser", text="")
-
- sub = heading.row(align=True)
- sub.active = cscene.use_preview_denoising
- sub.prop(cscene, "preview_denoising_start_sample", text="Start Sample")
- sub = heading.row(align=True)
- sub.active = cscene.use_preview_denoising
- sub.prop(cscene, "preview_denoising_input_passes", text="Input Passes")
+ col = layout.column()
+ col.active = cscene.use_denoising
+ col.prop(cscene, "denoiser", text="Denoiser")
+ col.prop(cscene, "denoising_input_passes", text="Passes")
+ if cscene.denoiser == 'OPENIMAGEDENOISE':
+ col.prop(cscene, "denoising_prefilter", text="Prefilter")
class CYCLES_RENDER_PT_sampling_advanced(CyclesButtonsPanel, Panel):
@@ -313,8 +281,6 @@ class CYCLES_RENDER_PT_sampling_advanced(CyclesButtonsPanel, Panel):
col.active = not(cscene.use_adaptive_sampling)
col.prop(cscene, "sampling_pattern", text="Pattern")
- layout.prop(cscene, "use_square_samples")
-
layout.separator()
col = layout.column(align=True)
@@ -322,11 +288,6 @@ class CYCLES_RENDER_PT_sampling_advanced(CyclesButtonsPanel, Panel):
col.prop(cscene, "min_transparent_bounces")
col.prop(cscene, "light_sampling_threshold", text="Light Threshold")
- if cscene.progressive != 'PATH' and use_branched_path(context):
- col = layout.column(align=True)
- col.prop(cscene, "sample_all_lights_direct")
- col.prop(cscene, "sample_all_lights_indirect")
-
for view_layer in scene.view_layers:
if view_layer.samples > 0:
layout.separator()
@@ -334,62 +295,6 @@ class CYCLES_RENDER_PT_sampling_advanced(CyclesButtonsPanel, Panel):
break
-class CYCLES_RENDER_PT_sampling_total(CyclesButtonsPanel, Panel):
- bl_label = "Total Samples"
- bl_parent_id = "CYCLES_RENDER_PT_sampling"
-
- @classmethod
- def poll(cls, context):
- scene = context.scene
- cscene = scene.cycles
-
- if cscene.use_square_samples:
- return True
-
- return cscene.progressive != 'PATH' and use_branched_path(context)
-
- def draw(self, context):
- layout = self.layout
- cscene = context.scene.cycles
- integrator = cscene.progressive
-
- # Calculate sample values
- if integrator == 'PATH':
- aa = cscene.samples
- if cscene.use_square_samples:
- aa = aa * aa
- else:
- aa = cscene.aa_samples
- d = cscene.diffuse_samples
- g = cscene.glossy_samples
- t = cscene.transmission_samples
- ao = cscene.ao_samples
- ml = cscene.mesh_light_samples
- sss = cscene.subsurface_samples
- vol = cscene.volume_samples
-
- if cscene.use_square_samples:
- aa = aa * aa
- d = d * d
- g = g * g
- t = t * t
- ao = ao * ao
- ml = ml * ml
- sss = sss * sss
- vol = vol * vol
-
- col = layout.column(align=True)
- col.scale_y = 0.6
- if integrator == 'PATH':
- col.label(text="%s AA" % aa)
- else:
- col.label(text="%s AA, %s Diffuse, %s Glossy, %s Transmission" %
- (aa, d * aa, g * aa, t * aa))
- col.separator()
- col.label(text="%s AO, %s Mesh Light, %s Subsurface, %s Volume" %
- (ao * aa, ml * aa, sss * aa, vol * aa))
-
-
class CYCLES_RENDER_PT_subdivision(CyclesButtonsPanel, Panel):
bl_label = "Subdivision"
bl_options = {'DEFAULT_CLOSED'}
@@ -548,6 +453,8 @@ class CYCLES_RENDER_PT_light_paths_fast_gi(CyclesButtonsPanel, Panel):
layout.use_property_split = True
layout.use_property_decorate = False
+ layout.active = cscene.use_fast_gi
+
col = layout.column(align=True)
col.prop(cscene, "ao_bounces", text="Viewport Bounces")
col.prop(cscene, "ao_bounces_render", text="Render Bounces")
@@ -716,19 +623,13 @@ class CYCLES_RENDER_PT_performance_tiles(CyclesButtonsPanel, Panel):
layout.use_property_decorate = False
scene = context.scene
- rd = scene.render
cscene = scene.cycles
col = layout.column()
-
- sub = col.column(align=True)
- sub.prop(rd, "tile_x", text="Tiles X")
- sub.prop(rd, "tile_y", text="Y")
- col.prop(cscene, "tile_order", text="Order")
-
+ col.prop(cscene, "use_auto_tile")
sub = col.column()
- sub.active = not rd.use_save_buffers and not cscene.use_adaptive_sampling
- sub.prop(cscene, "use_progressive_refine")
+ sub.active = cscene.use_auto_tile
+ sub.prop(cscene, "tile_size")
class CYCLES_RENDER_PT_performance_acceleration_structure(CyclesButtonsPanel, Panel):
@@ -778,7 +679,6 @@ class CYCLES_RENDER_PT_performance_final_render(CyclesButtonsPanel, Panel):
col = layout.column()
- col.prop(rd, "use_save_buffers")
col.prop(rd, "use_persistent_data", text="Persistent Data")
@@ -797,7 +697,6 @@ class CYCLES_RENDER_PT_performance_viewport(CyclesButtonsPanel, Panel):
col = layout.column()
col.prop(rd, "preview_pixel_size", text="Pixel Size")
- col.prop(cscene, "preview_start_resolution", text="Start Pixels")
class CYCLES_RENDER_PT_filter(CyclesButtonsPanel, Panel):
@@ -818,7 +717,6 @@ class CYCLES_RENDER_PT_filter(CyclesButtonsPanel, Panel):
col = layout.column(heading="Include")
col.prop(view_layer, "use_sky", text="Environment")
- col.prop(view_layer, "use_ao", text="Ambient Occlusion")
col.prop(view_layer, "use_solid", text="Surfaces")
col.prop(view_layer, "use_strand", text="Hair")
col.prop(view_layer, "use_volumes", text="Volumes")
@@ -827,6 +725,9 @@ class CYCLES_RENDER_PT_filter(CyclesButtonsPanel, Panel):
sub = col.row()
sub.prop(view_layer, "use_motion_blur", text="Motion Blur")
sub.active = rd.use_motion_blur
+ sub = col.row()
+ sub.prop(view_layer.cycles, 'use_denoising', text='Denoising')
+ sub.active = scene.cycles.use_denoising
class CYCLES_RENDER_PT_override(CyclesButtonsPanel, Panel):
@@ -872,6 +773,7 @@ class CYCLES_RENDER_PT_passes_data(CyclesButtonsPanel, Panel):
col.prop(view_layer, "use_pass_combined")
col.prop(view_layer, "use_pass_z")
col.prop(view_layer, "use_pass_mist")
+ col.prop(view_layer, "use_pass_position")
col.prop(view_layer, "use_pass_normal")
sub = col.column()
sub.active = not rd.use_motion_blur
@@ -928,6 +830,7 @@ class CYCLES_RENDER_PT_passes_light(CyclesButtonsPanel, Panel):
col.prop(view_layer, "use_pass_environment")
col.prop(view_layer, "use_pass_shadow")
col.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion")
+ col.prop(cycles_view_layer, "use_pass_shadow_catcher")
class CYCLES_RENDER_PT_passes_crypto(CyclesButtonsPanel, ViewLayerCryptomattePanel, Panel):
@@ -942,70 +845,6 @@ class CYCLES_RENDER_PT_passes_aov(CyclesButtonsPanel, ViewLayerAOVPanel):
bl_parent_id = "CYCLES_RENDER_PT_passes"
-class CYCLES_RENDER_PT_denoising(CyclesButtonsPanel, Panel):
- bl_label = "Denoising"
- bl_context = "view_layer"
- bl_options = {'DEFAULT_CLOSED'}
-
- @classmethod
- def poll(cls, context):
- cscene = context.scene.cycles
- return CyclesButtonsPanel.poll(context) and cscene.use_denoising
-
- def draw_header(self, context):
- scene = context.scene
- view_layer = context.view_layer
- cycles_view_layer = view_layer.cycles
-
- layout = self.layout
- layout.prop(cycles_view_layer, "use_denoising", text="")
-
- def draw(self, context):
- layout = self.layout
- layout.use_property_split = True
- layout.use_property_decorate = False
-
- scene = context.scene
- view_layer = context.view_layer
- cycles_view_layer = view_layer.cycles
- denoiser = scene.cycles.denoiser
-
- layout.active = denoiser != 'NONE' and cycles_view_layer.use_denoising
-
- col = layout.column()
-
- if denoiser == 'OPTIX':
- col.prop(cycles_view_layer, "denoising_optix_input_passes")
- return
- elif denoiser == 'OPENIMAGEDENOISE':
- col.prop(cycles_view_layer, "denoising_openimagedenoise_input_passes")
- return
-
- col.prop(cycles_view_layer, "denoising_radius", text="Radius")
-
- col = layout.column()
- col.prop(cycles_view_layer, "denoising_strength", slider=True, text="Strength")
- col.prop(cycles_view_layer, "denoising_feature_strength", slider=True, text="Feature Strength")
- col.prop(cycles_view_layer, "denoising_relative_pca")
-
- layout.separator()
-
- col = layout.column()
- col.active = cycles_view_layer.use_denoising or cycles_view_layer.denoising_store_passes
-
- row = col.row(heading="Diffuse", align=True)
- row.prop(cycles_view_layer, "denoising_diffuse_direct", text="Direct", toggle=True)
- row.prop(cycles_view_layer, "denoising_diffuse_indirect", text="Indirect", toggle=True)
-
- row = col.row(heading="Glossy", align=True)
- row.prop(cycles_view_layer, "denoising_glossy_direct", text="Direct", toggle=True)
- row.prop(cycles_view_layer, "denoising_glossy_indirect", text="Indirect", toggle=True)
-
- row = col.row(heading="Transmission", align=True)
- row.prop(cycles_view_layer, "denoising_transmission_direct", text="Direct", toggle=True)
- row.prop(cycles_view_layer, "denoising_transmission_indirect", text="Indirect", toggle=True)
-
-
class CYCLES_PT_post_processing(CyclesButtonsPanel, Panel):
bl_label = "Post Processing"
bl_options = {'DEFAULT_CLOSED'}
@@ -1417,10 +1256,6 @@ class CYCLES_LIGHT_PT_light(CyclesButtonsPanel, Panel):
if not (light.type == 'AREA' and clamp.is_portal):
sub = col.column()
- if use_branched_path(context):
- subsub = sub.row(align=True)
- subsub.active = use_sample_all_lights(context)
- subsub.prop(clamp, "samples")
sub.prop(clamp, "max_bounces")
sub = col.column(align=True)
@@ -1526,34 +1361,6 @@ class CYCLES_WORLD_PT_volume(CyclesButtonsPanel, Panel):
panel_node_draw(layout, world, 'OUTPUT_WORLD', 'Volume')
-class CYCLES_WORLD_PT_ambient_occlusion(CyclesButtonsPanel, Panel):
- bl_label = "Ambient Occlusion"
- bl_context = "world"
- bl_options = {'DEFAULT_CLOSED'}
-
- @classmethod
- def poll(cls, context):
- return context.world and CyclesButtonsPanel.poll(context)
-
- def draw_header(self, context):
- light = context.world.light_settings
- self.layout.prop(light, "use_ambient_occlusion", text="")
-
- def draw(self, context):
- layout = self.layout
- layout.use_property_split = True
- layout.use_property_decorate = False
-
- light = context.world.light_settings
- scene = context.scene
-
- col = layout.column()
- sub = col.column()
- sub.active = light.use_ambient_occlusion or scene.render.use_simplify
- sub.prop(light, "ao_factor", text="Factor")
- col.prop(light, "distance", text="Distance")
-
-
class CYCLES_WORLD_PT_mist(CyclesButtonsPanel, Panel):
bl_label = "Mist Pass"
bl_context = "world"
@@ -1650,10 +1457,6 @@ class CYCLES_WORLD_PT_settings_surface(CyclesButtonsPanel, Panel):
subsub = sub.row(align=True)
subsub.active = cworld.sampling_method == 'MANUAL'
subsub.prop(cworld, "sample_map_resolution")
- if use_branched_path(context):
- subsub = sub.column(align=True)
- subsub.active = use_sample_all_lights(context)
- subsub.prop(cworld, "samples")
sub.prop(cworld, "max_bounces")
@@ -1677,8 +1480,7 @@ class CYCLES_WORLD_PT_settings_volume(CyclesButtonsPanel, Panel):
col = layout.column()
sub = col.column()
- sub.active = use_cpu(context)
- sub.prop(cworld, "volume_sampling", text="Sampling")
+ col.prop(cworld, "volume_sampling", text="Sampling")
col.prop(cworld, "volume_interpolation", text="Interpolation")
col.prop(cworld, "homogeneous_volume", text="Homogeneous")
sub = col.column()
@@ -1817,8 +1619,7 @@ class CYCLES_MATERIAL_PT_settings_volume(CyclesButtonsPanel, Panel):
col = layout.column()
sub = col.column()
- sub.active = use_cpu(context)
- sub.prop(cmat, "volume_sampling", text="Sampling")
+ col.prop(cmat, "volume_sampling", text="Sampling")
col.prop(cmat, "volume_interpolation", text="Interpolation")
col.prop(cmat, "homogeneous_volume", text="Homogeneous")
sub = col.column()
@@ -1845,9 +1646,6 @@ class CYCLES_RENDER_PT_bake(CyclesButtonsPanel, Panel):
cbk = scene.render.bake
rd = scene.render
- if use_optix(context):
- layout.label(text="Baking is performed using CUDA instead of OptiX", icon='INFO')
-
if rd.use_bake_multires:
layout.operator("object.bake_image", icon='RENDER_STILL')
layout.prop(rd, "use_bake_multires")
@@ -1905,7 +1703,6 @@ class CYCLES_RENDER_PT_bake_influence(CyclesButtonsPanel, Panel):
col.prop(cbk, "use_pass_diffuse")
col.prop(cbk, "use_pass_glossy")
col.prop(cbk, "use_pass_transmission")
- col.prop(cbk, "use_pass_ambient_occlusion")
col.prop(cbk, "use_pass_emit")
elif cscene.bake_type in {'DIFFUSE', 'GLOSSY', 'TRANSMISSION'}:
@@ -1989,19 +1786,12 @@ class CYCLES_RENDER_PT_bake_output(CyclesButtonsPanel, Panel):
layout.prop(cbk, "use_clear", text="Clear Image")
-class CYCLES_RENDER_PT_debug(CyclesButtonsPanel, Panel):
+class CYCLES_RENDER_PT_debug(CyclesDebugButtonsPanel, Panel):
bl_label = "Debug"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'CYCLES'}
- @classmethod
- def poll(cls, context):
- prefs = bpy.context.preferences
- return (CyclesButtonsPanel.poll(context)
- and prefs.experimental.use_cycles_debug
- and prefs.view.show_developer_ui)
-
def draw(self, context):
layout = self.layout
@@ -2018,29 +1808,18 @@ class CYCLES_RENDER_PT_debug(CyclesButtonsPanel, Panel):
row.prop(cscene, "debug_use_cpu_avx", toggle=True)
row.prop(cscene, "debug_use_cpu_avx2", toggle=True)
col.prop(cscene, "debug_bvh_layout")
- col.prop(cscene, "debug_use_cpu_split_kernel")
col.separator()
col = layout.column()
col.label(text="CUDA Flags:")
col.prop(cscene, "debug_use_cuda_adaptive_compile")
- col.prop(cscene, "debug_use_cuda_split_kernel")
col.separator()
col = layout.column()
col.label(text="OptiX Flags:")
- col.prop(cscene, "debug_optix_cuda_streams")
- col.prop(cscene, "debug_optix_curves_api")
-
- col.separator()
-
- col = layout.column()
- col.label(text="OpenCL Flags:")
- col.prop(cscene, "debug_opencl_device_type", text="Device")
- col.prop(cscene, "debug_use_opencl_debug", text="Debug")
- col.prop(cscene, "debug_opencl_mem_limit")
+ col.prop(cscene, "debug_use_optix_debug")
col.separator()
@@ -2141,20 +1920,22 @@ class CYCLES_RENDER_PT_simplify_culling(CyclesButtonsPanel, Panel):
sub.prop(cscene, "distance_cull_margin", text="")
-class CYCLES_VIEW3D_PT_shading_render_pass(Panel):
+class CyclesShadingButtonsPanel(CyclesButtonsPanel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
- bl_label = "Render Pass"
bl_parent_id = 'VIEW3D_PT_shading'
- COMPAT_ENGINES = {'CYCLES'}
@classmethod
def poll(cls, context):
return (
- context.engine in cls.COMPAT_ENGINES and
+ CyclesButtonsPanel.poll(context) and
context.space_data.shading.type == 'RENDERED'
)
+
+class CYCLES_VIEW3D_PT_shading_render_pass(CyclesShadingButtonsPanel, Panel):
+ bl_label = "Render Pass"
+
def draw(self, context):
shading = context.space_data.shading
@@ -2162,6 +1943,26 @@ class CYCLES_VIEW3D_PT_shading_render_pass(Panel):
layout.prop(shading.cycles, "render_pass", text="")
+class CYCLES_VIEW3D_PT_shading_debug(CyclesDebugButtonsPanel,
+ CyclesShadingButtonsPanel,
+ Panel):
+ bl_label = "Debug"
+
+ @classmethod
+ def poll(cls, context):
+ return (
+ CyclesDebugButtonsPanel.poll(context) and
+ CyclesShadingButtonsPanel.poll(context)
+ )
+
+ def draw(self, context):
+ shading = context.space_data.shading
+
+ layout = self.layout
+ layout.active = context.scene.cycles.use_preview_adaptive_sampling
+ layout.prop(shading.cycles, "show_active_pixels")
+
+
class CYCLES_VIEW3D_PT_shading_lighting(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
@@ -2275,11 +2076,13 @@ def get_panels():
classes = (
CYCLES_PT_sampling_presets,
+ CYCLES_PT_viewport_sampling_presets,
CYCLES_PT_integrator_presets,
CYCLES_RENDER_PT_sampling,
- CYCLES_RENDER_PT_sampling_sub_samples,
- CYCLES_RENDER_PT_sampling_adaptive,
- CYCLES_RENDER_PT_sampling_denoising,
+ CYCLES_RENDER_PT_sampling_viewport,
+ CYCLES_RENDER_PT_sampling_viewport_denoise,
+ CYCLES_RENDER_PT_sampling_render,
+ CYCLES_RENDER_PT_sampling_render_denoise,
CYCLES_RENDER_PT_sampling_advanced,
CYCLES_RENDER_PT_light_paths,
CYCLES_RENDER_PT_light_paths_max_bounces,
@@ -2296,6 +2099,7 @@ classes = (
CYCLES_VIEW3D_PT_simplify_greasepencil,
CYCLES_VIEW3D_PT_shading_lighting,
CYCLES_VIEW3D_PT_shading_render_pass,
+ CYCLES_VIEW3D_PT_shading_debug,
CYCLES_RENDER_PT_motion_blur,
CYCLES_RENDER_PT_motion_blur_curve,
CYCLES_RENDER_PT_film,
@@ -2314,7 +2118,6 @@ classes = (
CYCLES_RENDER_PT_passes_aov,
CYCLES_RENDER_PT_filter,
CYCLES_RENDER_PT_override,
- CYCLES_RENDER_PT_denoising,
CYCLES_PT_post_processing,
CYCLES_CAMERA_PT_dof,
CYCLES_CAMERA_PT_dof_aperture,
@@ -2333,7 +2136,6 @@ classes = (
CYCLES_WORLD_PT_preview,
CYCLES_WORLD_PT_surface,
CYCLES_WORLD_PT_volume,
- CYCLES_WORLD_PT_ambient_occlusion,
CYCLES_WORLD_PT_mist,
CYCLES_WORLD_PT_ray_visibility,
CYCLES_WORLD_PT_settings,
diff --git a/intern/cycles/blender/addon/version_update.py b/intern/cycles/blender/addon/version_update.py
index 827f84b9873..57da7d7995c 100644
--- a/intern/cycles/blender/addon/version_update.py
+++ b/intern/cycles/blender/addon/version_update.py
@@ -109,7 +109,7 @@ def do_versions(self):
library_versions.setdefault(library.version, []).append(library)
# Do versioning per library, since they might have different versions.
- max_need_versioning = (2, 93, 7)
+ max_need_versioning = (3, 0, 25)
for version, libraries in library_versions.items():
if version > max_need_versioning:
continue
@@ -166,10 +166,6 @@ def do_versions(self):
if not cscene.is_property_set("filter_type"):
cscene.pixel_filter_type = 'GAUSSIAN'
- # Tile Order
- if not cscene.is_property_set("tile_order"):
- cscene.tile_order = 'CENTER'
-
if version <= (2, 76, 10):
cscene = scene.cycles
if cscene.is_property_set("filter_type"):
@@ -186,10 +182,6 @@ def do_versions(self):
if version <= (2, 79, 0):
cscene = scene.cycles
# Default changes
- if not cscene.is_property_set("aa_samples"):
- cscene.aa_samples = 4
- if not cscene.is_property_set("preview_aa_samples"):
- cscene.preview_aa_samples = 4
if not cscene.is_property_set("blur_glossy"):
cscene.blur_glossy = 0.0
if not cscene.is_property_set("sample_clamp_indirect"):
@@ -203,7 +195,6 @@ def do_versions(self):
view_layer.use_pass_cryptomatte_material = cview_layer.get("use_pass_crypto_material", False)
view_layer.use_pass_cryptomatte_asset = cview_layer.get("use_pass_crypto_asset", False)
view_layer.pass_cryptomatte_depth = cview_layer.get("pass_crypto_depth", 6)
- view_layer.use_pass_cryptomatte_accurate = cview_layer.get("pass_crypto_accurate", True)
if version <= (2, 93, 7):
if scene.render.engine == 'CYCLES':
@@ -229,6 +220,35 @@ def do_versions(self):
cscene.ao_bounces = 1
cscene.ao_bounces_render = 1
+ if version <= (3, 0, 25):
+ cscene = scene.cycles
+
+ # Default changes.
+ if not cscene.is_property_set("samples"):
+ cscene.samples = 128
+ if not cscene.is_property_set("preview_samples"):
+ cscene.preview_samples = 32
+ if not cscene.is_property_set("use_adaptive_sampling"):
+ cscene.use_adaptive_sampling = False
+ cscene.use_preview_adaptive_sampling = False
+ if not cscene.is_property_set("use_denoising"):
+ cscene.use_denoising = False
+ if not cscene.is_property_set("use_preview_denoising"):
+ cscene.use_preview_denoising = False
+ if not cscene.is_property_set("sampling_pattern"):
+ cscene.sampling_pattern = 'PROGRESSIVE_MUTI_JITTER'
+
+ # Removal of square samples.
+ cscene = scene.cycles
+ use_square_samples = cscene.get("use_square_samples", False)
+
+ if use_square_samples:
+ cscene.samples *= cscene.samples
+ cscene.preview_samples *= cscene.preview_samples
+ for layer in scene.view_layers:
+ layer.samples *= layer.samples
+ cscene["use_square_samples"] = False
+
# Lamps
for light in bpy.data.lights:
if light.library not in libraries:
@@ -249,10 +269,6 @@ def do_versions(self):
if version <= (2, 76, 9):
cworld = world.cycles
- # World MIS Samples
- if not cworld.is_property_set("samples"):
- cworld.samples = 4
-
# World MIS Resolution
if not cworld.is_property_set("sample_map_resolution"):
cworld.sample_map_resolution = 256
diff --git a/intern/cycles/blender/blender_camera.cpp b/intern/cycles/blender/blender_camera.cpp
index 6954c5c2f26..4e8df5a99a6 100644
--- a/intern/cycles/blender/blender_camera.cpp
+++ b/intern/cycles/blender/blender_camera.cpp
@@ -894,12 +894,8 @@ void BlenderSync::sync_view(BL::SpaceView3D &b_v3d,
}
}
-BufferParams BlenderSync::get_buffer_params(BL::SpaceView3D &b_v3d,
- BL::RegionView3D &b_rv3d,
- Camera *cam,
- int width,
- int height,
- const bool use_denoiser)
+BufferParams BlenderSync::get_buffer_params(
+ BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, Camera *cam, int width, int height)
{
BufferParams params;
bool use_border = false;
@@ -931,11 +927,6 @@ BufferParams BlenderSync::get_buffer_params(BL::SpaceView3D &b_v3d,
params.height = height;
}
- PassType display_pass = update_viewport_display_passes(b_v3d, params.passes);
-
- /* Can only denoise the combined image pass */
- params.denoising_data_pass = display_pass == PASS_COMBINED && use_denoiser;
-
return params;
}
diff --git a/intern/cycles/blender/blender_device.cpp b/intern/cycles/blender/blender_device.cpp
index d51b31de638..ce1770f18a3 100644
--- a/intern/cycles/blender/blender_device.cpp
+++ b/intern/cycles/blender/blender_device.cpp
@@ -25,7 +25,6 @@ CCL_NAMESPACE_BEGIN
enum ComputeDevice {
COMPUTE_DEVICE_CPU = 0,
COMPUTE_DEVICE_CUDA = 1,
- COMPUTE_DEVICE_OPENCL = 2,
COMPUTE_DEVICE_OPTIX = 3,
COMPUTE_DEVICE_NUM
@@ -68,13 +67,6 @@ DeviceInfo blender_device_info(BL::Preferences &b_preferences, BL::Scene &b_scen
device = Device::get_multi_device(devices, threads, background);
}
}
- else if (get_enum(cscene, "device") == 2) {
- /* Find network device. */
- vector<DeviceInfo> devices = Device::available_devices(DEVICE_MASK_NETWORK);
- if (!devices.empty()) {
- device = devices.front();
- }
- }
else if (get_enum(cscene, "device") == 1) {
/* Test if we are using GPU devices. */
ComputeDevice compute_device = (ComputeDevice)get_enum(
@@ -89,9 +81,6 @@ DeviceInfo blender_device_info(BL::Preferences &b_preferences, BL::Scene &b_scen
else if (compute_device == COMPUTE_DEVICE_OPTIX) {
mask |= DEVICE_MASK_OPTIX;
}
- else if (compute_device == COMPUTE_DEVICE_OPENCL) {
- mask |= DEVICE_MASK_OPENCL;
- }
vector<DeviceInfo> devices = Device::available_devices(mask);
/* Match device preferences and available devices. */
diff --git a/intern/cycles/blender/blender_geometry.cpp b/intern/cycles/blender/blender_geometry.cpp
index b1de37dac10..fca8cb9eda3 100644
--- a/intern/cycles/blender/blender_geometry.cpp
+++ b/intern/cycles/blender/blender_geometry.cpp
@@ -80,7 +80,9 @@ Geometry *BlenderSync::sync_geometry(BL::Depsgraph &b_depsgraph,
{
/* Test if we can instance or if the object is modified. */
Geometry::Type geom_type = determine_geom_type(b_ob_info, use_particle_hair);
- GeometryKey key(b_ob_info.object_data, geom_type);
+ BL::ID b_key_id = (BKE_object_is_modified(b_ob_info.real_object)) ? b_ob_info.real_object :
+ b_ob_info.object_data;
+ GeometryKey key(b_key_id.ptr.data, geom_type);
/* Find shader indices. */
array<Node *> used_shaders = find_used_shaders(b_ob_info.iter_object);
@@ -110,7 +112,7 @@ Geometry *BlenderSync::sync_geometry(BL::Depsgraph &b_depsgraph,
}
else {
/* Test if we need to update existing geometry. */
- sync = geometry_map.update(geom, b_ob_info.object_data);
+ sync = geometry_map.update(geom, b_key_id);
}
if (!sync) {
diff --git a/intern/cycles/blender/blender_gpu_display.cpp b/intern/cycles/blender/blender_gpu_display.cpp
new file mode 100644
index 00000000000..c5c3a2bd155
--- /dev/null
+++ b/intern/cycles/blender/blender_gpu_display.cpp
@@ -0,0 +1,787 @@
+/*
+ * Copyright 2021 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 "blender/blender_gpu_display.h"
+
+#include "device/device.h"
+#include "util/util_logging.h"
+#include "util/util_opengl.h"
+
+extern "C" {
+struct RenderEngine;
+
+bool RE_engine_has_render_context(struct RenderEngine *engine);
+void RE_engine_render_context_enable(struct RenderEngine *engine);
+void RE_engine_render_context_disable(struct RenderEngine *engine);
+
+bool DRW_opengl_context_release();
+void DRW_opengl_context_activate(bool drw_state);
+
+void *WM_opengl_context_create();
+void WM_opengl_context_activate(void *gl_context);
+void WM_opengl_context_dispose(void *gl_context);
+void WM_opengl_context_release(void *context);
+}
+
+CCL_NAMESPACE_BEGIN
+
+/* --------------------------------------------------------------------
+ * BlenderDisplayShader.
+ */
+
+unique_ptr<BlenderDisplayShader> BlenderDisplayShader::create(BL::RenderEngine &b_engine,
+ BL::Scene &b_scene)
+{
+ if (b_engine.support_display_space_shader(b_scene)) {
+ return make_unique<BlenderDisplaySpaceShader>(b_engine, b_scene);
+ }
+
+ return make_unique<BlenderFallbackDisplayShader>();
+}
+
+int BlenderDisplayShader::get_position_attrib_location()
+{
+ if (position_attribute_location_ == -1) {
+ const uint shader_program = get_shader_program();
+ position_attribute_location_ = glGetAttribLocation(shader_program, position_attribute_name);
+ }
+ return position_attribute_location_;
+}
+
+int BlenderDisplayShader::get_tex_coord_attrib_location()
+{
+ if (tex_coord_attribute_location_ == -1) {
+ const uint shader_program = get_shader_program();
+ tex_coord_attribute_location_ = glGetAttribLocation(shader_program, tex_coord_attribute_name);
+ }
+ return tex_coord_attribute_location_;
+}
+
+/* --------------------------------------------------------------------
+ * BlenderFallbackDisplayShader.
+ */
+
+/* TODO move shaders to standalone .glsl file. */
+static const char *FALLBACK_VERTEX_SHADER =
+ "#version 330\n"
+ "uniform vec2 fullscreen;\n"
+ "in vec2 texCoord;\n"
+ "in vec2 pos;\n"
+ "out vec2 texCoord_interp;\n"
+ "\n"
+ "vec2 normalize_coordinates()\n"
+ "{\n"
+ " return (vec2(2.0) * (pos / fullscreen)) - vec2(1.0);\n"
+ "}\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vec4(normalize_coordinates(), 0.0, 1.0);\n"
+ " texCoord_interp = texCoord;\n"
+ "}\n\0";
+
+static const char *FALLBACK_FRAGMENT_SHADER =
+ "#version 330\n"
+ "uniform sampler2D image_texture;\n"
+ "in vec2 texCoord_interp;\n"
+ "out vec4 fragColor;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " fragColor = texture(image_texture, texCoord_interp);\n"
+ "}\n\0";
+
+static void shader_print_errors(const char *task, const char *log, const char *code)
+{
+ LOG(ERROR) << "Shader: " << task << " error:";
+ LOG(ERROR) << "===== shader string ====";
+
+ stringstream stream(code);
+ string partial;
+
+ int line = 1;
+ while (getline(stream, partial, '\n')) {
+ if (line < 10) {
+ LOG(ERROR) << " " << line << " " << partial;
+ }
+ else {
+ LOG(ERROR) << line << " " << partial;
+ }
+ line++;
+ }
+ LOG(ERROR) << log;
+}
+
+static int compile_fallback_shader(void)
+{
+ const struct Shader {
+ const char *source;
+ const GLenum type;
+ } shaders[2] = {{FALLBACK_VERTEX_SHADER, GL_VERTEX_SHADER},
+ {FALLBACK_FRAGMENT_SHADER, GL_FRAGMENT_SHADER}};
+
+ const GLuint program = glCreateProgram();
+
+ for (int i = 0; i < 2; i++) {
+ const GLuint shader = glCreateShader(shaders[i].type);
+
+ string source_str = shaders[i].source;
+ const char *c_str = source_str.c_str();
+
+ glShaderSource(shader, 1, &c_str, NULL);
+ glCompileShader(shader);
+
+ GLint compile_status;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
+
+ if (!compile_status) {
+ GLchar log[5000];
+ GLsizei length = 0;
+ glGetShaderInfoLog(shader, sizeof(log), &length, log);
+ shader_print_errors("compile", log, c_str);
+ return 0;
+ }
+
+ glAttachShader(program, shader);
+ }
+
+ /* Link output. */
+ glBindFragDataLocation(program, 0, "fragColor");
+
+ /* Link and error check. */
+ glLinkProgram(program);
+
+ /* TODO(sergey): Find a way to nicely de-duplicate the error checking. */
+ GLint link_status;
+ glGetProgramiv(program, GL_LINK_STATUS, &link_status);
+ if (!link_status) {
+ GLchar log[5000];
+ GLsizei length = 0;
+ /* TODO(sergey): Is it really program passed to glGetShaderInfoLog? */
+ glGetShaderInfoLog(program, sizeof(log), &length, log);
+ shader_print_errors("linking", log, FALLBACK_VERTEX_SHADER);
+ shader_print_errors("linking", log, FALLBACK_FRAGMENT_SHADER);
+ return 0;
+ }
+
+ return program;
+}
+
+void BlenderFallbackDisplayShader::bind(int width, int height)
+{
+ create_shader_if_needed();
+
+ if (!shader_program_) {
+ return;
+ }
+
+ glUseProgram(shader_program_);
+ glUniform1i(image_texture_location_, 0);
+ glUniform2f(fullscreen_location_, width, height);
+}
+
+void BlenderFallbackDisplayShader::unbind()
+{
+}
+
+uint BlenderFallbackDisplayShader::get_shader_program()
+{
+ return shader_program_;
+}
+
+void BlenderFallbackDisplayShader::create_shader_if_needed()
+{
+ if (shader_program_ || shader_compile_attempted_) {
+ return;
+ }
+
+ shader_compile_attempted_ = true;
+
+ shader_program_ = compile_fallback_shader();
+ if (!shader_program_) {
+ return;
+ }
+
+ glUseProgram(shader_program_);
+
+ image_texture_location_ = glGetUniformLocation(shader_program_, "image_texture");
+ if (image_texture_location_ < 0) {
+ LOG(ERROR) << "Shader doesn't contain the 'image_texture' uniform.";
+ destroy_shader();
+ return;
+ }
+
+ fullscreen_location_ = glGetUniformLocation(shader_program_, "fullscreen");
+ if (fullscreen_location_ < 0) {
+ LOG(ERROR) << "Shader doesn't contain the 'fullscreen' uniform.";
+ destroy_shader();
+ return;
+ }
+}
+
+void BlenderFallbackDisplayShader::destroy_shader()
+{
+ glDeleteProgram(shader_program_);
+ shader_program_ = 0;
+}
+
+/* --------------------------------------------------------------------
+ * BlenderDisplaySpaceShader.
+ */
+
+BlenderDisplaySpaceShader::BlenderDisplaySpaceShader(BL::RenderEngine &b_engine,
+ BL::Scene &b_scene)
+ : b_engine_(b_engine), b_scene_(b_scene)
+{
+ DCHECK(b_engine_.support_display_space_shader(b_scene_));
+}
+
+void BlenderDisplaySpaceShader::bind(int /*width*/, int /*height*/)
+{
+ b_engine_.bind_display_space_shader(b_scene_);
+}
+
+void BlenderDisplaySpaceShader::unbind()
+{
+ b_engine_.unbind_display_space_shader();
+}
+
+uint BlenderDisplaySpaceShader::get_shader_program()
+{
+ if (!shader_program_) {
+ glGetIntegerv(GL_CURRENT_PROGRAM, reinterpret_cast<int *>(&shader_program_));
+ }
+
+ if (!shader_program_) {
+ LOG(ERROR) << "Error retrieving shader program for display space shader.";
+ }
+
+ return shader_program_;
+}
+
+/* --------------------------------------------------------------------
+ * BlenderGPUDisplay.
+ */
+
+BlenderGPUDisplay::BlenderGPUDisplay(BL::RenderEngine &b_engine, BL::Scene &b_scene)
+ : b_engine_(b_engine), display_shader_(BlenderDisplayShader::create(b_engine, b_scene))
+{
+ /* Create context while on the main thread. */
+ gl_context_create();
+}
+
+BlenderGPUDisplay::~BlenderGPUDisplay()
+{
+ gl_resources_destroy();
+}
+
+/* --------------------------------------------------------------------
+ * Update procedure.
+ */
+
+bool BlenderGPUDisplay::do_update_begin(const GPUDisplayParams &params,
+ int texture_width,
+ int texture_height)
+{
+ /* Note that it's the responsibility of BlenderGPUDisplay to ensure updating and drawing
+ * the texture does not happen at the same time. This is achieved indirectly.
+ *
+ * When enabling the OpenGL context, it uses an internal mutex lock DST.gl_context_lock.
+ * This same lock is also held when do_draw() is called, which together ensure mutual
+ * exclusion.
+ *
+ * This locking is not performed at the GPU display level, because that would cause lock
+ * inversion. */
+ if (!gl_context_enable()) {
+ return false;
+ }
+
+ if (gl_render_sync_) {
+ glWaitSync((GLsync)gl_render_sync_, 0, GL_TIMEOUT_IGNORED);
+ }
+
+ if (!gl_texture_resources_ensure()) {
+ gl_context_disable();
+ return false;
+ }
+
+ /* Update texture dimensions if needed. */
+ if (texture_.width != texture_width || texture_.height != texture_height) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture_.gl_id);
+ glTexImage2D(
+ GL_TEXTURE_2D, 0, GL_RGBA16F, texture_width, texture_height, 0, GL_RGBA, GL_HALF_FLOAT, 0);
+ texture_.width = texture_width;
+ texture_.height = texture_height;
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ /* Texture did change, and no pixel storage was provided. Tag for an explicit zeroing out to
+ * avoid undefined content. */
+ texture_.need_clear = true;
+ }
+
+ /* Update PBO dimensions if needed.
+ *
+ * NOTE: Allocate the PBO for the the size which will fit the final render resolution (as in,
+ * at a resolution divider 1. This was we don't need to recreate graphics interoperability
+ * objects which are costly and which are tied to the specific underlying buffer size.
+ * The downside of this approach is that when graphics interoperability is not used we are
+ * sending too much data to GPU when resolution divider is not 1. */
+ /* TODO(sergey): Investigate whether keeping the PBO exact size of the texture makes non-interop
+ * mode faster. */
+ const int buffer_width = params.full_size.x;
+ const int buffer_height = params.full_size.y;
+ if (texture_.buffer_width != buffer_width || texture_.buffer_height != buffer_height) {
+ const size_t size_in_bytes = sizeof(half4) * buffer_width * buffer_height;
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture_.gl_pbo_id);
+ glBufferData(GL_PIXEL_UNPACK_BUFFER, size_in_bytes, 0, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+
+ texture_.buffer_width = buffer_width;
+ texture_.buffer_height = buffer_height;
+ }
+
+ /* New content will be provided to the texture in one way or another, so mark this in a
+ * centralized place. */
+ texture_.need_update = true;
+
+ return true;
+}
+
+void BlenderGPUDisplay::do_update_end()
+{
+ gl_upload_sync_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
+ glFlush();
+
+ gl_context_disable();
+}
+
+/* --------------------------------------------------------------------
+ * Texture update from CPU buffer.
+ */
+
+void BlenderGPUDisplay::do_copy_pixels_to_texture(
+ const half4 *rgba_pixels, int texture_x, int texture_y, int pixels_width, int pixels_height)
+{
+ /* This call copies pixels to a Pixel Buffer Object (PBO) which is much cheaper from CPU time
+ * point of view than to copy data directly to the OpenGL texture.
+ *
+ * The possible downside of this approach is that it might require a higher peak memory when
+ * doing partial updates of the texture (although, in practice even partial updates might peak
+ * with a full-frame buffer stored on the CPU if the GPU is currently occupied). */
+
+ half4 *mapped_rgba_pixels = map_texture_buffer();
+ if (!mapped_rgba_pixels) {
+ return;
+ }
+
+ if (texture_x == 0 && texture_y == 0 && pixels_width == texture_.width &&
+ pixels_height == texture_.height) {
+ const size_t size_in_bytes = sizeof(half4) * texture_.width * texture_.height;
+ memcpy(mapped_rgba_pixels, rgba_pixels, size_in_bytes);
+ }
+ else {
+ const half4 *rgba_row = rgba_pixels;
+ half4 *mapped_rgba_row = mapped_rgba_pixels + texture_y * texture_.width + texture_x;
+ for (int y = 0; y < pixels_height;
+ ++y, rgba_row += pixels_width, mapped_rgba_row += texture_.width) {
+ memcpy(mapped_rgba_row, rgba_row, sizeof(half4) * pixels_width);
+ }
+ }
+
+ unmap_texture_buffer();
+}
+
+/* --------------------------------------------------------------------
+ * Texture buffer mapping.
+ */
+
+half4 *BlenderGPUDisplay::do_map_texture_buffer()
+{
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture_.gl_pbo_id);
+
+ half4 *mapped_rgba_pixels = reinterpret_cast<half4 *>(
+ glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY));
+ if (!mapped_rgba_pixels) {
+ LOG(ERROR) << "Error mapping BlenderGPUDisplay pixel buffer object.";
+ }
+
+ if (texture_.need_clear) {
+ const int64_t texture_width = texture_.width;
+ const int64_t texture_height = texture_.height;
+ memset(reinterpret_cast<void *>(mapped_rgba_pixels),
+ 0,
+ texture_width * texture_height * sizeof(half4));
+ texture_.need_clear = false;
+ }
+
+ return mapped_rgba_pixels;
+}
+
+void BlenderGPUDisplay::do_unmap_texture_buffer()
+{
+ glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
+
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+}
+
+/* --------------------------------------------------------------------
+ * Graphics interoperability.
+ */
+
+DeviceGraphicsInteropDestination BlenderGPUDisplay::do_graphics_interop_get()
+{
+ DeviceGraphicsInteropDestination interop_dst;
+
+ interop_dst.buffer_width = texture_.buffer_width;
+ interop_dst.buffer_height = texture_.buffer_height;
+ interop_dst.opengl_pbo_id = texture_.gl_pbo_id;
+
+ interop_dst.need_clear = texture_.need_clear;
+ texture_.need_clear = false;
+
+ return interop_dst;
+}
+
+void BlenderGPUDisplay::graphics_interop_activate()
+{
+ gl_context_enable();
+}
+
+void BlenderGPUDisplay::graphics_interop_deactivate()
+{
+ gl_context_disable();
+}
+
+/* --------------------------------------------------------------------
+ * Drawing.
+ */
+
+void BlenderGPUDisplay::clear()
+{
+ texture_.need_clear = true;
+}
+
+void BlenderGPUDisplay::set_zoom(float zoom_x, float zoom_y)
+{
+ zoom_ = make_float2(zoom_x, zoom_y);
+}
+
+void BlenderGPUDisplay::do_draw(const GPUDisplayParams &params)
+{
+ /* See do_update_begin() for why no locking is required here. */
+ const bool transparent = true; // TODO(sergey): Derive this from Film.
+
+ if (texture_.need_clear) {
+ /* Texture is requested to be cleared and was not yet cleared.
+ * Do early return which should be equivalent of drawing all-zero texture. */
+ return;
+ }
+
+ if (!gl_draw_resources_ensure()) {
+ return;
+ }
+
+ if (use_gl_context_) {
+ gl_context_mutex_.lock();
+ }
+
+ if (gl_upload_sync_) {
+ glWaitSync((GLsync)gl_upload_sync_, 0, GL_TIMEOUT_IGNORED);
+ }
+
+ if (transparent) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ display_shader_->bind(params.full_size.x, params.full_size.y);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture_.gl_id);
+
+ /* Trick to keep sharp rendering without jagged edges on all GPUs.
+ *
+ * The idea here is to enforce driver to use linear interpolation when the image is not zoomed
+ * in.
+ * For the render result with a resolution divider in effect we always use nearest interpolation.
+ *
+ * Use explicit MIN assignment to make sure the driver does not have an undefined behavior at
+ * the zoom level 1. The MAG filter is always NEAREST. */
+ const float zoomed_width = params.size.x * zoom_.x;
+ const float zoomed_height = params.size.y * zoom_.y;
+ if (texture_.width != params.size.x || texture_.height != params.size.y) {
+ /* Resolution divider is different from 1, force enarest interpolation. */
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
+ else if (zoomed_width - params.size.x > 0.5f || zoomed_height - params.size.y > 0.5f) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ }
+ else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_);
+
+ texture_update_if_needed();
+ vertex_buffer_update(params);
+
+ /* TODO(sergey): Does it make sense/possible to cache/reuse the VAO? */
+ GLuint vertex_array_object;
+ glGenVertexArrays(1, &vertex_array_object);
+ glBindVertexArray(vertex_array_object);
+
+ const int texcoord_attribute = display_shader_->get_tex_coord_attrib_location();
+ const int position_attribute = display_shader_->get_position_attrib_location();
+
+ glEnableVertexAttribArray(texcoord_attribute);
+ glEnableVertexAttribArray(position_attribute);
+
+ glVertexAttribPointer(
+ texcoord_attribute, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (const GLvoid *)0);
+ glVertexAttribPointer(position_attribute,
+ 2,
+ GL_FLOAT,
+ GL_FALSE,
+ 4 * sizeof(float),
+ (const GLvoid *)(sizeof(float) * 2));
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glDeleteVertexArrays(1, &vertex_array_object);
+
+ display_shader_->unbind();
+
+ if (transparent) {
+ glDisable(GL_BLEND);
+ }
+
+ gl_render_sync_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
+ glFlush();
+
+ if (use_gl_context_) {
+ gl_context_mutex_.unlock();
+ }
+}
+
+void BlenderGPUDisplay::gl_context_create()
+{
+ /* When rendering in viewport there is no render context available via engine.
+ * Check whether own context is to be created here.
+ *
+ * NOTE: If the `b_engine_`'s context is not available, we are expected to be on a main thread
+ * here. */
+ use_gl_context_ = !RE_engine_has_render_context(
+ reinterpret_cast<RenderEngine *>(b_engine_.ptr.data));
+
+ if (use_gl_context_) {
+ const bool drw_state = DRW_opengl_context_release();
+ gl_context_ = WM_opengl_context_create();
+ if (gl_context_) {
+ /* On Windows an old context is restored after creation, and subsequent release of context
+ * generates a Win32 error. Harmless for users, but annoying to have possible misleading
+ * error prints in the console. */
+#ifndef _WIN32
+ WM_opengl_context_release(gl_context_);
+#endif
+ }
+ else {
+ LOG(ERROR) << "Error creating OpenGL context.";
+ }
+
+ DRW_opengl_context_activate(drw_state);
+ }
+}
+
+bool BlenderGPUDisplay::gl_context_enable()
+{
+ if (use_gl_context_) {
+ if (!gl_context_) {
+ return false;
+ }
+ gl_context_mutex_.lock();
+ WM_opengl_context_activate(gl_context_);
+ return true;
+ }
+
+ RE_engine_render_context_enable(reinterpret_cast<RenderEngine *>(b_engine_.ptr.data));
+ return true;
+}
+
+void BlenderGPUDisplay::gl_context_disable()
+{
+ if (use_gl_context_) {
+ if (gl_context_) {
+ WM_opengl_context_release(gl_context_);
+ gl_context_mutex_.unlock();
+ }
+ return;
+ }
+
+ RE_engine_render_context_disable(reinterpret_cast<RenderEngine *>(b_engine_.ptr.data));
+}
+
+void BlenderGPUDisplay::gl_context_dispose()
+{
+ if (gl_context_) {
+ const bool drw_state = DRW_opengl_context_release();
+
+ WM_opengl_context_activate(gl_context_);
+ WM_opengl_context_dispose(gl_context_);
+
+ DRW_opengl_context_activate(drw_state);
+ }
+}
+
+bool BlenderGPUDisplay::gl_draw_resources_ensure()
+{
+ if (!texture_.gl_id) {
+ /* If there is no texture allocated, there is nothing to draw. Inform the draw call that it can
+ * can not continue. Note that this is not an unrecoverable error, so once the texture is known
+ * we will come back here and create all the GPU resources needed for draw. */
+ return false;
+ }
+
+ if (gl_draw_resource_creation_attempted_) {
+ return gl_draw_resources_created_;
+ }
+ gl_draw_resource_creation_attempted_ = true;
+
+ if (!vertex_buffer_) {
+ glGenBuffers(1, &vertex_buffer_);
+ if (!vertex_buffer_) {
+ LOG(ERROR) << "Error creating vertex buffer.";
+ return false;
+ }
+ }
+
+ gl_draw_resources_created_ = true;
+
+ return true;
+}
+
+void BlenderGPUDisplay::gl_resources_destroy()
+{
+ gl_context_enable();
+
+ if (vertex_buffer_ != 0) {
+ glDeleteBuffers(1, &vertex_buffer_);
+ }
+
+ if (texture_.gl_pbo_id) {
+ glDeleteBuffers(1, &texture_.gl_pbo_id);
+ texture_.gl_pbo_id = 0;
+ }
+
+ if (texture_.gl_id) {
+ glDeleteTextures(1, &texture_.gl_id);
+ texture_.gl_id = 0;
+ }
+
+ gl_context_disable();
+
+ gl_context_dispose();
+}
+
+bool BlenderGPUDisplay::gl_texture_resources_ensure()
+{
+ if (texture_.creation_attempted) {
+ return texture_.is_created;
+ }
+ texture_.creation_attempted = true;
+
+ DCHECK(!texture_.gl_id);
+ DCHECK(!texture_.gl_pbo_id);
+
+ /* Create texture. */
+ glGenTextures(1, &texture_.gl_id);
+ if (!texture_.gl_id) {
+ LOG(ERROR) << "Error creating texture.";
+ return false;
+ }
+
+ /* Configure the texture. */
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture_.gl_id);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ /* Create PBO for the texture. */
+ glGenBuffers(1, &texture_.gl_pbo_id);
+ if (!texture_.gl_pbo_id) {
+ LOG(ERROR) << "Error creating texture pixel buffer object.";
+ return false;
+ }
+
+ /* Creation finished with a success. */
+ texture_.is_created = true;
+
+ return true;
+}
+
+void BlenderGPUDisplay::texture_update_if_needed()
+{
+ if (!texture_.need_update) {
+ return;
+ }
+
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture_.gl_pbo_id);
+ glTexSubImage2D(
+ GL_TEXTURE_2D, 0, 0, 0, texture_.width, texture_.height, GL_RGBA, GL_HALF_FLOAT, 0);
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+
+ texture_.need_update = false;
+}
+
+void BlenderGPUDisplay::vertex_buffer_update(const GPUDisplayParams &params)
+{
+ /* Invalidate old contents - avoids stalling if the buffer is still waiting in queue to be
+ * rendered. */
+ glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), NULL, GL_STREAM_DRAW);
+
+ float *vpointer = reinterpret_cast<float *>(glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY));
+ if (!vpointer) {
+ return;
+ }
+
+ vpointer[0] = 0.0f;
+ vpointer[1] = 0.0f;
+ vpointer[2] = params.offset.x;
+ vpointer[3] = params.offset.y;
+
+ vpointer[4] = 1.0f;
+ vpointer[5] = 0.0f;
+ vpointer[6] = (float)params.size.x + params.offset.x;
+ vpointer[7] = params.offset.y;
+
+ vpointer[8] = 1.0f;
+ vpointer[9] = 1.0f;
+ vpointer[10] = (float)params.size.x + params.offset.x;
+ vpointer[11] = (float)params.size.y + params.offset.y;
+
+ vpointer[12] = 0.0f;
+ vpointer[13] = 1.0f;
+ vpointer[14] = params.offset.x;
+ vpointer[15] = (float)params.size.y + params.offset.y;
+
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+}
+
+CCL_NAMESPACE_END
diff --git a/intern/cycles/blender/blender_gpu_display.h b/intern/cycles/blender/blender_gpu_display.h
new file mode 100644
index 00000000000..89420567037
--- /dev/null
+++ b/intern/cycles/blender/blender_gpu_display.h
@@ -0,0 +1,215 @@
+/*
+ * Copyright 2021 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.
+ */
+
+#pragma once
+
+#include <atomic>
+
+#include "MEM_guardedalloc.h"
+
+#include "RNA_blender_cpp.h"
+
+#include "render/gpu_display.h"
+#include "util/util_unique_ptr.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Base class of shader used for GPU display rendering. */
+class BlenderDisplayShader {
+ public:
+ static constexpr const char *position_attribute_name = "pos";
+ static constexpr const char *tex_coord_attribute_name = "texCoord";
+
+ /* Create shader implementation suitable for the given render engine and scene configuration. */
+ static unique_ptr<BlenderDisplayShader> create(BL::RenderEngine &b_engine, BL::Scene &b_scene);
+
+ BlenderDisplayShader() = default;
+ virtual ~BlenderDisplayShader() = default;
+
+ virtual void bind(int width, int height) = 0;
+ virtual void unbind() = 0;
+
+ /* Get attribute location for position and texture coordinate respectively.
+ * NOTE: The shader needs to be bound to have access to those. */
+ virtual int get_position_attrib_location();
+ virtual int get_tex_coord_attrib_location();
+
+ protected:
+ /* Get program of this display shader.
+ * NOTE: The shader needs to be bound to have access to this. */
+ virtual uint get_shader_program() = 0;
+
+ /* Cached values of various OpenGL resources. */
+ int position_attribute_location_ = -1;
+ int tex_coord_attribute_location_ = -1;
+};
+
+/* Implementation of display rendering shader used in the case when render engine does not support
+ * display space shader. */
+class BlenderFallbackDisplayShader : public BlenderDisplayShader {
+ public:
+ virtual void bind(int width, int height) override;
+ virtual void unbind() override;
+
+ protected:
+ virtual uint get_shader_program() override;
+
+ void create_shader_if_needed();
+ void destroy_shader();
+
+ uint shader_program_ = 0;
+ int image_texture_location_ = -1;
+ int fullscreen_location_ = -1;
+
+ /* Shader compilation attempted. Which means, that if the shader program is 0 then compilation or
+ * linking has failed. Do not attempt to re-compile the shader. */
+ bool shader_compile_attempted_ = false;
+};
+
+class BlenderDisplaySpaceShader : public BlenderDisplayShader {
+ public:
+ BlenderDisplaySpaceShader(BL::RenderEngine &b_engine, BL::Scene &b_scene);
+
+ virtual void bind(int width, int height) override;
+ virtual void unbind() override;
+
+ protected:
+ virtual uint get_shader_program() override;
+
+ BL::RenderEngine b_engine_;
+ BL::Scene &b_scene_;
+
+ /* Cached values of various OpenGL resources. */
+ uint shader_program_ = 0;
+};
+
+/* GPU display implementation which is specific for Blender viewport integration. */
+class BlenderGPUDisplay : public GPUDisplay {
+ public:
+ BlenderGPUDisplay(BL::RenderEngine &b_engine, BL::Scene &b_scene);
+ ~BlenderGPUDisplay();
+
+ virtual void graphics_interop_activate() override;
+ virtual void graphics_interop_deactivate() override;
+
+ virtual void clear() override;
+
+ void set_zoom(float zoom_x, float zoom_y);
+
+ protected:
+ virtual bool do_update_begin(const GPUDisplayParams &params,
+ int texture_width,
+ int texture_height) override;
+ virtual void do_update_end() override;
+
+ virtual void do_copy_pixels_to_texture(const half4 *rgba_pixels,
+ int texture_x,
+ int texture_y,
+ int pixels_width,
+ int pixels_height) override;
+ virtual void do_draw(const GPUDisplayParams &params) override;
+
+ virtual half4 *do_map_texture_buffer() override;
+ virtual void do_unmap_texture_buffer() override;
+
+ virtual DeviceGraphicsInteropDestination do_graphics_interop_get() override;
+
+ /* Helper function which allocates new GPU context. */
+ void gl_context_create();
+ bool gl_context_enable();
+ void gl_context_disable();
+ void gl_context_dispose();
+
+ /* Make sure texture is allocated and its initial configuration is performed. */
+ bool gl_texture_resources_ensure();
+
+ /* Ensure all runtime GPU resources needed for drawing are allocated.
+ * Returns true if all resources needed for drawing are available. */
+ bool gl_draw_resources_ensure();
+
+ /* Destroy all GPU resources which are being used by this object. */
+ void gl_resources_destroy();
+
+ /* Update GPU texture dimensions and content if needed (new pixel data was provided).
+ *
+ * NOTE: The texture needs to be bound. */
+ void texture_update_if_needed();
+
+ /* Update vertex buffer with new coordinates of vertex positions and texture coordinates.
+ * This buffer is used to render texture in the viewport.
+ *
+ * NOTE: The buffer needs to be bound. */
+ void vertex_buffer_update(const GPUDisplayParams &params);
+
+ BL::RenderEngine b_engine_;
+
+ /* OpenGL context which is used the render engine doesn't have its own. */
+ void *gl_context_ = nullptr;
+ /* The when Blender RenderEngine side context is not available and the GPUDisplay is to create
+ * its own context. */
+ bool use_gl_context_ = false;
+ /* Mutex used to guard the `gl_context_`. */
+ thread_mutex gl_context_mutex_;
+
+ /* Texture which contains pixels of the render result. */
+ struct {
+ /* Indicates whether texture creation was attempted and succeeded.
+ * Used to avoid multiple attempts of texture creation on GPU issues or GPU context
+ * misconfiguration. */
+ bool creation_attempted = false;
+ bool is_created = false;
+
+ /* OpenGL resource IDs of the texture itself and Pixel Buffer Object (PBO) used to write
+ * pixels to it.
+ *
+ * NOTE: Allocated on the engine's context. */
+ uint gl_id = 0;
+ uint gl_pbo_id = 0;
+
+ /* Is true when new data was written to the PBO, meaning, the texture might need to be resized
+ * and new data is to be uploaded to the GPU. */
+ bool need_update = false;
+
+ /* Content of the texture is to be filled with zeroes. */
+ std::atomic<bool> need_clear = true;
+
+ /* Dimensions of the texture in pixels. */
+ int width = 0;
+ int height = 0;
+
+ /* Dimensions of the underlying PBO. */
+ int buffer_width = 0;
+ int buffer_height = 0;
+ } texture_;
+
+ unique_ptr<BlenderDisplayShader> display_shader_;
+
+ /* Special track of whether GPU resources were attempted to be created, to avoid attempts of
+ * their re-creation on failure on every redraw. */
+ bool gl_draw_resource_creation_attempted_ = false;
+ bool gl_draw_resources_created_ = false;
+
+ /* Vertex buffer which hold vertices of a triangle fan which is textures with the texture
+ * holding the render result. */
+ uint vertex_buffer_ = 0;
+
+ void *gl_render_sync_ = nullptr;
+ void *gl_upload_sync_ = nullptr;
+
+ float2 zoom_ = make_float2(1.0f, 1.0f);
+};
+
+CCL_NAMESPACE_END
diff --git a/intern/cycles/blender/blender_light.cpp b/intern/cycles/blender/blender_light.cpp
index 542028f4b2f..4df1e720dde 100644
--- a/intern/cycles/blender/blender_light.cpp
+++ b/intern/cycles/blender/blender_light.cpp
@@ -125,17 +125,10 @@ void BlenderSync::sync_light(BL::Object &b_parent,
light->set_shader(static_cast<Shader *>(used_shaders[0]));
/* shadow */
- PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
PointerRNA clight = RNA_pointer_get(&b_light.ptr, "cycles");
light->set_cast_shadow(get_boolean(clight, "cast_shadow"));
light->set_use_mis(get_boolean(clight, "use_multiple_importance_sampling"));
- int samples = get_int(clight, "samples");
- if (get_boolean(cscene, "use_square_samples"))
- light->set_samples(samples * samples);
- else
- light->set_samples(samples);
-
light->set_max_bounces(get_int(clight, "max_bounces"));
if (b_ob_info.real_object != b_ob_info.iter_object) {
@@ -155,10 +148,12 @@ void BlenderSync::sync_light(BL::Object &b_parent,
/* visibility */
uint visibility = object_ray_visibility(b_ob_info.real_object);
+ light->set_use_camera((visibility & PATH_RAY_CAMERA) != 0);
light->set_use_diffuse((visibility & PATH_RAY_DIFFUSE) != 0);
light->set_use_glossy((visibility & PATH_RAY_GLOSSY) != 0);
light->set_use_transmission((visibility & PATH_RAY_TRANSMIT) != 0);
light->set_use_scatter((visibility & PATH_RAY_VOLUME_SCATTER) != 0);
+ light->set_is_shadow_catcher(b_ob_info.real_object.is_shadow_catcher());
/* tag */
light->tag_update(scene);
@@ -169,7 +164,6 @@ void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
BL::World b_world = b_scene.world();
if (b_world) {
- PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
enum SamplingMethod { SAMPLING_NONE = 0, SAMPLING_AUTOMATIC, SAMPLING_MANUAL, SAMPLING_NUM };
@@ -197,12 +191,6 @@ void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
/* force enable light again when world is resynced */
light->set_is_enabled(true);
- int samples = get_int(cworld, "samples");
- if (get_boolean(cscene, "use_square_samples"))
- light->set_samples(samples * samples);
- else
- light->set_samples(samples);
-
light->tag_update(scene);
light_map.set_recalc(b_world);
}
@@ -211,7 +199,7 @@ void BlenderSync::sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal)
world_map = b_world.ptr.data;
world_recalc = false;
- viewport_parameters = BlenderViewportParameters(b_v3d);
+ viewport_parameters = BlenderViewportParameters(b_v3d, use_developer_ui);
}
CCL_NAMESPACE_END
diff --git a/intern/cycles/blender/blender_object.cpp b/intern/cycles/blender/blender_object.cpp
index 22d6edeb099..95da4a2df84 100644
--- a/intern/cycles/blender/blender_object.cpp
+++ b/intern/cycles/blender/blender_object.cpp
@@ -568,7 +568,7 @@ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
/* object loop */
bool cancel = false;
bool use_portal = false;
- const bool show_lights = BlenderViewportParameters(b_v3d).use_scene_lights;
+ const bool show_lights = BlenderViewportParameters(b_v3d, use_developer_ui).use_scene_lights;
BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
BL::Depsgraph::object_instances_iterator b_instance_iter;
diff --git a/intern/cycles/blender/blender_python.cpp b/intern/cycles/blender/blender_python.cpp
index 6e06b6a468f..694d8454422 100644
--- a/intern/cycles/blender/blender_python.cpp
+++ b/intern/cycles/blender/blender_python.cpp
@@ -45,10 +45,6 @@
# include <OSL/oslquery.h>
#endif
-#ifdef WITH_OPENCL
-# include "device/device_intern.h"
-#endif
-
CCL_NAMESPACE_BEGIN
namespace {
@@ -72,12 +68,10 @@ PyObject *pyunicode_from_string(const char *str)
/* Synchronize debug flags from a given Blender scene.
* Return truth when device list needs invalidation.
*/
-bool debug_flags_sync_from_scene(BL::Scene b_scene)
+static void debug_flags_sync_from_scene(BL::Scene b_scene)
{
DebugFlagsRef flags = DebugFlags();
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
- /* Backup some settings for comparison. */
- DebugFlags::OpenCL::DeviceType opencl_device_type = flags.opencl.device_type;
/* Synchronize shared flags. */
flags.viewport_static_bvh = get_enum(cscene, "debug_bvh_type");
/* Synchronize CPU flags. */
@@ -87,50 +81,19 @@ bool debug_flags_sync_from_scene(BL::Scene b_scene)
flags.cpu.sse3 = get_boolean(cscene, "debug_use_cpu_sse3");
flags.cpu.sse2 = get_boolean(cscene, "debug_use_cpu_sse2");
flags.cpu.bvh_layout = (BVHLayout)get_enum(cscene, "debug_bvh_layout");
- flags.cpu.split_kernel = get_boolean(cscene, "debug_use_cpu_split_kernel");
/* Synchronize CUDA flags. */
flags.cuda.adaptive_compile = get_boolean(cscene, "debug_use_cuda_adaptive_compile");
- flags.cuda.split_kernel = get_boolean(cscene, "debug_use_cuda_split_kernel");
/* Synchronize OptiX flags. */
- flags.optix.cuda_streams = get_int(cscene, "debug_optix_cuda_streams");
- flags.optix.curves_api = get_boolean(cscene, "debug_optix_curves_api");
- /* Synchronize OpenCL device type. */
- switch (get_enum(cscene, "debug_opencl_device_type")) {
- case 0:
- flags.opencl.device_type = DebugFlags::OpenCL::DEVICE_NONE;
- break;
- case 1:
- flags.opencl.device_type = DebugFlags::OpenCL::DEVICE_ALL;
- break;
- case 2:
- flags.opencl.device_type = DebugFlags::OpenCL::DEVICE_DEFAULT;
- break;
- case 3:
- flags.opencl.device_type = DebugFlags::OpenCL::DEVICE_CPU;
- break;
- case 4:
- flags.opencl.device_type = DebugFlags::OpenCL::DEVICE_GPU;
- break;
- case 5:
- flags.opencl.device_type = DebugFlags::OpenCL::DEVICE_ACCELERATOR;
- break;
- }
- /* Synchronize other OpenCL flags. */
- flags.opencl.debug = get_boolean(cscene, "debug_use_opencl_debug");
- flags.opencl.mem_limit = ((size_t)get_int(cscene, "debug_opencl_mem_limit")) * 1024 * 1024;
- return flags.opencl.device_type != opencl_device_type;
+ flags.optix.use_debug = get_boolean(cscene, "debug_use_optix_debug");
}
/* Reset debug flags to default values.
* Return truth when device list needs invalidation.
*/
-bool debug_flags_reset()
+static void debug_flags_reset()
{
DebugFlagsRef flags = DebugFlags();
- /* Backup some settings for comparison. */
- DebugFlags::OpenCL::DeviceType opencl_device_type = flags.opencl.device_type;
flags.reset();
- return flags.opencl.device_type != opencl_device_type;
}
} /* namespace */
@@ -175,18 +138,20 @@ static const char *PyC_UnicodeAsByte(PyObject *py_str, PyObject **coerce)
static PyObject *init_func(PyObject * /*self*/, PyObject *args)
{
- PyObject *path, *user_path;
+ PyObject *path, *user_path, *temp_path;
int headless;
- if (!PyArg_ParseTuple(args, "OOi", &path, &user_path, &headless)) {
- return NULL;
+ if (!PyArg_ParseTuple(args, "OOOi", &path, &user_path, &temp_path, &headless)) {
+ return nullptr;
}
- PyObject *path_coerce = NULL, *user_path_coerce = NULL;
+ PyObject *path_coerce = nullptr, *user_path_coerce = nullptr, *temp_path_coerce = nullptr;
path_init(PyC_UnicodeAsByte(path, &path_coerce),
- PyC_UnicodeAsByte(user_path, &user_path_coerce));
+ PyC_UnicodeAsByte(user_path, &user_path_coerce),
+ PyC_UnicodeAsByte(temp_path, &temp_path_coerce));
Py_XDECREF(path_coerce);
Py_XDECREF(user_path_coerce);
+ Py_XDECREF(temp_path_coerce);
BlenderSession::headless = headless;
@@ -299,6 +264,50 @@ static PyObject *render_func(PyObject * /*self*/, PyObject *args)
Py_RETURN_NONE;
}
+static PyObject *render_frame_finish_func(PyObject * /*self*/, PyObject *args)
+{
+ PyObject *pysession;
+
+ if (!PyArg_ParseTuple(args, "O", &pysession)) {
+ return nullptr;
+ }
+
+ BlenderSession *session = (BlenderSession *)PyLong_AsVoidPtr(pysession);
+
+ /* Allow Blender to execute other Python scripts. */
+ python_thread_state_save(&session->python_thread_state);
+
+ session->render_frame_finish();
+
+ python_thread_state_restore(&session->python_thread_state);
+
+ Py_RETURN_NONE;
+}
+
+static PyObject *draw_func(PyObject * /*self*/, PyObject *args)
+{
+ PyObject *py_session, *py_graph, *py_screen, *py_space_image;
+
+ if (!PyArg_ParseTuple(args, "OOOO", &py_session, &py_graph, &py_screen, &py_space_image)) {
+ return nullptr;
+ }
+
+ BlenderSession *session = (BlenderSession *)PyLong_AsVoidPtr(py_session);
+
+ ID *b_screen = (ID *)PyLong_AsVoidPtr(py_screen);
+
+ PointerRNA b_space_image_ptr;
+ RNA_pointer_create(b_screen,
+ &RNA_SpaceImageEditor,
+ pylong_as_voidptr_typesafe(py_space_image),
+ &b_space_image_ptr);
+ BL::SpaceImageEditor b_space_image(b_space_image_ptr);
+
+ session->draw(b_space_image);
+
+ Py_RETURN_NONE;
+}
+
/* pixel_array and result passed as pointers */
static PyObject *bake_func(PyObject * /*self*/, PyObject *args)
{
@@ -336,7 +345,7 @@ static PyObject *bake_func(PyObject * /*self*/, PyObject *args)
Py_RETURN_NONE;
}
-static PyObject *draw_func(PyObject * /*self*/, PyObject *args)
+static PyObject *view_draw_func(PyObject * /*self*/, PyObject *args)
{
PyObject *pysession, *pygraph, *pyv3d, *pyrv3d;
@@ -350,7 +359,7 @@ static PyObject *draw_func(PyObject * /*self*/, PyObject *args)
int viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
- session->draw(viewport[2], viewport[3]);
+ session->view_draw(viewport[2], viewport[3]);
}
Py_RETURN_NONE;
@@ -697,40 +706,6 @@ static PyObject *system_info_func(PyObject * /*self*/, PyObject * /*value*/)
return pyunicode_from_string(system_info.c_str());
}
-#ifdef WITH_OPENCL
-static PyObject *opencl_disable_func(PyObject * /*self*/, PyObject * /*value*/)
-{
- VLOG(2) << "Disabling OpenCL platform.";
- DebugFlags().opencl.device_type = DebugFlags::OpenCL::DEVICE_NONE;
- Py_RETURN_NONE;
-}
-
-static PyObject *opencl_compile_func(PyObject * /*self*/, PyObject *args)
-{
- PyObject *sequence = PySequence_Fast(args, "Arguments must be a sequence");
- if (sequence == NULL) {
- Py_RETURN_FALSE;
- }
-
- vector<string> parameters;
- for (Py_ssize_t i = 0; i < PySequence_Fast_GET_SIZE(sequence); i++) {
- PyObject *item = PySequence_Fast_GET_ITEM(sequence, i);
- PyObject *item_as_string = PyObject_Str(item);
- const char *parameter_string = PyUnicode_AsUTF8(item_as_string);
- parameters.push_back(parameter_string);
- Py_DECREF(item_as_string);
- }
- Py_DECREF(sequence);
-
- if (device_opencl_compile_kernel(parameters)) {
- Py_RETURN_TRUE;
- }
- else {
- Py_RETURN_FALSE;
- }
-}
-#endif
-
static bool image_parse_filepaths(PyObject *pyfilepaths, vector<string> &filepaths)
{
if (PyUnicode_Check(pyfilepaths)) {
@@ -762,6 +737,10 @@ static bool image_parse_filepaths(PyObject *pyfilepaths, vector<string> &filepat
static PyObject *denoise_func(PyObject * /*self*/, PyObject *args, PyObject *keywords)
{
+#if 1
+ (void)args;
+ (void)keywords;
+#else
static const char *keyword_list[] = {
"preferences", "scene", "view_layer", "input", "output", "tile_size", "samples", NULL};
PyObject *pypreferences, *pyscene, *pyviewlayer;
@@ -835,7 +814,7 @@ static PyObject *denoise_func(PyObject * /*self*/, PyObject *args, PyObject *key
}
/* Create denoiser. */
- Denoiser denoiser(device);
+ DenoiserPipeline denoiser(device);
denoiser.params = params;
denoiser.input = input;
denoiser.output = output;
@@ -852,6 +831,7 @@ static PyObject *denoise_func(PyObject * /*self*/, PyObject *args, PyObject *key
PyErr_SetString(PyExc_ValueError, denoiser.error.c_str());
return NULL;
}
+#endif
Py_RETURN_NONE;
}
@@ -903,10 +883,7 @@ static PyObject *debug_flags_update_func(PyObject * /*self*/, PyObject *args)
RNA_id_pointer_create((ID *)PyLong_AsVoidPtr(pyscene), &sceneptr);
BL::Scene b_scene(sceneptr);
- if (debug_flags_sync_from_scene(b_scene)) {
- VLOG(2) << "Tagging device list for update.";
- Device::tag_update();
- }
+ debug_flags_sync_from_scene(b_scene);
VLOG(2) << "Debug flags set to:\n" << DebugFlags();
@@ -917,10 +894,7 @@ static PyObject *debug_flags_update_func(PyObject * /*self*/, PyObject *args)
static PyObject *debug_flags_reset_func(PyObject * /*self*/, PyObject * /*args*/)
{
- if (debug_flags_reset()) {
- VLOG(2) << "Tagging device list for update.";
- Device::tag_update();
- }
+ debug_flags_reset();
if (debug_flags_set) {
VLOG(2) << "Debug flags reset to:\n" << DebugFlags();
debug_flags_set = false;
@@ -928,84 +902,6 @@ static PyObject *debug_flags_reset_func(PyObject * /*self*/, PyObject * /*args*/
Py_RETURN_NONE;
}
-static PyObject *set_resumable_chunk_func(PyObject * /*self*/, PyObject *args)
-{
- int num_resumable_chunks, current_resumable_chunk;
- if (!PyArg_ParseTuple(args, "ii", &num_resumable_chunks, &current_resumable_chunk)) {
- Py_RETURN_NONE;
- }
-
- if (num_resumable_chunks <= 0) {
- fprintf(stderr, "Cycles: Bad value for number of resumable chunks.\n");
- abort();
- Py_RETURN_NONE;
- }
- if (current_resumable_chunk < 1 || current_resumable_chunk > num_resumable_chunks) {
- fprintf(stderr, "Cycles: Bad value for current resumable chunk number.\n");
- abort();
- Py_RETURN_NONE;
- }
-
- VLOG(1) << "Initialized resumable render: "
- << "num_resumable_chunks=" << num_resumable_chunks << ", "
- << "current_resumable_chunk=" << current_resumable_chunk;
- BlenderSession::num_resumable_chunks = num_resumable_chunks;
- BlenderSession::current_resumable_chunk = current_resumable_chunk;
-
- printf("Cycles: Will render chunk %d of %d\n", current_resumable_chunk, num_resumable_chunks);
-
- Py_RETURN_NONE;
-}
-
-static PyObject *set_resumable_chunk_range_func(PyObject * /*self*/, PyObject *args)
-{
- int num_chunks, start_chunk, end_chunk;
- if (!PyArg_ParseTuple(args, "iii", &num_chunks, &start_chunk, &end_chunk)) {
- Py_RETURN_NONE;
- }
-
- if (num_chunks <= 0) {
- fprintf(stderr, "Cycles: Bad value for number of resumable chunks.\n");
- abort();
- Py_RETURN_NONE;
- }
- if (start_chunk < 1 || start_chunk > num_chunks) {
- fprintf(stderr, "Cycles: Bad value for start chunk number.\n");
- abort();
- Py_RETURN_NONE;
- }
- if (end_chunk < 1 || end_chunk > num_chunks) {
- fprintf(stderr, "Cycles: Bad value for start chunk number.\n");
- abort();
- Py_RETURN_NONE;
- }
- if (start_chunk > end_chunk) {
- fprintf(stderr, "Cycles: End chunk should be higher than start one.\n");
- abort();
- Py_RETURN_NONE;
- }
-
- VLOG(1) << "Initialized resumable render: "
- << "num_resumable_chunks=" << num_chunks << ", "
- << "start_resumable_chunk=" << start_chunk << "end_resumable_chunk=" << end_chunk;
- BlenderSession::num_resumable_chunks = num_chunks;
- BlenderSession::start_resumable_chunk = start_chunk;
- BlenderSession::end_resumable_chunk = end_chunk;
-
- printf("Cycles: Will render chunks %d to %d of %d\n", start_chunk, end_chunk, num_chunks);
-
- Py_RETURN_NONE;
-}
-
-static PyObject *clear_resumable_chunk_func(PyObject * /*self*/, PyObject * /*value*/)
-{
- VLOG(1) << "Clear resumable render";
- BlenderSession::num_resumable_chunks = 0;
- BlenderSession::current_resumable_chunk = 0;
-
- Py_RETURN_NONE;
-}
-
static PyObject *enable_print_stats_func(PyObject * /*self*/, PyObject * /*args*/)
{
BlenderSession::print_render_stats = true;
@@ -1015,16 +911,14 @@ static PyObject *enable_print_stats_func(PyObject * /*self*/, PyObject * /*args*
static PyObject *get_device_types_func(PyObject * /*self*/, PyObject * /*args*/)
{
vector<DeviceType> device_types = Device::available_types();
- bool has_cuda = false, has_optix = false, has_opencl = false;
+ bool has_cuda = false, has_optix = false;
foreach (DeviceType device_type, device_types) {
has_cuda |= (device_type == DEVICE_CUDA);
has_optix |= (device_type == DEVICE_OPTIX);
- has_opencl |= (device_type == DEVICE_OPENCL);
}
- PyObject *list = PyTuple_New(3);
+ PyObject *list = PyTuple_New(2);
PyTuple_SET_ITEM(list, 0, PyBool_FromLong(has_cuda));
PyTuple_SET_ITEM(list, 1, PyBool_FromLong(has_optix));
- PyTuple_SET_ITEM(list, 2, PyBool_FromLong(has_opencl));
return list;
}
@@ -1044,9 +938,6 @@ static PyObject *set_device_override_func(PyObject * /*self*/, PyObject *arg)
if (override == "CPU") {
BlenderSession::device_override = DEVICE_MASK_CPU;
}
- else if (override == "OPENCL") {
- BlenderSession::device_override = DEVICE_MASK_OPENCL;
- }
else if (override == "CUDA") {
BlenderSession::device_override = DEVICE_MASK_CUDA;
}
@@ -1072,8 +963,10 @@ static PyMethodDef methods[] = {
{"create", create_func, METH_VARARGS, ""},
{"free", free_func, METH_O, ""},
{"render", render_func, METH_VARARGS, ""},
- {"bake", bake_func, METH_VARARGS, ""},
+ {"render_frame_finish", render_frame_finish_func, METH_VARARGS, ""},
{"draw", draw_func, METH_VARARGS, ""},
+ {"bake", bake_func, METH_VARARGS, ""},
+ {"view_draw", view_draw_func, METH_VARARGS, ""},
{"sync", sync_func, METH_VARARGS, ""},
{"reset", reset_func, METH_VARARGS, ""},
#ifdef WITH_OSL
@@ -1082,10 +975,6 @@ static PyMethodDef methods[] = {
#endif
{"available_devices", available_devices_func, METH_VARARGS, ""},
{"system_info", system_info_func, METH_NOARGS, ""},
-#ifdef WITH_OPENCL
- {"opencl_disable", opencl_disable_func, METH_NOARGS, ""},
- {"opencl_compile", opencl_compile_func, METH_VARARGS, ""},
-#endif
/* Standalone denoising */
{"denoise", (PyCFunction)denoise_func, METH_VARARGS | METH_KEYWORDS, ""},
@@ -1098,11 +987,6 @@ static PyMethodDef methods[] = {
/* Statistics. */
{"enable_print_stats", enable_print_stats_func, METH_NOARGS, ""},
- /* Resumable render */
- {"set_resumable_chunk", set_resumable_chunk_func, METH_VARARGS, ""},
- {"set_resumable_chunk_range", set_resumable_chunk_range_func, METH_VARARGS, ""},
- {"clear_resumable_chunk", clear_resumable_chunk_func, METH_NOARGS, ""},
-
/* Compute Device selection */
{"get_device_types", get_device_types_func, METH_VARARGS, ""},
{"set_device_override", set_device_override_func, METH_O, ""},
@@ -1153,14 +1037,6 @@ void *CCL_python_module_init()
PyModule_AddStringConstant(mod, "osl_version_string", "unknown");
#endif
-#ifdef WITH_NETWORK
- PyModule_AddObject(mod, "with_network", Py_True);
- Py_INCREF(Py_True);
-#else /* WITH_NETWORK */
- PyModule_AddObject(mod, "with_network", Py_False);
- Py_INCREF(Py_False);
-#endif /* WITH_NETWORK */
-
#ifdef WITH_EMBREE
PyModule_AddObject(mod, "with_embree", Py_True);
Py_INCREF(Py_True);
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp
index 29de886e4ff..d65d89a7ddd 100644
--- a/intern/cycles/blender/blender_session.cpp
+++ b/intern/cycles/blender/blender_session.cpp
@@ -38,9 +38,11 @@
#include "util/util_hash.h"
#include "util/util_logging.h"
#include "util/util_murmurhash.h"
+#include "util/util_path.h"
#include "util/util_progress.h"
#include "util/util_time.h"
+#include "blender/blender_gpu_display.h"
#include "blender/blender_session.h"
#include "blender/blender_sync.h"
#include "blender/blender_util.h"
@@ -49,10 +51,6 @@ CCL_NAMESPACE_BEGIN
DeviceTypeMask BlenderSession::device_override = DEVICE_MASK_ALL;
bool BlenderSession::headless = false;
-int BlenderSession::num_resumable_chunks = 0;
-int BlenderSession::current_resumable_chunk = 0;
-int BlenderSession::start_resumable_chunk = 0;
-int BlenderSession::end_resumable_chunk = 0;
bool BlenderSession::print_render_stats = false;
BlenderSession::BlenderSession(BL::RenderEngine &b_engine,
@@ -103,7 +101,9 @@ BlenderSession::BlenderSession(BL::RenderEngine &b_engine,
width(width),
height(height),
preview_osl(false),
- python_thread_state(NULL)
+ python_thread_state(NULL),
+ use_developer_ui(b_userpref.experimental().use_cycles_debug() &&
+ b_userpref.view().show_developer_ui())
{
/* 3d view render */
background = false;
@@ -119,10 +119,10 @@ BlenderSession::~BlenderSession()
void BlenderSession::create_session()
{
- SessionParams session_params = BlenderSync::get_session_params(
+ const 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);
+ 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 = "";
@@ -131,20 +131,18 @@ void BlenderSession::create_session()
start_resize_time = 0.0;
/* create session */
- session = new Session(session_params);
- session->scene = scene;
+ 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 = new Scene(scene_params, session->device);
+ scene = session->scene;
scene->name = b_scene.name();
- session->scene = scene;
-
/* create sync */
- sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress);
+ 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);
@@ -154,13 +152,25 @@ void BlenderSession::create_session()
}
/* set buffer parameters */
- BufferParams buffer_params = BlenderSync::get_buffer_params(
- b_v3d, b_rv3d, scene->camera, width, height, session_params.denoising.use);
- session->reset(buffer_params, session_params.samples);
-
- b_engine.use_highlight_tiles(session_params.progressive_refine == false);
+ const BufferParams buffer_params = BlenderSync::get_buffer_params(
+ b_v3d, b_rv3d, scene->camera, width, height);
+ session->reset(session_params, buffer_params);
+
+ /* Create GPU display. */
+ if (!b_engine.is_preview() && !headless) {
+ unique_ptr<BlenderGPUDisplay> gpu_display = make_unique<BlenderGPUDisplay>(b_engine, b_scene);
+ gpu_display_ = gpu_display.get();
+ session->set_gpu_display(move(gpu_display));
+ }
- update_resumable_tile_manager(session_params.samples);
+ /* 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)
@@ -202,9 +212,9 @@ void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsg
return;
}
- SessionParams session_params = BlenderSync::get_session_params(
+ const SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
- SceneParams scene_params = BlenderSync::get_scene_params(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()) {
@@ -220,8 +230,6 @@ void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsg
session->progress.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
*/
@@ -230,7 +238,8 @@ void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsg
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, session->progress);
+ 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. */
@@ -242,103 +251,85 @@ void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsg
BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL);
BL::RegionView3D b_null_region_view3d(PointerRNA_NULL);
- BufferParams buffer_params = BlenderSync::get_buffer_params(b_null_space_view3d,
- b_null_region_view3d,
- scene->camera,
- width,
- height,
- session_params.denoising.use);
- session->reset(buffer_params, session_params.samples);
-
- b_engine.use_highlight_tiles(session_params.progressive_refine == false);
+ 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()
{
- session->cancel();
+ if (session) {
+ session->cancel(true);
+ }
delete sync;
+ sync = nullptr;
+
delete session;
+ session = nullptr;
}
-static ShaderEvalType get_shader_type(const string &pass_type)
+void BlenderSession::read_render_tile()
{
- const char *shader_type = pass_type.c_str();
+ const int2 tile_offset = session->get_render_tile_offset();
+ const int2 tile_size = session->get_render_tile_size();
- /* 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, "EMIT") == 0)
- return SHADER_EVAL_EMISSION;
+ /* get render result */
+ BL::RenderResult b_rr = b_engine.begin_result(tile_offset.x,
+ tile_offset.y,
+ tile_size.x,
+ tile_size.y,
+ b_rlay_name.c_str(),
+ b_rview_name.c_str());
- /* 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;
+ /* can happen if the intersected rectangle gives 0 width or height */
+ if (b_rr.ptr.data == NULL) {
+ return;
+ }
- /* extra */
- else if (strcmp(shader_type, "ENVIRONMENT") == 0)
- return SHADER_EVAL_ENVIRONMENT;
+ BL::RenderResult::layers_iterator b_single_rlay;
+ b_rr.layers.begin(b_single_rlay);
- else
- return SHADER_EVAL_BAKE;
-}
+ /* layer will be missing if it was disabled in the UI */
+ if (b_single_rlay == b_rr.layers.end())
+ return;
-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);
-}
+ BL::RenderLayer b_rlay = *b_single_rlay;
-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);
+ vector<float> pixels(tile_size.x * tile_size.y * 4);
+
+ /* Copy each pass.
+ * TODO:copy only the required ones for better performance? */
+ for (BL::RenderPass &b_pass : b_rlay.passes) {
+ session->set_render_tile_pixels(b_pass.name(), b_pass.channels(), (float *)b_pass.rect());
+ }
}
-void BlenderSession::do_write_update_render_tile(RenderTile &rtile,
- bool do_update_only,
- bool do_read_only,
- bool highlight)
+void BlenderSession::write_render_tile()
{
- 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;
+ const int2 tile_offset = session->get_render_tile_offset();
+ const int2 tile_size = session->get_render_tile_size();
+
+ const string_view render_layer_name = session->get_render_tile_layer();
+ const string_view render_view_name = session->get_render_tile_view();
+
+ b_engine.tile_highlight_clear_all();
/* 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());
+ BL::RenderResult b_rr = b_engine.begin_result(tile_offset.x,
+ tile_offset.y,
+ tile_size.x,
+ tile_size.y,
+ render_layer_name.c_str(),
+ render_view_name.c_str());
/* can happen if the intersected rectangle gives 0 width or height */
if (b_rr.ptr.data == NULL) {
@@ -349,64 +340,34 @@ void BlenderSession::do_write_update_render_tile(RenderTile &rtile,
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())
+ if (b_single_rlay == b_rr.layers.end()) {
return;
+ }
BL::RenderLayer b_rlay = *b_single_rlay;
- if (do_read_only) {
- /* copy each pass */
- for (BL::RenderPass &b_pass : b_rlay.passes) {
- /* find matching pass type */
- PassType pass_type = BlenderSync::get_pass_type(b_pass);
- int components = b_pass.channels();
-
- rtile.buffers->set_pass_rect(
- pass_type, components, (float *)b_pass.rect(), rtile.num_samples);
- }
-
- end_render_result(b_engine, b_rr, false, false, false);
- }
- else 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_rlay, rtile);
- }
+ write_render_result(b_rlay);
- end_render_result(b_engine, b_rr, true, highlight, merge);
- }
- else {
- /* Write final render result. */
- write_render_result(b_rlay, rtile);
- end_render_result(b_engine, b_rr, false, false, true);
- }
+ b_engine.end_result(b_rr, true, false, true);
}
-void BlenderSession::read_render_tile(RenderTile &rtile)
+void BlenderSession::update_render_tile()
{
- do_write_update_render_tile(rtile, false, true, false);
-}
+ if (!session->has_multiple_render_tiles()) {
+ /* Don't highlight full-frame tile. */
+ return;
+ }
-void BlenderSession::write_render_tile(RenderTile &rtile)
-{
- do_write_update_render_tile(rtile, false, false, false);
+ const int2 tile_offset = session->get_render_tile_offset();
+ const int2 tile_size = session->get_render_tile_size();
+
+ b_engine.tile_highlight_clear_all();
+ b_engine.tile_highlight_set(tile_offset.x, tile_offset.y, tile_size.x, tile_size.y, true);
}
-void BlenderSession::update_render_tile(RenderTile &rtile, bool highlight)
+void BlenderSession::full_buffer_written(string_view filename)
{
- /* 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, false, highlight);
- else
- do_write_update_render_tile(rtile, false, false, false);
+ full_buffer_files_.emplace_back(filename);
}
static void add_cryptomatte_layer(BL::RenderResult &b_rr, string name, string manifest)
@@ -430,12 +391,15 @@ void BlenderSession::stamp_view_layer_metadata(Scene *scene, const string &view_
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) {
@@ -475,38 +439,44 @@ void BlenderSession::render(BL::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);
+ session->write_render_tile_cb = [&]() { write_render_tile(); };
+
+ /* Use final write for preview renders, otherwise render result wouldn't be be updated on Blender
+ * side. */
+ /* TODO(sergey): Investigate whether GPUDisplay can be used for the preview as well. */
+ if (b_engine.is_preview()) {
+ session->update_render_tile_cb = [&]() { write_render_tile(); };
+ }
+ else {
+ session->update_render_tile_cb = [&]() { update_render_tile(); };
+ }
+
+ 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 */
- SessionParams session_params = BlenderSync::get_session_params(
- b_engine, b_userpref, b_scene, background, b_view_layer);
+ 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, session_params.denoising.use);
+ b_v3d, b_rv3d, scene->camera, width, height);
/* 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 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;
- b_rlay_name = b_view_layer.name();
- /* Update denoising parameters. */
- session->set_denoising(session_params.denoising);
+ {
+ thread_scoped_lock lock(draw_state_.mutex);
+ b_rlay_name = b_view_layer.name();
- /* Compute render passes and film settings. */
- vector<Pass> passes = sync->sync_render_passes(
- b_scene, b_rlay, b_view_layer, session_params.adaptive_sampling, session_params.denoising);
+ /* Signal that the display pass is to be updated. */
+ draw_state_.last_pass_index = -1;
+ }
- /* Set buffer params, using film settings from sync_render_passes. */
- buffer_params.passes = passes;
- buffer_params.denoising_data_pass = scene->film->get_denoising_data_pass();
- buffer_params.denoising_clean_pass = scene->film->get_denoising_clean_pass();
- buffer_params.denoising_prefiltered_pass = scene->film->get_denoising_prefiltered_pass();
+ /* Compute render passes and film settings. */
+ sync->sync_render_passes(b_rlay, b_view_layer);
BL::RenderResult::views_iterator b_view_iter;
@@ -520,6 +490,9 @@ void BlenderSession::render(BL::Depsgraph &b_depsgraph_)
++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());
@@ -549,20 +522,16 @@ void BlenderSession::render(BL::Depsgraph &b_depsgraph_)
}
/* Update number of samples per layer. */
- int samples = sync->get_layer_samples();
- bool bound_samples = sync->get_layer_bound_samples();
- int effective_layer_samples;
+ const int samples = sync->get_layer_samples();
+ const bool bound_samples = sync->get_layer_bound_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);
+ 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(buffer_params, effective_layer_samples);
+ session->reset(effective_session_params, buffer_params);
/* render */
if (!b_engine.is_preview() && background && print_render_stats) {
@@ -586,65 +555,146 @@ void BlenderSession::render(BL::Depsgraph &b_depsgraph_)
stamp_view_layer_metadata(scene, b_rlay_name);
/* free result without merging */
- end_render_result(b_engine, b_rr, true, true, false);
+ b_engine.end_result(b_rr, true, false, 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;
+}
+
+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);
+ path_remove(filename);
+ }
/* clear callback */
session->write_render_tile_cb = function_null;
session->update_render_tile_cb = function_null;
+ session->full_buffer_written_cb = function_null;
}
-static int bake_pass_filter_get(const int pass_filter)
+static PassType bake_type_to_pass(const string &bake_type_str, const int bake_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_EMIT) != 0)
- flag |= BAKE_FILTER_EMISSION;
- if ((pass_filter & BL::BakeSettings::pass_filter_AO) != 0)
- flag |= BAKE_FILTER_AO;
-
- return flag;
+ 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 &pass_type,
- const int pass_filter,
+ const string &bake_type,
+ const int bake_filter,
const int bake_width,
const int bake_height)
{
b_depsgraph = b_depsgraph_;
- ShaderEvalType shader_type = get_shader_type(pass_type);
- int bake_pass_filter = bake_pass_filter_get(pass_filter);
-
/* Initialize bake manager, before we load the baking kernels. */
- scene->bake_manager->set(scene, b_object.name(), shader_type, bake_pass_filter);
+ scene->bake_manager->set(scene, b_object.name());
- /* Passes are identified by name, so in order to return the combined pass we need to set the
- * name. */
- Pass::add(PASS_COMBINED, scene->passes, "Combined");
+ /* 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->read_bake_tile_cb = function_bind(&BlenderSession::read_render_tile, this, _1);
- session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
+ session->read_render_tile_cb = [&]() { read_render_tile(); };
+ session->write_render_tile_cb = [&]() { write_render_tile(); };
+ session->set_gpu_display(nullptr);
if (!session->progress.get_cancel()) {
/* Sync scene. */
@@ -667,18 +717,15 @@ void BlenderSession::bake(BL::Depsgraph &b_depsgraph_,
if (object_found && !session->progress.get_cancel()) {
/* Get session and buffer parameters. */
- SessionParams session_params = BlenderSync::get_session_params(
+ const SessionParams session_params = BlenderSync::get_session_params(
b_engine, b_userpref, b_scene, background);
- session_params.progressive_refine = false;
BufferParams buffer_params;
buffer_params.width = bake_width;
buffer_params.height = bake_height;
- buffer_params.passes = scene->passes;
/* Update session. */
- session->tile_manager.set_samples(session_params.samples);
- session->reset(buffer_params, session_params.samples);
+ session->reset(session_params, buffer_params);
session->progress.set_update_callback(
function_bind(&BlenderSession::update_bake_progress, this));
@@ -690,71 +737,43 @@ void BlenderSession::bake(BL::Depsgraph &b_depsgraph_,
session->wait();
}
- session->read_bake_tile_cb = function_null;
+ session->read_render_tile_cb = function_null;
session->write_render_tile_cb = function_null;
}
-void BlenderSession::do_write_update_render_result(BL::RenderLayer &b_rlay,
- RenderTile &rtile,
- bool do_update_only)
+void BlenderSession::write_render_result(BL::RenderLayer &b_rlay)
{
- RenderBuffers *buffers = rtile.buffers;
-
- /* copy data from device */
- if (!buffers->copy_from_device())
+ if (!session->copy_render_tile_from_device()) {
return;
-
- float exposure = scene->film->get_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 */
- for (BL::RenderPass &b_pass : b_rlay.passes) {
- int components = b_pass.channels();
-
- /* Copy pixels from regular render passes. */
- bool read = buffers->get_pass_rect(b_pass.name(), exposure, sample, components, &pixels[0]);
+ const int2 tile_size = session->get_render_tile_size();
+ vector<float> pixels(tile_size.x * tile_size.y * 4);
- /* If denoising pass, */
- if (!read) {
- 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]);
+ /* Copy each pass. */
+ for (BL::RenderPass &b_pass : b_rlay.passes) {
+ if (!session->get_render_tile_pixels(b_pass.name(), b_pass.channels(), &pixels[0])) {
+ memset(&pixels[0], 0, pixels.size() * sizeof(float));
}
- }
- 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("Combined", exposure, sample, 4, &pixels[0]))
- b_combined_pass.rect(&pixels[0]);
+
+ b_pass.rect(&pixels[0]);
}
}
-void BlenderSession::write_render_result(BL::RenderLayer &b_rlay, RenderTile &rtile)
+void BlenderSession::update_render_result(BL::RenderLayer &b_rlay)
{
- do_write_update_render_result(b_rlay, rtile, false);
-}
+ if (!session->copy_render_tile_from_device()) {
+ return;
+ }
-void BlenderSession::update_render_result(BL::RenderLayer &b_rlay, RenderTile &rtile)
-{
- do_write_update_render_result(b_rlay, rtile, true);
+ const int2 tile_size = session->get_render_tile_size();
+ vector<float> pixels(tile_size.x * tile_size.y * 4);
+
+ /* Copy combined pass. */
+ BL::RenderPass b_combined_pass(b_rlay.passes.find_by_name("Combined", b_rview_name.c_str()));
+ if (session->get_render_tile_pixels("Combined", b_combined_pass.channels(), &pixels[0])) {
+ b_combined_pass.rect(&pixels[0]);
+ }
}
void BlenderSession::synchronize(BL::Depsgraph &b_depsgraph_)
@@ -764,19 +783,19 @@ void BlenderSession::synchronize(BL::Depsgraph &b_depsgraph_)
return;
/* on session/scene parameter changes, we recreate session entirely */
- SessionParams session_params = BlenderSync::get_session_params(
+ const 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);
+ 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();
}
- /* increase samples, but never decrease */
+ /* increase samples and render time, but never decrease */
session->set_samples(session_params.samples);
- session->set_denoising_start_sample(session_params.denoising.start_sample);
+ 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
@@ -808,21 +827,12 @@ void BlenderSession::synchronize(BL::Depsgraph &b_depsgraph_)
sync->sync_camera(b_render, b_camera_override, width, height, "");
/* get buffer parameters */
- BufferParams buffer_params = BlenderSync::get_buffer_params(
- b_v3d, b_rv3d, scene->camera, width, height, session_params.denoising.use);
-
- if (!buffer_params.denoising_data_pass) {
- session_params.denoising.use = false;
- }
-
- session->set_denoising(session_params.denoising);
-
- /* Update film if denoising data was enabled or disabled. */
- scene->film->set_denoising_data_pass(buffer_params.denoising_data_pass);
+ 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(buffer_params, session_params.samples);
+ session->reset(session_params, buffer_params);
/* After session reset, so device is not accessing image data anymore. */
builtin_images_load();
@@ -839,7 +849,44 @@ void BlenderSession::synchronize(BL::Depsgraph &b_depsgraph_)
session->start();
}
-bool BlenderSession::draw(int w, int h)
+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;
+ }
+
+ BL::Array<float, 2> zoom = space_image.zoom();
+ gpu_display_->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));
@@ -885,14 +932,14 @@ bool BlenderSession::draw(int w, int h)
/* reset if requested */
if (reset) {
- SessionParams session_params = BlenderSync::get_session_params(
+ 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, session_params.denoising.use);
- bool session_pause = BlenderSync::get_session_pause(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(buffer_params, session_params.samples);
+ session->reset(session_params, buffer_params);
start_resize_time = 0.0;
}
}
@@ -905,18 +952,7 @@ bool BlenderSession::draw(int w, int h)
update_status_progress();
/* draw */
- BufferParams buffer_params = BlenderSync::get_buffer_params(
- b_v3d, b_rv3d, scene->camera, width, height, session->params.denoising.use);
- 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);
+ session->draw();
}
void BlenderSession::get_status(string &status, string &substatus)
@@ -924,11 +960,6 @@ void BlenderSession::get_status(string &status, string &substatus)
session->progress.get_status(status, substatus);
}
-void BlenderSession::get_kernel_status(string &kernel_status)
-{
- session->progress.get_kernel_status(kernel_status);
-}
-
void BlenderSession::get_progress(float &progress, double &total_time, double &render_time)
{
session->progress.get_time(total_time, render_time);
@@ -947,7 +978,7 @@ void BlenderSession::update_bake_progress()
void BlenderSession::update_status_progress()
{
- string timestatus, status, substatus, kernel_status;
+ string timestatus, status, substatus;
string scene_status = "";
float progress;
double total_time, remaining_time = 0, render_time;
@@ -955,7 +986,6 @@ void BlenderSession::update_status_progress()
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)
@@ -980,14 +1010,12 @@ void BlenderSession::update_status_progress()
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. */
+ /* 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);
@@ -1048,56 +1076,6 @@ void BlenderSession::test_cancel()
session->progress.set_cancel("Cancelled");
}
-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)floorf(range_start_sample + 0.5f);
- int rounded_range_num_samples = max((int)floorf(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->set_start_sample(rounded_range_start_sample);
-
- 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) {
diff --git a/intern/cycles/blender/blender_session.h b/intern/cycles/blender/blender_session.h
index d967b81c854..11e2657a325 100644
--- a/intern/cycles/blender/blender_session.h
+++ b/intern/cycles/blender/blender_session.h
@@ -29,12 +29,11 @@
CCL_NAMESPACE_BEGIN
+class BlenderGPUDisplay;
class BlenderSync;
class ImageMetaData;
class Scene;
class Session;
-class RenderBuffers;
-class RenderTile;
class BlenderSession {
public:
@@ -62,6 +61,8 @@ class BlenderSession {
/* offline render */
void render(BL::Depsgraph &b_depsgraph);
+ void render_frame_finish();
+
void bake(BL::Depsgraph &b_depsgrah,
BL::Object &b_object,
const string &pass_type,
@@ -69,24 +70,29 @@ class BlenderSession {
const int bake_width,
const int bake_height);
- void write_render_result(BL::RenderLayer &b_rlay, RenderTile &rtile);
- void write_render_tile(RenderTile &rtile);
- void read_render_tile(RenderTile &rtile);
+ void write_render_result(BL::RenderLayer &b_rlay);
+ void write_render_tile();
+
+ void update_render_tile();
+
+ void full_buffer_written(string_view filename);
/* update functions are used to update display buffer only after sample was rendered
* only needed for better visual feedback */
- void update_render_result(BL::RenderLayer &b_rlay, RenderTile &rtile);
- void update_render_tile(RenderTile &rtile, bool highlight);
+ void update_render_result(BL::RenderLayer &b_rlay);
+
+ /* read functions for baking input */
+ void read_render_tile();
/* interactive updates */
void synchronize(BL::Depsgraph &b_depsgraph);
/* drawing */
- bool draw(int w, int h);
+ void draw(BL::SpaceImageEditor &space_image);
+ void view_draw(int w, int h);
void tag_redraw();
void tag_update();
void get_status(string &status, string &substatus);
- void get_kernel_status(string &kernel_status);
void get_progress(float &progress, double &total_time, double &render_time);
void test_cancel();
void update_status_progress();
@@ -123,6 +129,8 @@ class BlenderSession {
void *python_thread_state;
+ bool use_developer_ui;
+
/* Global state which is common for all render sessions created from Blender.
* Usually denotes command line arguments.
*/
@@ -134,41 +142,28 @@ class BlenderSession {
*/
static bool headless;
- /* ** Resumable render ** */
-
- /* Overall number of chunks in which the sample range is to be divided. */
- static int num_resumable_chunks;
-
- /* Current resumable chunk index to render. */
- static int current_resumable_chunk;
-
- /* Alternative to single-chunk rendering to render a range of chunks. */
- static int start_resumable_chunk;
- static int end_resumable_chunk;
-
static bool print_render_stats;
protected:
void stamp_view_layer_metadata(Scene *scene, const string &view_layer_name);
- void do_write_update_render_result(BL::RenderLayer &b_rlay,
- RenderTile &rtile,
- bool do_update_only);
- void do_write_update_render_tile(RenderTile &rtile,
- bool do_update_only,
- bool do_read_only,
- bool highlight);
-
void builtin_images_load();
- /* Update tile manager to reflect resumable render settings. */
- void update_resumable_tile_manager(int num_samples);
-
/* Is used after each render layer synchronization is done with the goal
* of freeing render engine data which is held from Blender side (for
* example, dependency graph).
*/
void free_blender_memory_if_possible();
+
+ struct {
+ thread_mutex mutex;
+ int last_pass_index = -1;
+ } draw_state_;
+
+ /* NOTE: The BlenderSession references the GPU display. */
+ BlenderGPUDisplay *gpu_display_ = nullptr;
+
+ vector<string> full_buffer_files_;
};
CCL_NAMESPACE_END
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index de7b2761d00..8c4f789ffd0 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -17,6 +17,7 @@
#include "render/background.h"
#include "render/colorspace.h"
#include "render/graph.h"
+#include "render/integrator.h"
#include "render/light.h"
#include "render/nodes.h"
#include "render/osl.h"
@@ -475,17 +476,11 @@ static ShaderNode *add_node(Scene *scene,
SubsurfaceScatteringNode *subsurface = graph->create_node<SubsurfaceScatteringNode>();
switch (b_subsurface_node.falloff()) {
- case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
- subsurface->set_falloff(CLOSURE_BSSRDF_CUBIC_ID);
- break;
- case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
- subsurface->set_falloff(CLOSURE_BSSRDF_GAUSSIAN_ID);
- break;
- case BL::ShaderNodeSubsurfaceScattering::falloff_BURLEY:
- subsurface->set_falloff(CLOSURE_BSSRDF_BURLEY_ID);
+ case BL::ShaderNodeSubsurfaceScattering::falloff_RANDOM_WALK_FIXED_RADIUS:
+ subsurface->set_method(CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID);
break;
case BL::ShaderNodeSubsurfaceScattering::falloff_RANDOM_WALK:
- subsurface->set_falloff(CLOSURE_BSSRDF_RANDOM_WALK_ID);
+ subsurface->set_method(CLOSURE_BSSRDF_RANDOM_WALK_ID);
break;
}
@@ -597,11 +592,11 @@ static ShaderNode *add_node(Scene *scene,
break;
}
switch (b_principled_node.subsurface_method()) {
- case BL::ShaderNodeBsdfPrincipled::subsurface_method_BURLEY:
- principled->set_subsurface_method(CLOSURE_BSSRDF_PRINCIPLED_ID);
+ case BL::ShaderNodeBsdfPrincipled::subsurface_method_RANDOM_WALK_FIXED_RADIUS:
+ principled->set_subsurface_method(CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID);
break;
case BL::ShaderNodeBsdfPrincipled::subsurface_method_RANDOM_WALK:
- principled->set_subsurface_method(CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID);
+ principled->set_subsurface_method(CLOSURE_BSSRDF_RANDOM_WALK_ID);
break;
}
node = principled;
@@ -1360,10 +1355,11 @@ void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all)
{
Background *background = scene->background;
+ Integrator *integrator = scene->integrator;
BL::World b_world = b_scene.world();
- BlenderViewportParameters new_viewport_parameters(b_v3d);
+ BlenderViewportParameters new_viewport_parameters(b_v3d, use_developer_ui);
if (world_recalc || update_all || b_world.ptr.data != world_map ||
viewport_parameters.shader_modified(new_viewport_parameters)) {
@@ -1455,9 +1451,8 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
/* AO */
BL::WorldLighting b_light = b_world.light_settings();
- background->set_use_ao(b_light.use_ambient_occlusion());
- background->set_ao_factor(b_light.ao_factor());
- background->set_ao_distance(b_light.distance());
+ integrator->set_ao_factor(b_light.ao_factor());
+ integrator->set_ao_distance(b_light.distance());
/* visibility */
PointerRNA cvisibility = RNA_pointer_get(&b_world.ptr, "cycles_visibility");
@@ -1472,9 +1467,8 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
background->set_visibility(visibility);
}
else {
- background->set_use_ao(false);
- background->set_ao_factor(0.0f);
- background->set_ao_distance(FLT_MAX);
+ integrator->set_ao_factor(1.0f);
+ integrator->set_ao_distance(10.0f);
}
shader->set_graph(graph);
@@ -1496,7 +1490,6 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
background->set_use_shader(view_layer.use_background_shader ||
viewport_parameters.use_custom_shader());
- background->set_use_ao(background->get_use_ao() && view_layer.use_background_ao);
background->tag_update(scene);
}
diff --git a/intern/cycles/blender/blender_sync.cpp b/intern/cycles/blender/blender_sync.cpp
index 26d64b7bf85..d6fc7ee1723 100644
--- a/intern/cycles/blender/blender_sync.cpp
+++ b/intern/cycles/blender/blender_sync.cpp
@@ -53,6 +53,7 @@ BlenderSync::BlenderSync(BL::RenderEngine &b_engine,
BL::Scene &b_scene,
Scene *scene,
bool preview,
+ bool use_developer_ui,
Progress &progress)
: b_engine(b_engine),
b_data(b_data),
@@ -68,6 +69,7 @@ BlenderSync::BlenderSync(BL::RenderEngine &b_engine,
scene(scene),
preview(preview),
experimental(false),
+ use_developer_ui(use_developer_ui),
dicing_rate(1.0f),
max_subdivisions(12),
progress(progress),
@@ -224,7 +226,7 @@ void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d
}
if (b_v3d) {
- BlenderViewportParameters new_viewport_parameters(b_v3d);
+ BlenderViewportParameters new_viewport_parameters(b_v3d, use_developer_ui);
if (viewport_parameters.shader_modified(new_viewport_parameters)) {
world_recalc = true;
@@ -251,9 +253,13 @@ void BlenderSync::sync_data(BL::RenderSettings &b_render,
BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
+ /* TODO(sergey): This feels weak to pass view layer to the integrator, and even weaker to have an
+ * implicit check on whether it is a background render or not. What is the nicer thing here? */
+ const bool background = !b_v3d;
+
sync_view_layer(b_view_layer);
- sync_integrator();
- sync_film(b_v3d);
+ sync_integrator(b_view_layer, background);
+ sync_film(b_view_layer, b_v3d);
sync_shaders(b_depsgraph, b_v3d);
sync_images();
@@ -280,7 +286,7 @@ void BlenderSync::sync_data(BL::RenderSettings &b_render,
/* Integrator */
-void BlenderSync::sync_integrator()
+void BlenderSync::sync_integrator(BL::ViewLayer &b_view_layer, bool background)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
@@ -328,59 +334,24 @@ void BlenderSync::sync_integrator()
integrator->set_motion_blur(view_layer.use_motion_blur);
}
- integrator->set_method((Integrator::Method)get_enum(
- cscene, "progressive", Integrator::NUM_METHODS, Integrator::PATH));
-
- integrator->set_sample_all_lights_direct(get_boolean(cscene, "sample_all_lights_direct"));
- integrator->set_sample_all_lights_indirect(get_boolean(cscene, "sample_all_lights_indirect"));
integrator->set_light_sampling_threshold(get_float(cscene, "light_sampling_threshold"));
SamplingPattern sampling_pattern = (SamplingPattern)get_enum(
cscene, "sampling_pattern", SAMPLING_NUM_PATTERNS, SAMPLING_PATTERN_SOBOL);
-
- int adaptive_min_samples = INT_MAX;
-
- if (RNA_boolean_get(&cscene, "use_adaptive_sampling")) {
- sampling_pattern = SAMPLING_PATTERN_PMJ;
- adaptive_min_samples = get_int(cscene, "adaptive_min_samples");
- integrator->set_adaptive_threshold(get_float(cscene, "adaptive_threshold"));
- }
- else {
- integrator->set_adaptive_threshold(0.0f);
- }
-
integrator->set_sampling_pattern(sampling_pattern);
- int diffuse_samples = get_int(cscene, "diffuse_samples");
- int glossy_samples = get_int(cscene, "glossy_samples");
- int transmission_samples = get_int(cscene, "transmission_samples");
- int ao_samples = get_int(cscene, "ao_samples");
- int mesh_light_samples = get_int(cscene, "mesh_light_samples");
- int subsurface_samples = get_int(cscene, "subsurface_samples");
- int volume_samples = get_int(cscene, "volume_samples");
-
- if (get_boolean(cscene, "use_square_samples")) {
- integrator->set_diffuse_samples(diffuse_samples * diffuse_samples);
- integrator->set_glossy_samples(glossy_samples * glossy_samples);
- integrator->set_transmission_samples(transmission_samples * transmission_samples);
- integrator->set_ao_samples(ao_samples * ao_samples);
- integrator->set_mesh_light_samples(mesh_light_samples * mesh_light_samples);
- integrator->set_subsurface_samples(subsurface_samples * subsurface_samples);
- integrator->set_volume_samples(volume_samples * volume_samples);
- adaptive_min_samples = min(adaptive_min_samples * adaptive_min_samples, INT_MAX);
+ if (preview) {
+ integrator->set_use_adaptive_sampling(
+ RNA_boolean_get(&cscene, "use_preview_adaptive_sampling"));
+ integrator->set_adaptive_threshold(get_float(cscene, "preview_adaptive_threshold"));
+ integrator->set_adaptive_min_samples(get_int(cscene, "preview_adaptive_min_samples"));
}
else {
- integrator->set_diffuse_samples(diffuse_samples);
- integrator->set_glossy_samples(glossy_samples);
- integrator->set_transmission_samples(transmission_samples);
- integrator->set_ao_samples(ao_samples);
- integrator->set_mesh_light_samples(mesh_light_samples);
- integrator->set_subsurface_samples(subsurface_samples);
- integrator->set_volume_samples(volume_samples);
+ integrator->set_use_adaptive_sampling(RNA_boolean_get(&cscene, "use_adaptive_sampling"));
+ integrator->set_adaptive_threshold(get_float(cscene, "adaptive_threshold"));
+ integrator->set_adaptive_min_samples(get_int(cscene, "adaptive_min_samples"));
}
- integrator->set_adaptive_min_samples(adaptive_min_samples);
-
if (get_boolean(cscene, "use_fast_gi")) {
if (preview) {
integrator->set_ao_bounces(get_int(cscene, "ao_bounces"));
@@ -393,20 +364,38 @@ void BlenderSync::sync_integrator()
integrator->set_ao_bounces(0);
}
- /* UPDATE_NONE as we don't want to tag the integrator as modified, just tag dependent things */
+ const DenoiseParams denoise_params = get_denoise_params(b_scene, b_view_layer, background);
+ integrator->set_use_denoise(denoise_params.use);
+
+ /* Only update denoiser parameters if the denoiser is actually used. This allows to tweak
+ * denoiser parameters before enabling it without render resetting on every change. The downside
+ * is that the interface and the integrator are technically out of sync. */
+ if (denoise_params.use) {
+ integrator->set_denoiser_type(denoise_params.type);
+ integrator->set_denoise_start_sample(denoise_params.start_sample);
+ integrator->set_use_denoise_pass_albedo(denoise_params.use_pass_albedo);
+ integrator->set_use_denoise_pass_normal(denoise_params.use_pass_normal);
+ integrator->set_denoiser_prefilter(denoise_params.prefilter);
+ }
+
+ /* UPDATE_NONE as we don't want to tag the integrator as modified (this was done by the
+ * set calls above), but we need to make sure that the dependent things are tagged. */
integrator->tag_update(scene, Integrator::UPDATE_NONE);
}
/* Film */
-void BlenderSync::sync_film(BL::SpaceView3D &b_v3d)
+void BlenderSync::sync_film(BL::ViewLayer &b_view_layer, BL::SpaceView3D &b_v3d)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
+ PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
Film *film = scene->film;
if (b_v3d) {
- film->set_display_pass(update_viewport_display_passes(b_v3d, scene->passes));
+ const BlenderViewportParameters new_viewport_parameters(b_v3d, use_developer_ui);
+ film->set_display_pass(new_viewport_parameters.display_pass);
+ film->set_show_active_pixels(new_viewport_parameters.show_active_pixels);
}
film->set_exposure(get_float(cscene, "film_exposure"));
@@ -434,6 +423,15 @@ void BlenderSync::sync_film(BL::SpaceView3D &b_v3d)
break;
}
}
+
+ /* Blender viewport does not support proper shadow catcher compositing, so force an approximate
+ * mode to improve visual feedback. */
+ if (b_v3d) {
+ film->set_use_approximate_shadow_catcher(true);
+ }
+ else {
+ film->set_use_approximate_shadow_catcher(!get_boolean(crl, "use_pass_shadow_catcher"));
+ }
}
/* Render Layer */
@@ -444,7 +442,6 @@ void BlenderSync::sync_view_layer(BL::ViewLayer &b_view_layer)
/* Filter. */
view_layer.use_background_shader = b_view_layer.use_sky();
- view_layer.use_background_ao = b_view_layer.use_ao();
/* Always enable surfaces for baking, otherwise there is nothing to bake to. */
view_layer.use_surfaces = b_view_layer.use_solid() || scene->bake_manager->get_baking();
view_layer.use_hair = b_view_layer.use_strand();
@@ -464,10 +461,7 @@ void BlenderSync::sync_view_layer(BL::ViewLayer &b_view_layer)
if (use_layer_samples != 2) {
int samples = b_view_layer.samples();
- if (get_boolean(cscene, "use_square_samples"))
- view_layer.samples = samples * samples;
- else
- view_layer.samples = samples;
+ view_layer.samples = samples;
}
}
@@ -499,7 +493,8 @@ void BlenderSync::sync_images()
}
/* Passes */
-PassType BlenderSync::get_pass_type(BL::RenderPass &b_pass)
+
+static PassType get_blender_pass_type(BL::RenderPass &b_pass)
{
string name = b_pass.name();
#define MAP_PASS(passname, passtype) \
@@ -507,10 +502,15 @@ PassType BlenderSync::get_pass_type(BL::RenderPass &b_pass)
return passtype; \
} \
((void)0)
+
/* NOTE: Keep in sync with defined names from DNA_scene_types.h */
+
MAP_PASS("Combined", PASS_COMBINED);
+ MAP_PASS("Noisy Image", PASS_COMBINED);
+
MAP_PASS("Depth", PASS_DEPTH);
MAP_PASS("Mist", PASS_MIST);
+ MAP_PASS("Position", PASS_POSITION);
MAP_PASS("Normal", PASS_NORMAL);
MAP_PASS("IndexOB", PASS_OBJECT_ID);
MAP_PASS("UV", PASS_UV);
@@ -539,118 +539,92 @@ PassType BlenderSync::get_pass_type(BL::RenderPass &b_pass)
MAP_PASS("BakePrimitive", PASS_BAKE_PRIMITIVE);
MAP_PASS("BakeDifferential", PASS_BAKE_DIFFERENTIAL);
+ MAP_PASS("Denoising Normal", PASS_DENOISING_NORMAL);
+ MAP_PASS("Denoising Albedo", PASS_DENOISING_ALBEDO);
+
+ MAP_PASS("Shadow Catcher", PASS_SHADOW_CATCHER);
+ MAP_PASS("Noisy Shadow Catcher", PASS_SHADOW_CATCHER);
+
MAP_PASS("Debug Render Time", PASS_RENDER_TIME);
+
MAP_PASS("AdaptiveAuxBuffer", PASS_ADAPTIVE_AUX_BUFFER);
MAP_PASS("Debug Sample Count", PASS_SAMPLE_COUNT);
+
if (string_startswith(name, cryptomatte_prefix)) {
return PASS_CRYPTOMATTE;
}
+
#undef MAP_PASS
return PASS_NONE;
}
-int BlenderSync::get_denoising_pass(BL::RenderPass &b_pass)
+static Pass *pass_add(Scene *scene,
+ PassType type,
+ const char *name,
+ PassMode mode = PassMode::DENOISED)
{
- string name = b_pass.name();
+ Pass *pass = scene->create_node<Pass>();
- if (name == "Noisy Image")
- return DENOISING_PASS_PREFILTERED_COLOR;
+ pass->set_type(type);
+ pass->set_name(ustring(name));
+ pass->set_mode(mode);
- if (name.substr(0, 10) != "Denoising ") {
- return -1;
- }
- name = name.substr(10);
-
-#define MAP_PASS(passname, offset) \
- if (name == passname) { \
- return offset; \
- } \
- ((void)0)
- MAP_PASS("Normal", DENOISING_PASS_PREFILTERED_NORMAL);
- MAP_PASS("Albedo", DENOISING_PASS_PREFILTERED_ALBEDO);
- MAP_PASS("Depth", DENOISING_PASS_PREFILTERED_DEPTH);
- MAP_PASS("Shadowing", DENOISING_PASS_PREFILTERED_SHADOWING);
- MAP_PASS("Variance", DENOISING_PASS_PREFILTERED_VARIANCE);
- MAP_PASS("Intensity", DENOISING_PASS_PREFILTERED_INTENSITY);
- MAP_PASS("Clean", DENOISING_PASS_CLEAN);
-#undef MAP_PASS
-
- return -1;
+ return pass;
}
-vector<Pass> BlenderSync::sync_render_passes(BL::Scene &b_scene,
- BL::RenderLayer &b_rlay,
- BL::ViewLayer &b_view_layer,
- bool adaptive_sampling,
- const DenoiseParams &denoising)
+void BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay, BL::ViewLayer &b_view_layer)
{
- vector<Pass> passes;
+ PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
+
+ /* Delete all existing passes. */
+ set<Pass *> clear_passes(scene->passes.begin(), scene->passes.end());
+ scene->delete_nodes(clear_passes);
- /* loop over passes */
+ /* Always add combined pass. */
+ pass_add(scene, PASS_COMBINED, "Combined");
+
+ /* Blender built-in data and light passes. */
for (BL::RenderPass &b_pass : b_rlay.passes) {
- PassType pass_type = get_pass_type(b_pass);
+ const PassType pass_type = get_blender_pass_type(b_pass);
+
+ if (pass_type == PASS_NONE) {
+ LOG(ERROR) << "Unknown pass " << b_pass.name();
+ continue;
+ }
if (pass_type == PASS_MOTION &&
(b_view_layer.use_motion_blur() && b_scene.render().use_motion_blur())) {
continue;
}
- if (pass_type != PASS_NONE)
- Pass::add(pass_type, passes, b_pass.name().c_str());
- }
-
- PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
- int denoising_flags = 0;
- if (denoising.use || denoising.store_passes) {
- if (denoising.type == DENOISER_NLM) {
-#define MAP_OPTION(name, flag) \
- if (!get_boolean(crl, name)) { \
- denoising_flags |= flag; \
- } \
- ((void)0)
- MAP_OPTION("denoising_diffuse_direct", DENOISING_CLEAN_DIFFUSE_DIR);
- MAP_OPTION("denoising_diffuse_indirect", DENOISING_CLEAN_DIFFUSE_IND);
- MAP_OPTION("denoising_glossy_direct", DENOISING_CLEAN_GLOSSY_DIR);
- MAP_OPTION("denoising_glossy_indirect", DENOISING_CLEAN_GLOSSY_IND);
- MAP_OPTION("denoising_transmission_direct", DENOISING_CLEAN_TRANSMISSION_DIR);
- MAP_OPTION("denoising_transmission_indirect", DENOISING_CLEAN_TRANSMISSION_IND);
-#undef MAP_OPTION
- }
- b_engine.add_pass("Noisy Image", 4, "RGBA", b_view_layer.name().c_str());
+ pass_add(scene, pass_type, b_pass.name().c_str());
}
- scene->film->set_denoising_flags(denoising_flags);
-
- if (denoising.store_passes) {
- b_engine.add_pass("Denoising Normal", 3, "XYZ", b_view_layer.name().c_str());
- b_engine.add_pass("Denoising Albedo", 3, "RGB", b_view_layer.name().c_str());
- b_engine.add_pass("Denoising Depth", 1, "Z", b_view_layer.name().c_str());
- if (denoising.type == DENOISER_NLM) {
- b_engine.add_pass("Denoising Shadowing", 1, "X", b_view_layer.name().c_str());
- b_engine.add_pass("Denoising Variance", 3, "RGB", b_view_layer.name().c_str());
- b_engine.add_pass("Denoising Intensity", 1, "X", b_view_layer.name().c_str());
- }
- if (scene->film->get_denoising_flags() & DENOISING_CLEAN_ALL_PASSES) {
- b_engine.add_pass("Denoising Clean", 3, "RGB", b_view_layer.name().c_str());
- }
- }
+ PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
+ /* Debug passes. */
if (get_boolean(crl, "pass_debug_render_time")) {
b_engine.add_pass("Debug Render Time", 1, "X", b_view_layer.name().c_str());
- Pass::add(PASS_RENDER_TIME, passes, "Debug Render Time");
+ pass_add(scene, PASS_RENDER_TIME, "Debug Render Time");
}
if (get_boolean(crl, "pass_debug_sample_count")) {
b_engine.add_pass("Debug Sample Count", 1, "X", b_view_layer.name().c_str());
- Pass::add(PASS_SAMPLE_COUNT, passes, "Debug Sample Count");
+ pass_add(scene, PASS_SAMPLE_COUNT, "Debug Sample Count");
}
+
+ /* Cycles specific passes. */
if (get_boolean(crl, "use_pass_volume_direct")) {
b_engine.add_pass("VolumeDir", 3, "RGB", b_view_layer.name().c_str());
- Pass::add(PASS_VOLUME_DIRECT, passes, "VolumeDir");
+ pass_add(scene, PASS_VOLUME_DIRECT, "VolumeDir");
}
if (get_boolean(crl, "use_pass_volume_indirect")) {
b_engine.add_pass("VolumeInd", 3, "RGB", b_view_layer.name().c_str());
- Pass::add(PASS_VOLUME_INDIRECT, passes, "VolumeInd");
+ pass_add(scene, PASS_VOLUME_INDIRECT, "VolumeInd");
+ }
+ if (get_boolean(crl, "use_pass_shadow_catcher")) {
+ b_engine.add_pass("Shadow Catcher", 3, "RGB", b_view_layer.name().c_str());
+ pass_add(scene, PASS_SHADOW_CATCHER, "Shadow Catcher");
}
/* Cryptomatte stores two ID/weight pairs per RGBA layer.
@@ -662,7 +636,7 @@ vector<Pass> BlenderSync::sync_render_passes(BL::Scene &b_scene,
for (int i = 0; i < crypto_depth; i++) {
string passname = cryptomatte_prefix + string_printf("Object%02d", i);
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
- Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
+ pass_add(scene, PASS_CRYPTOMATTE, passname.c_str());
}
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_OBJECT);
}
@@ -670,7 +644,7 @@ vector<Pass> BlenderSync::sync_render_passes(BL::Scene &b_scene,
for (int i = 0; i < crypto_depth; i++) {
string passname = cryptomatte_prefix + string_printf("Material%02d", i);
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
- Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
+ pass_add(scene, PASS_CRYPTOMATTE, passname.c_str());
}
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_MATERIAL);
}
@@ -678,22 +652,33 @@ vector<Pass> BlenderSync::sync_render_passes(BL::Scene &b_scene,
for (int i = 0; i < crypto_depth; i++) {
string passname = cryptomatte_prefix + string_printf("Asset%02d", i);
b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
- Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
+ pass_add(scene, PASS_CRYPTOMATTE, passname.c_str());
}
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_ASSET);
}
- if (b_view_layer.use_pass_cryptomatte_accurate() && cryptomatte_passes != CRYPT_NONE) {
- cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_ACCURATE);
- }
scene->film->set_cryptomatte_passes(cryptomatte_passes);
- if (adaptive_sampling) {
- Pass::add(PASS_ADAPTIVE_AUX_BUFFER, passes);
- if (!get_boolean(crl, "pass_debug_sample_count")) {
- Pass::add(PASS_SAMPLE_COUNT, passes);
+ /* Denoising passes. */
+ const bool use_denoising = get_boolean(cscene, "use_denoising") &&
+ get_boolean(crl, "use_denoising");
+ const bool store_denoising_passes = get_boolean(crl, "denoising_store_passes");
+ if (use_denoising) {
+ b_engine.add_pass("Noisy Image", 4, "RGBA", b_view_layer.name().c_str());
+ pass_add(scene, PASS_COMBINED, "Noisy Image", PassMode::NOISY);
+ if (get_boolean(crl, "use_pass_shadow_catcher")) {
+ b_engine.add_pass("Noisy Shadow Catcher", 3, "RGB", b_view_layer.name().c_str());
+ pass_add(scene, PASS_SHADOW_CATCHER, "Noisy Shadow Catcher", PassMode::NOISY);
}
}
+ if (store_denoising_passes) {
+ b_engine.add_pass("Denoising Normal", 3, "XYZ", b_view_layer.name().c_str());
+ pass_add(scene, PASS_DENOISING_NORMAL, "Denoising Normal", PassMode::NOISY);
+
+ b_engine.add_pass("Denoising Albedo", 3, "RGB", b_view_layer.name().c_str());
+ pass_add(scene, PASS_DENOISING_ALBEDO, "Denoising Albedo", PassMode::NOISY);
+ }
+ /* Custom AOV passes. */
BL::ViewLayer::aovs_iterator b_aov_iter;
for (b_view_layer.aovs.begin(b_aov_iter); b_aov_iter != b_view_layer.aovs.end(); ++b_aov_iter) {
BL::AOV b_aov(*b_aov_iter);
@@ -706,28 +691,15 @@ vector<Pass> BlenderSync::sync_render_passes(BL::Scene &b_scene,
if (is_color) {
b_engine.add_pass(name.c_str(), 4, "RGBA", b_view_layer.name().c_str());
- Pass::add(PASS_AOV_COLOR, passes, name.c_str());
+ pass_add(scene, PASS_AOV_COLOR, name.c_str());
}
else {
b_engine.add_pass(name.c_str(), 1, "X", b_view_layer.name().c_str());
- Pass::add(PASS_AOV_VALUE, passes, name.c_str());
+ pass_add(scene, PASS_AOV_VALUE, name.c_str());
}
}
- scene->film->set_denoising_data_pass(denoising.use || denoising.store_passes);
- scene->film->set_denoising_clean_pass(scene->film->get_denoising_flags() &
- DENOISING_CLEAN_ALL_PASSES);
- scene->film->set_denoising_prefiltered_pass(denoising.store_passes &&
- denoising.type == DENOISER_NLM);
scene->film->set_pass_alpha_threshold(b_view_layer.pass_alpha_threshold());
-
- if (!Pass::equals(passes, scene->passes)) {
- scene->film->tag_passes_update(scene, passes);
- scene->film->tag_modified();
- scene->integrator->tag_update(scene, Integrator::UPDATE_ALL);
- }
-
- return passes;
}
void BlenderSync::free_data_after_sync(BL::Depsgraph &b_depsgraph)
@@ -773,9 +745,9 @@ SceneParams BlenderSync::get_scene_params(BL::Scene &b_scene, bool background)
params.shadingsystem = SHADINGSYSTEM_OSL;
if (background || DebugFlags().viewport_static_bvh)
- params.bvh_type = SceneParams::BVH_STATIC;
+ params.bvh_type = BVH_TYPE_STATIC;
else
- params.bvh_type = SceneParams::BVH_DYNAMIC;
+ params.bvh_type = BVH_TYPE_DYNAMIC;
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
params.use_bvh_unaligned_nodes = RNA_boolean_get(&cscene, "debug_use_hair_bvh");
@@ -818,8 +790,7 @@ bool BlenderSync::get_session_pause(BL::Scene &b_scene, bool background)
SessionParams BlenderSync::get_session_params(BL::RenderEngine &b_engine,
BL::Preferences &b_preferences,
BL::Scene &b_scene,
- bool background,
- BL::ViewLayer b_view_layer)
+ bool background)
{
SessionParams params;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
@@ -827,7 +798,8 @@ SessionParams BlenderSync::get_session_params(BL::RenderEngine &b_engine,
/* feature set */
params.experimental = (get_enum(cscene, "feature_set") != 0);
- /* Background */
+ /* Headless and background rendering. */
+ params.headless = BlenderSession::headless;
params.background = background;
/* Device */
@@ -836,111 +808,26 @@ SessionParams BlenderSync::get_session_params(BL::RenderEngine &b_engine,
/* samples */
int samples = get_int(cscene, "samples");
- int aa_samples = get_int(cscene, "aa_samples");
int preview_samples = get_int(cscene, "preview_samples");
- int preview_aa_samples = get_int(cscene, "preview_aa_samples");
- if (get_boolean(cscene, "use_square_samples")) {
- aa_samples = aa_samples * aa_samples;
- preview_aa_samples = preview_aa_samples * preview_aa_samples;
-
- samples = samples * samples;
- preview_samples = preview_samples * preview_samples;
- }
-
- if (get_enum(cscene, "progressive") == 0 && params.device.has_branched_path) {
- if (background) {
- params.samples = aa_samples;
- }
- else {
- params.samples = preview_aa_samples;
- if (params.samples == 0)
- params.samples = INT_MAX;
- }
+ if (background) {
+ params.samples = samples;
}
else {
- if (background) {
- params.samples = samples;
- }
- else {
- params.samples = preview_samples;
- if (params.samples == 0)
- params.samples = INT_MAX;
- }
+ params.samples = preview_samples;
+ if (params.samples == 0)
+ params.samples = INT_MAX;
}
/* Clamp samples. */
params.samples = min(params.samples, Integrator::MAX_SAMPLES);
- /* Adaptive sampling. */
- params.adaptive_sampling = RNA_boolean_get(&cscene, "use_adaptive_sampling");
-
- /* tiles */
- const bool is_cpu = (params.device.type == DEVICE_CPU);
- if (!is_cpu && !background) {
- /* currently GPU could be much slower than CPU when using tiles,
- * still need to be investigated, but meanwhile make it possible
- * to work in viewport smoothly
- */
- int debug_tile_size = get_int(cscene, "debug_tile_size");
-
- params.tile_size = make_int2(debug_tile_size, debug_tile_size);
- }
- else {
- int tile_x = b_engine.tile_x();
- int tile_y = b_engine.tile_y();
-
- params.tile_size = make_int2(tile_x, tile_y);
- }
-
- if ((BlenderSession::headless == false) && background) {
- params.tile_order = (TileOrder)get_enum(cscene, "tile_order");
- }
- else {
- params.tile_order = TILE_BOTTOM_TO_TOP;
- }
-
- /* Denoising */
- params.denoising = get_denoise_params(b_scene, b_view_layer, background);
-
- if (params.denoising.use) {
- /* Add additional denoising devices if we are rendering and denoising
- * with different devices. */
- params.device.add_denoising_devices(params.denoising.type);
-
- /* Check if denoiser is supported by device. */
- if (!(params.device.denoisers & params.denoising.type)) {
- params.denoising.use = false;
- }
- }
-
/* Viewport Performance */
- params.start_resolution = get_int(cscene, "preview_start_resolution");
params.pixel_size = b_engine.get_preview_pixel_size(b_scene);
- /* other parameters */
- params.cancel_timeout = (double)get_float(cscene, "debug_cancel_timeout");
- params.reset_timeout = (double)get_float(cscene, "debug_reset_timeout");
- params.text_timeout = (double)get_float(cscene, "debug_text_timeout");
-
- /* progressive refine */
- BL::RenderSettings b_r = b_scene.render();
- params.progressive_refine = b_engine.is_preview() ||
- get_boolean(cscene, "use_progressive_refine");
- if (b_r.use_save_buffers() || params.adaptive_sampling)
- params.progressive_refine = false;
-
if (background) {
- if (params.progressive_refine)
- params.progressive = true;
- else
- params.progressive = false;
-
- params.start_resolution = INT_MAX;
params.pixel_size = 1;
}
- else
- params.progressive = true;
/* shading system - scene level needs full refresh */
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
@@ -950,19 +837,30 @@ SessionParams BlenderSync::get_session_params(BL::RenderEngine &b_engine,
else if (shadingsystem == 1)
params.shadingsystem = SHADINGSYSTEM_OSL;
- /* Color management. */
- params.display_buffer_linear = b_engine.support_display_space_shader(b_scene);
-
- if (b_engine.is_preview()) {
- /* For preview rendering we're using same timeout as
- * blender's job update.
- */
- params.progressive_update_timeout = 0.1;
+ /* Time limit. */
+ if (background) {
+ params.time_limit = get_float(cscene, "time_limit");
+ }
+ else {
+ /* For the viewport it kind of makes more sense to think in terms of the noise floor, which is
+ * usually higher than acceptable level for the final frame. */
+ /* TODO: It might be useful to support time limit in the viewport as well, but needs some
+ * extra thoughts and input. */
+ params.time_limit = 0.0;
}
+ /* Profiling. */
params.use_profiling = params.device.has_profiling && !b_engine.is_preview() && background &&
BlenderSession::print_render_stats;
+ if (background) {
+ params.use_auto_tile = RNA_boolean_get(&cscene, "use_auto_tile");
+ params.tile_size = get_int(cscene, "tile_size");
+ }
+ else {
+ params.use_auto_tile = false;
+ }
+
return params;
}
@@ -970,33 +868,34 @@ DenoiseParams BlenderSync::get_denoise_params(BL::Scene &b_scene,
BL::ViewLayer &b_view_layer,
bool background)
{
+ enum DenoiserInput {
+ DENOISER_INPUT_RGB = 1,
+ DENOISER_INPUT_RGB_ALBEDO = 2,
+ DENOISER_INPUT_RGB_ALBEDO_NORMAL = 3,
+
+ DENOISER_INPUT_NUM,
+ };
+
DenoiseParams denoising;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
+ int input_passes = -1;
+
if (background) {
/* Final Render Denoising */
denoising.use = get_boolean(cscene, "use_denoising");
denoising.type = (DenoiserType)get_enum(cscene, "denoiser", DENOISER_NUM, DENOISER_NONE);
+ denoising.prefilter = (DenoiserPrefilter)get_enum(
+ cscene, "denoising_prefilter", DENOISER_PREFILTER_NUM, DENOISER_PREFILTER_NONE);
+
+ input_passes = (DenoiserInput)get_enum(
+ cscene, "denoising_input_passes", DENOISER_INPUT_NUM, DENOISER_INPUT_RGB_ALBEDO_NORMAL);
if (b_view_layer) {
PointerRNA clayer = RNA_pointer_get(&b_view_layer.ptr, "cycles");
if (!get_boolean(clayer, "use_denoising")) {
denoising.use = false;
}
-
- denoising.radius = get_int(clayer, "denoising_radius");
- denoising.strength = get_float(clayer, "denoising_strength");
- denoising.feature_strength = get_float(clayer, "denoising_feature_strength");
- denoising.relative_pca = get_boolean(clayer, "denoising_relative_pca");
-
- denoising.input_passes = (DenoiserInput)get_enum(
- clayer,
- (denoising.type == DENOISER_OPTIX) ? "denoising_optix_input_passes" :
- "denoising_openimagedenoise_input_passes",
- DENOISER_INPUT_NUM,
- DENOISER_INPUT_RGB_ALBEDO_NORMAL);
-
- denoising.store_passes = get_boolean(clayer, "denoising_store_passes");
}
}
else {
@@ -1004,10 +903,12 @@ DenoiseParams BlenderSync::get_denoise_params(BL::Scene &b_scene,
denoising.use = get_boolean(cscene, "use_preview_denoising");
denoising.type = (DenoiserType)get_enum(
cscene, "preview_denoiser", DENOISER_NUM, DENOISER_NONE);
+ denoising.prefilter = (DenoiserPrefilter)get_enum(
+ cscene, "preview_denoising_prefilter", DENOISER_PREFILTER_NUM, DENOISER_PREFILTER_FAST);
denoising.start_sample = get_int(cscene, "preview_denoising_start_sample");
- denoising.input_passes = (DenoiserInput)get_enum(
- cscene, "preview_denoising_input_passes", DENOISER_INPUT_NUM, (int)denoising.input_passes);
+ input_passes = (DenoiserInput)get_enum(
+ cscene, "preview_denoising_input_passes", DENOISER_INPUT_NUM, DENOISER_INPUT_RGB_ALBEDO);
/* Auto select fastest denoiser. */
if (denoising.type == DENOISER_NONE) {
@@ -1023,6 +924,27 @@ DenoiseParams BlenderSync::get_denoise_params(BL::Scene &b_scene,
}
}
+ switch (input_passes) {
+ case DENOISER_INPUT_RGB:
+ denoising.use_pass_albedo = false;
+ denoising.use_pass_normal = false;
+ break;
+
+ case DENOISER_INPUT_RGB_ALBEDO:
+ denoising.use_pass_albedo = true;
+ denoising.use_pass_normal = false;
+ break;
+
+ case DENOISER_INPUT_RGB_ALBEDO_NORMAL:
+ denoising.use_pass_albedo = true;
+ denoising.use_pass_normal = true;
+ break;
+
+ default:
+ LOG(ERROR) << "Unhandled input passes enum " << input_passes;
+ break;
+ }
+
return denoising;
}
diff --git a/intern/cycles/blender/blender_sync.h b/intern/cycles/blender/blender_sync.h
index d25c0ce1bc3..786479ac0f8 100644
--- a/intern/cycles/blender/blender_sync.h
+++ b/intern/cycles/blender/blender_sync.h
@@ -60,6 +60,7 @@ class BlenderSync {
BL::Scene &b_scene,
Scene *scene,
bool preview,
+ bool use_developer_ui,
Progress &progress);
~BlenderSync();
@@ -75,12 +76,8 @@ class BlenderSync {
int height,
void **python_thread_state);
void sync_view_layer(BL::ViewLayer &b_view_layer);
- vector<Pass> sync_render_passes(BL::Scene &b_scene,
- BL::RenderLayer &b_render_layer,
- BL::ViewLayer &b_view_layer,
- bool adaptive_sampling,
- const DenoiseParams &denoising);
- void sync_integrator();
+ void sync_render_passes(BL::RenderLayer &b_render_layer, BL::ViewLayer &b_view_layer);
+ void sync_integrator(BL::ViewLayer &b_view_layer, bool background);
void sync_camera(BL::RenderSettings &b_render,
BL::Object &b_override,
int width,
@@ -98,22 +95,13 @@ class BlenderSync {
/* get parameters */
static SceneParams get_scene_params(BL::Scene &b_scene, bool background);
- static SessionParams get_session_params(
- BL::RenderEngine &b_engine,
- BL::Preferences &b_userpref,
- BL::Scene &b_scene,
- bool background,
- BL::ViewLayer b_view_layer = BL::ViewLayer(PointerRNA_NULL));
+ static SessionParams get_session_params(BL::RenderEngine &b_engine,
+ BL::Preferences &b_userpref,
+ BL::Scene &b_scene,
+ bool background);
static bool get_session_pause(BL::Scene &b_scene, bool background);
- static BufferParams get_buffer_params(BL::SpaceView3D &b_v3d,
- BL::RegionView3D &b_rv3d,
- Camera *cam,
- int width,
- int height,
- const bool use_denoiser);
-
- static PassType get_pass_type(BL::RenderPass &b_pass);
- static int get_denoising_pass(BL::RenderPass &b_pass);
+ static BufferParams get_buffer_params(
+ BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, Camera *cam, int width, int height);
private:
static DenoiseParams get_denoise_params(BL::Scene &b_scene,
@@ -131,7 +119,7 @@ class BlenderSync {
int width,
int height,
void **python_thread_state);
- void sync_film(BL::SpaceView3D &b_v3d);
+ void sync_film(BL::ViewLayer &b_view_layer, BL::SpaceView3D &b_v3d);
void sync_view();
/* Shader */
@@ -245,6 +233,7 @@ class BlenderSync {
Scene *scene;
bool preview;
bool experimental;
+ bool use_developer_ui;
float dicing_rate;
int max_subdivisions;
@@ -253,7 +242,6 @@ class BlenderSync {
RenderLayerInfo()
: material_override(PointerRNA_NULL),
use_background_shader(true),
- use_background_ao(true),
use_surfaces(true),
use_hair(true),
use_volumes(true),
@@ -266,7 +254,6 @@ class BlenderSync {
string name;
BL::Material material_override;
bool use_background_shader;
- bool use_background_ao;
bool use_surfaces;
bool use_hair;
bool use_volumes;
diff --git a/intern/cycles/blender/blender_viewport.cpp b/intern/cycles/blender/blender_viewport.cpp
index 18bdfc74de0..62e32240bba 100644
--- a/intern/cycles/blender/blender_viewport.cpp
+++ b/intern/cycles/blender/blender_viewport.cpp
@@ -17,6 +17,8 @@
#include "blender_viewport.h"
#include "blender_util.h"
+#include "render/pass.h"
+#include "util/util_logging.h"
CCL_NAMESPACE_BEGIN
@@ -26,11 +28,12 @@ BlenderViewportParameters::BlenderViewportParameters()
studiolight_rotate_z(0.0f),
studiolight_intensity(1.0f),
studiolight_background_alpha(1.0f),
- display_pass(PASS_COMBINED)
+ display_pass(PASS_COMBINED),
+ show_active_pixels(false)
{
}
-BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d)
+BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d, bool use_developer_ui)
: BlenderViewportParameters()
{
if (!b_v3d) {
@@ -55,7 +58,25 @@ BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d)
}
/* Film. */
- display_pass = (PassType)get_enum(cshading, "render_pass", -1, -1);
+
+ /* Lookup display pass based on the enum identifier.
+ * This is because integer values of python enum are not aligned with the passes definition in
+ * the kernel. */
+
+ display_pass = PASS_COMBINED;
+
+ const string display_pass_identifier = get_enum_identifier(cshading, "render_pass");
+ if (!display_pass_identifier.empty()) {
+ const ustring pass_type_identifier(string_to_lower(display_pass_identifier));
+ const NodeEnum *pass_type_enum = Pass::get_type_enum();
+ if (pass_type_enum->exists(pass_type_identifier)) {
+ display_pass = static_cast<PassType>((*pass_type_enum)[pass_type_identifier]);
+ }
+ }
+
+ if (use_developer_ui) {
+ show_active_pixels = get_boolean(cshading, "show_active_pixels");
+ }
}
bool BlenderViewportParameters::shader_modified(const BlenderViewportParameters &other) const
@@ -69,7 +90,7 @@ bool BlenderViewportParameters::shader_modified(const BlenderViewportParameters
bool BlenderViewportParameters::film_modified(const BlenderViewportParameters &other) const
{
- return display_pass != other.display_pass;
+ return display_pass != other.display_pass || show_active_pixels != other.show_active_pixels;
}
bool BlenderViewportParameters::modified(const BlenderViewportParameters &other) const
@@ -82,18 +103,4 @@ bool BlenderViewportParameters::use_custom_shader() const
return !(use_scene_world && use_scene_lights);
}
-PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d, vector<Pass> &passes)
-{
- if (b_v3d) {
- const BlenderViewportParameters viewport_parameters(b_v3d);
- const PassType display_pass = viewport_parameters.display_pass;
-
- passes.clear();
- Pass::add(display_pass, passes);
-
- return display_pass;
- }
- return PASS_NONE;
-}
-
CCL_NAMESPACE_END
diff --git a/intern/cycles/blender/blender_viewport.h b/intern/cycles/blender/blender_viewport.h
index d6518597053..b5adafc30c9 100644
--- a/intern/cycles/blender/blender_viewport.h
+++ b/intern/cycles/blender/blender_viewport.h
@@ -39,9 +39,10 @@ class BlenderViewportParameters {
/* Film. */
PassType display_pass;
+ bool show_active_pixels;
BlenderViewportParameters();
- explicit BlenderViewportParameters(BL::SpaceView3D &b_v3d);
+ BlenderViewportParameters(BL::SpaceView3D &b_v3d, bool use_developer_ui);
/* Check whether any of shading related settings are different from the given parameters. */
bool shader_modified(const BlenderViewportParameters &other) const;
@@ -57,8 +58,6 @@ class BlenderViewportParameters {
bool use_custom_shader() const;
};
-PassType update_viewport_display_passes(BL::SpaceView3D &b_v3d, vector<Pass> &passes);
-
CCL_NAMESPACE_END
#endif