Age | Commit message (Collapse) | Author |
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We had complete/cancel, but no matching init for rendering,
render_pre/post callbacks aren't always usable.
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Now freestyle would be rendered for the final resolution only, making it so
viewport navigation is really interactive.
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struct Main).
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debugging.
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In pipeline.c, do_render_3d() is called multiple times for each frame when
motion blur is used. This caused duplicates of the same struct Render instance
in re->freestyle_renders, resulting in fatal double freeing of allocated memory.
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There were some missing updates in the viewport render job which lead to
wrong SSS mapping on the final resolution.
There was also wrong scaling applying when border render is used.
And last but not least(?) strands render was using first level of the
resolution leading to really thick strands in the final viewport.
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viewport preview.
Fix T39286: Display percentage ignored in Cycles viewport.
The threaded depsgraph update changes included a cleanup of the global
is_rendering flag, which was replaced by a general EvalContext being
passed to dupli functions.
Problem is that the global flag was true for viewport duplis before
(ugly hack), which was used as a check for generating dupli orco/UV from
mesh data layers. The new flag is stricter and only true for actual
renders, which disables these attributes and breaks the Cycles
Texture Coordinates and UVMap nodes.
The solution is to extend the simple for_render boolean to an enum:
* VIEWPORT: OpenGL viewport drawing (dupli tex coords omitted)
* PREVIEW: Viewport preview render (simplified modifiers)
* RENDER: Full render with all details and attributes
There are still some areas that need to be examined, in particular
modifiers seem to totally ignore the EvaluationContext!
Instead they generally execute without render params from the depsgraph
(BKE_object_handle_update_ex) and are built with render settings
explicitly.
Differential Revision: https://developer.blender.org/D613
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(freestyle/wm related).
Render->freestyle_bmain is set to NULL after BKE_main_free() so that
the struct Main is not considered for tagging any longer.
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The cause of the crash was identified in an uninitialized member variable
`Main->lock`. Now that struct Main has a few member variables whose
values are dynamically allocated, per-render Freestyle-specific Main data
structures will be allocated and released using `BKE_main_new()` and
`BKE_main_free()`, respectively.
This revision complements the commit rB6135556f4556.
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Simply add an option to render settings to save an EXR cache,
just when the render is finished. Also changed RE_ReadRenderResult() to read
cache instead of temp sample files (those are fully volatile now anyway).
Path to save cached render results is an UserPreferences setting.
Also added 'Reload render' feature to the Image Editor (so one can now re-open a blend,
and in an Image Editor hit ctrl-R to (try to) reload last render from cache).
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D553
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Currently resolution divider is not exposed to the
interface yet, and i'm not even sure it needs to be
exposed because it's somewhat weird configuration.
Need to check how often artists are changing start
resolution in Cycles.
Pretty much straightforward implementation with the
only weak part: render result is getting re-allocated
and upscaled when current resolution is finished.
Not sure how to make it faster actually. Maybe it's
just a matter of making upscale fast enough.
Needed to fix some possible memory leak happening
in Freestyle when canceling rendering on a special
stage -- it was missing temp bmain free,
Reviewers: campbellbarton, dingto
CC: sebastian_k, fsiddi, venomgfx
Differential Revision: https://developer.blender.org/D609
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Simply linking scene (lib.blend) without compo into another one (compo.blend),
using it in a compositor and rendering it would crash.
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Copy render percentage. dimensions and border settings and use them for all the
frames in the animation render.
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For now only disables scene render if all the layers are disabled, but scene
will still be rendered if it's used in compo, has enabled layers which are
not used by compo.
Current pipeline doesn't allow to handle such cases nicely, so leaving it
for later.
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another scene
The issue was caused by the wrong scene used to acquire render result for.
Now made it so render pipeline reports currently rendering scene to the job
via special callback.
This also solves missing tile highlight issue when rendering multiple scenes
in the compositor.
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Opted to keep includes if they are used indirectly (even if removing is possible).
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finished if Save Buffers enabled
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renders were broken.
This was caused by rB1a79abdad2443ff9f12e7efd95ee78a264a9d60a which
makes a copy of the render layer list for thread safety. The single
layer passed to this function is still in the original list though, so
to get the correct index it has to be looked up there. Otherwise no
active index is set and all layers are rendered every time.
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validity check for render operator.
This way scene DNA can stay read-only there, cleaner and we don't have
to pass an awkward bool pointer around.
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The render operator invoke checks render layers, which can force the
render layer to be activated. This requires a notifier, which has to be
done in the operator itself (can't do this inside pipeline code).
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don't get updated based on context.
As discussed in T38340 the solution is to use the current scene from
context whenever feasible.
Composite does not use node->id at all now, the scene which owns the
compositing node tree is retrieved from context instead.
Defocus node->id is made editable by the user. By default it is not set,
which also will make it use the contextual scene and camera info.
The node->id pointer in Defocus is **not** cleared in older blend files.
This is done for backward compatibility: the node will then behave as
before in untouched scenes.
File Output nodes also don't store scene in node->id. This is only needed
when creating a new node for initializing the file format.
Reviewers: brecht, jbakker, mdewanchand
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D290
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Added function called WM_set_locked_interface which does
two things:
- Prevents event queue from being handled, so no operators
(see below) or values are even possible to run or change.
This prevents any kind of "destructive" action performed
from user while rendering.
- Locks interface refresh for regions which does have lock
set to truth in their template. Currently it's just a 3D
viewport, but in the future more regions could be considered
unsafe, or we could want to lock different parts of
interface when doing different jobs.
This is needed because 3D viewport could be using or changing
the same data as renderer currently uses, leading to threading
conflict.
Notifiers are still allowed to handle, so render progress is
seen on the screen, but would need to doublecheck on this, in
terms some notifiers could be changing the data.
For now interface locking happens for render job only in case
"Lock Interface" checkbox is enabled.
Other tools like backing would also benefit of this option.
It is possible to mark operator as safe to be used in locked
interface mode by adding OPTYPE_ALLOW_LOCKED bit to operator
template flags.
This bit is completely handled by wm_evem_system, not
with operator run routines, so it's still possible to
run operators from drivers and handlers.
Currently allowed image editor navigation and zooming.
Reviewers: brecht, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D142
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This reverts commit fb91a602c756f3ee5a122efa1862b8be7604186b.
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No functional changes just creepy to send rather huge structure by value.
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didn't need a camera because they use only compositing nodes.
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Reviewed By: brecht
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Reported by @plasmasolutions in IRC.
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Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.
Technical details:
- Uses task scheduler which was recently committed to trunk
(that one which Brecht ported from Cycles).
- Added two utility functions to dependency graph:
* DAG_threaded_update_begin, which is called to initialize threaded
objects update. It will also schedule root DAG node to the queue,
hence starting evaluation process.
Initialization will calculate how much parents are to be evaluation
before current DAG node can be scheduled. This value is used by task
threads for faster detecting which nodes might be scheduled.
* DAG_threaded_update_handle_node_updated which is called from task
thread function when node was fully handled.
This function decreases num_pending_parents of node children and
schedules children with zero valency.
As it might have become clear, task thread receives DAG nodes and
decides which callback to call for it.
Currently only BKE_object_handle_update is called for object nodes.
In the future it'll call node->callback() from Ali's new DAG.
- This required adding some workarounds to the render pipeline.
Mainly to stop using get_object_dm() from modifiers' apply callback.
Such a call was only a workaround for dependency graph glitch when
rendering scene with, say, boolean modifiers before displaying
this scene.
Such change moves workaround from one place to another, so overall
hackentropy remains the same.
- Added paradigm of EvaluaitonContext. Currently it's more like just a
more reliable replacement for G.is_rendering which fails in some
circumstances.
Future idea of this context is to also store all the local data needed
for objects evaluation such as local time, Copy-on-Write data and so.
There're two types of EvaluationContext:
* Context used for viewport updated and owned by Main. In the future
this context might be easily moved to Window or Screen to allo
per-window/per-screen local time.
* Context used by render engines to evaluate objects for render purposes.
Render engine is an owner of this context.
This context is passed to all object update routines.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: lukastoenne
Differential Revision: https://developer.blender.org/D94
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Summary:
Mainly addressed to solve old TODO with color managed fallback
to CPU mode when displaying render result during rendering.
That fallback was caused by the fact that partial image update
was always acquiring image buffer for composite output and was
only modifying display buffer directly.
This was a big issue for Cycles rendering which renders layers
one by one and wanted to display progress of each individual
layer. This lead to situations when display buffer was based on
what Cycles passes via RenderResult and didn't take layer/pass
from image editor header into account.
Now made it so image buffer which partial update is operating
with always corresponds to what is set in image editor header.
To make Cycles displaying progress of all the layers one by one
made it so image_rect_update switches image editor user to
newly rendering render layer. It happens only once when render
engine starts rendering next render layer, so should not be
annoying for navigation during rendering.
Additional change to render engines was done to make it so
they're able to merge composite output to final result
without marking tile as done. This is done via do_merge_result
argument to end_result() callback. This argument is optional
so should not break script compatibility.
Additional changes:
- Partial display update for Blender Internal now happens from
the same thread as tile rendering. This makes it so display
conversion (which could be pretty heavy actually) is done in
separate threads. Also gives better UI feedback when rendering
easy scene with small tiles.
- Avoid freeing/allocating byte buffer for render result
if it's owned by the image buffer. Only mark it as invalid
for color management.
Saves loads of buffer re-allocations in cases when having
several image editors opened with render result. This change
in conjunction with the rest of the patch gave around
50%-100% speedup of render time when displaying non-combined
pass during rendering on my laptop.
- Partial display buffer update was wrong for buffers with number
of channels different from 4.
- Remove unused window from RenderJob.
- Made image_buffer_rect_update static since it's only used
in single file.
Reviewers: brecht
Reviewed By: brecht
CC: dingto
Differential Revision: http://developer.blender.org/D98
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* Remove "Edge" post processing effect and the corresponding render layer.
Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again).
Reviewed By: brecht, ton
Differential Revision: http://developer.blender.org/D14
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