/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include #include "device/device.h" #include "render/background.h" #include "render/buffers.h" #include "render/camera.h" #include "render/colorspace.h" #include "render/film.h" #include "render/integrator.h" #include "render/light.h" #include "render/mesh.h" #include "render/object.h" #include "render/scene.h" #include "render/session.h" #include "render/shader.h" #include "render/stats.h" #include "util/util_algorithm.h" #include "util/util_color.h" #include "util/util_foreach.h" #include "util/util_function.h" #include "util/util_hash.h" #include "util/util_logging.h" #include "util/util_murmurhash.h" #include "util/util_progress.h" #include "util/util_time.h" #include "blender/blender_session.h" #include "blender/blender_sync.h" #include "blender/blender_util.h" CCL_NAMESPACE_BEGIN 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, BL::Preferences &b_userpref, BL::BlendData &b_data, bool preview_osl) : session(NULL), sync(NULL), b_engine(b_engine), b_userpref(b_userpref), b_data(b_data), b_render(b_engine.render()), b_depsgraph(PointerRNA_NULL), b_scene(PointerRNA_NULL), b_v3d(PointerRNA_NULL), b_rv3d(PointerRNA_NULL), width(0), height(0), preview_osl(preview_osl), python_thread_state(NULL) { /* offline render */ background = true; last_redraw_time = 0.0; start_resize_time = 0.0; last_status_time = 0.0; } BlenderSession::BlenderSession(BL::RenderEngine &b_engine, BL::Preferences &b_userpref, BL::BlendData &b_data, BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, int width, int height) : session(NULL), sync(NULL), b_engine(b_engine), b_userpref(b_userpref), b_data(b_data), b_render(b_engine.render()), b_depsgraph(PointerRNA_NULL), b_scene(PointerRNA_NULL), b_v3d(b_v3d), b_rv3d(b_rv3d), width(width), height(height), preview_osl(false), python_thread_state(NULL) { /* 3d view render */ background = false; last_redraw_time = 0.0; start_resize_time = 0.0; last_status_time = 0.0; } BlenderSession::~BlenderSession() { free_session(); } void BlenderSession::create_session() { 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); /* reset status/progress */ last_status = ""; last_error = ""; last_progress = -1.0f; start_resize_time = 0.0; /* create session */ session = new Session(session_params); session->scene = scene; 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->name = b_scene.name(); session->scene = scene; /* There is no single depsgraph to use for the entire render. * So we need to handle this differently. * * We could loop over the final render result render layers in pipeline and keep Cycles unaware * of multiple layers, or perhaps move syncing further down in the pipeline. */ /* create sync */ sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress); BL::Object b_camera_override(b_engine.camera_override()); if (b_v3d) { sync->sync_view(b_v3d, b_rv3d, width, height); } else { sync->sync_camera(b_render, b_camera_override, width, height, ""); } /* set buffer parameters */ BufferParams buffer_params = BlenderSync::get_buffer_params( b_scene, b_render, b_v3d, b_rv3d, scene->camera, width, height); session->reset(buffer_params, session_params.samples); b_engine.use_highlight_tiles(session_params.progressive_refine == false); update_resumable_tile_manager(session_params.samples); } void BlenderSession::reset_session(BL::BlendData &b_data, BL::Depsgraph &b_depsgraph) { /* Update data, scene and depsgraph pointers. These can change after undo. */ this->b_data = b_data; this->b_depsgraph = b_depsgraph; this->b_scene = b_depsgraph.scene_eval(); if (sync) { sync->reset(this->b_data, this->b_scene); } if (preview_osl) { PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles"); RNA_boolean_set(&cscene, "shading_system", preview_osl); } if (b_v3d) { this->b_render = b_scene.render(); } else { this->b_render = b_engine.render(); width = render_resolution_x(b_render); height = render_resolution_y(b_render); } bool is_new_session = (session == NULL); if (is_new_session) { /* Initialize session and remember it was just created so not to * re-create it below. */ create_session(); } if (b_v3d) { /* NOTE: We need to create session, but all the code from below * will make viewport render to stuck on initialization. */ return; } SessionParams session_params = BlenderSync::get_session_params( b_engine, b_userpref, b_scene, background); SceneParams scene_params = BlenderSync::get_scene_params(b_scene, background); if (scene->params.modified(scene_params) || session->params.modified(session_params) || !scene_params.persistent_data) { /* if scene or session parameters changed, it's easier to simply re-create * them rather than trying to distinguish which settings need to be updated */ if (!is_new_session) { free_session(); create_session(); } return; } session->progress.reset(); scene->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 */ session->stats.mem_peak = session->stats.mem_used; /* There is no single depsgraph to use for the entire render. * See note on create_session(). */ /* sync object should be re-created */ sync = new BlenderSync(b_engine, b_data, b_scene, scene, !background, session->progress); BL::SpaceView3D b_null_space_view3d(PointerRNA_NULL); BL::RegionView3D b_null_region_view3d(PointerRNA_NULL); BufferParams buffer_params = BlenderSync::get_buffer_params( b_scene, b_render, b_null_space_view3d, b_null_region_view3d, scene->camera, width, height); session->reset(buffer_params, session_params.samples); b_engine.use_highlight_tiles(session_params.progressive_refine == false); /* reset time */ start_resize_time = 0.0; } void BlenderSession::free_session() { delete sync; delete session; } static ShaderEvalType get_shader_type(const string &pass_type) { const char *shader_type = pass_type.c_str(); /* 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; /* 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; /* extra */ else if (strcmp(shader_type, "ENVIRONMENT") == 0) return SHADER_EVAL_ENVIRONMENT; else return SHADER_EVAL_BAKE; } 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); } 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); } void BlenderSession::do_write_update_render_tile(RenderTile &rtile, bool do_update_only, bool do_read_only, bool highlight) { 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; /* 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()); /* can happen if the intersected rectangle gives 0 width or height */ if (b_rr.ptr.data == NULL) { return; } BL::RenderResult::layers_iterator b_single_rlay; 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()) return; BL::RenderLayer b_rlay = *b_single_rlay; if (do_read_only) { /* copy each pass */ BL::RenderLayer::passes_iterator b_iter; for (b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) { BL::RenderPass b_pass(*b_iter); /* 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()); } 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); } 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); } } void BlenderSession::read_render_tile(RenderTile &rtile) { do_write_update_render_tile(rtile, false, true, false); } void BlenderSession::write_render_tile(RenderTile &rtile) { do_write_update_render_tile(rtile, false, false, false); } void BlenderSession::update_render_tile(RenderTile &rtile, bool highlight) { /* 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); } static void add_cryptomatte_layer(BL::RenderResult &b_rr, string name, string manifest) { string identifier = string_printf("%08x", util_murmur_hash3(name.c_str(), name.length(), 0)); string prefix = "cryptomatte/" + identifier.substr(0, 7) + "/"; render_add_metadata(b_rr, prefix + "name", name); render_add_metadata(b_rr, prefix + "hash", "MurmurHash3_32"); render_add_metadata(b_rr, prefix + "conversion", "uint32_to_float32"); render_add_metadata(b_rr, prefix + "manifest", manifest); } void BlenderSession::stamp_view_layer_metadata(Scene *scene, const string &view_layer_name) { BL::RenderResult b_rr = b_engine.get_result(); string prefix = "cycles." + view_layer_name + "."; /* Configured number of samples for the view layer. */ b_rr.stamp_data_add_field((prefix + "samples").c_str(), to_string(session->params.samples).c_str()); /* Store ranged samples information. */ 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()); } /* Write cryptomatte metadata. */ if (scene->film->cryptomatte_passes & CRYPT_OBJECT) { add_cryptomatte_layer(b_rr, view_layer_name + ".CryptoObject", scene->object_manager->get_cryptomatte_objects(scene)); } if (scene->film->cryptomatte_passes & CRYPT_MATERIAL) { add_cryptomatte_layer(b_rr, view_layer_name + ".CryptoMaterial", scene->shader_manager->get_cryptomatte_materials(scene)); } if (scene->film->cryptomatte_passes & CRYPT_ASSET) { add_cryptomatte_layer(b_rr, view_layer_name + ".CryptoAsset", scene->object_manager->get_cryptomatte_assets(scene)); } /* Store synchronization and bare-render times. */ double total_time, render_time; session->progress.get_time(total_time, render_time); b_rr.stamp_data_add_field((prefix + "total_time").c_str(), time_human_readable_from_seconds(total_time).c_str()); b_rr.stamp_data_add_field((prefix + "render_time").c_str(), time_human_readable_from_seconds(render_time).c_str()); b_rr.stamp_data_add_field((prefix + "synchronization_time").c_str(), time_human_readable_from_seconds(total_time - render_time).c_str()); } void BlenderSession::render(BL::Depsgraph &b_depsgraph_) { b_depsgraph = b_depsgraph_; /* 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); /* get buffer parameters */ SessionParams session_params = BlenderSync::get_session_params( b_engine, b_userpref, b_scene, background); BufferParams buffer_params = BlenderSync::get_buffer_params( b_scene, b_render, b_v3d, b_rv3d, scene->camera, width, height); /* render each layer */ BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval(); /* 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::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(); /* add passes */ vector passes = sync->sync_render_passes( b_rlay, b_view_layer, session_params.adaptive_sampling); buffer_params.passes = passes; PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles"); bool use_denoising = get_boolean(crl, "use_denoising"); bool use_optix_denoising = get_boolean(crl, "use_optix_denoising"); bool write_denoising_passes = get_boolean(crl, "denoising_store_passes"); buffer_params.denoising_data_pass = use_denoising || write_denoising_passes; buffer_params.denoising_clean_pass = (scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES); buffer_params.denoising_prefiltered_pass = write_denoising_passes && !use_optix_denoising; session->params.run_denoising = use_denoising || write_denoising_passes; session->params.full_denoising = use_denoising && !use_optix_denoising; session->params.optix_denoising = use_denoising && use_optix_denoising; session->params.write_denoising_passes = write_denoising_passes && !use_optix_denoising; session->params.denoising.radius = get_int(crl, "denoising_radius"); session->params.denoising.strength = get_float(crl, "denoising_strength"); session->params.denoising.feature_strength = get_float(crl, "denoising_feature_strength"); session->params.denoising.relative_pca = get_boolean(crl, "denoising_relative_pca"); session->params.denoising.optix_input_passes = get_enum(crl, "denoising_optix_input_passes"); session->tile_manager.schedule_denoising = session->params.run_denoising; scene->film->denoising_data_pass = buffer_params.denoising_data_pass; scene->film->denoising_clean_pass = buffer_params.denoising_clean_pass; scene->film->denoising_prefiltered_pass = buffer_params.denoising_prefiltered_pass; scene->film->pass_alpha_threshold = b_view_layer.pass_alpha_threshold(); scene->film->tag_passes_update(scene, passes); scene->film->tag_update(scene); scene->integrator->tag_update(scene); BL::RenderResult::views_iterator b_view_iter; int num_views = 0; for (b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter) { num_views++; } int view_index = 0; for (b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter, ++view_index) { b_rview_name = b_view_iter->name(); /* set the current view */ b_engine.active_view_set(b_rview_name.c_str()); /* update scene */ BL::Object b_camera_override(b_engine.camera_override()); sync->sync_camera(b_render, b_camera_override, width, height, b_rview_name.c_str()); sync->sync_data( b_render, b_depsgraph, b_v3d, b_camera_override, width, height, &python_thread_state); builtin_images_load(); /* Attempt to free all data which is held by Blender side, since at this * point we know that we've got everything to render current view layer. */ /* At the moment we only free if we are not doing multi-view * (or if we are rendering the last view). See T58142/D4239 for discussion. */ if (view_index == num_views - 1) { free_blender_memory_if_possible(); } /* Make sure all views have different noise patterns. - hardcoded value just to make it random */ if (view_index != 0) { scene->integrator->seed += hash_uint2(scene->integrator->seed, hash_uint2(view_index * 0xdeadbeef, 0)); scene->integrator->tag_update(scene); } /* Update number of samples per layer. */ int samples = sync->get_layer_samples(); bool bound_samples = sync->get_layer_bound_samples(); int effective_layer_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); /* Update session itself. */ session->reset(buffer_params, effective_layer_samples); /* render */ session->start(); session->wait(); if (!b_engine.is_preview() && background && print_render_stats) { RenderStats stats; session->collect_statistics(&stats); printf("Render statistics:\n%s\n", stats.full_report().c_str()); } if (session->progress.get_cancel()) break; } /* add metadata */ stamp_view_layer_metadata(scene, b_rlay_name); /* free result without merging */ end_render_result(b_engine, b_rr, true, true, 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; /* clear callback */ session->write_render_tile_cb = function_null; session->update_render_tile_cb = function_null; /* TODO: find a way to clear this data for persistent data render */ #if 0 /* free all memory used (host and device), so we wouldn't leave render * engine with extra memory allocated */ session->device_free(); delete sync; sync = NULL; #endif } static int bake_pass_filter_get(const int pass_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; } void BlenderSession::bake(BL::Depsgraph &b_depsgraph_, BL::Object &b_object, const string &pass_type, const int pass_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); /* Passes are identified by name, so in order to return the combined pass we need to set the * name. */ Pass::add(PASS_COMBINED, scene->film->passes, "Combined"); 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); if (!session->progress.get_cancel()) { /* Sync scene. */ BL::Object b_camera_override(b_engine.camera_override()); sync->sync_camera(b_render, b_camera_override, width, height, ""); sync->sync_data( b_render, b_depsgraph, b_v3d, b_camera_override, width, height, &python_thread_state); builtin_images_load(); } /* Object might have been disabled for rendering or excluded in some * other way, in that case Blender will report a warning afterwards. */ bool object_found = false; foreach (Object *ob, scene->objects) { if (ob->name == b_object.name()) { object_found = true; break; } } if (object_found && !session->progress.get_cancel()) { /* Get session and buffer parameters. */ 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->film->passes; /* Update session. */ session->tile_manager.set_samples(session_params.samples); session->reset(buffer_params, session_params.samples); session->progress.set_update_callback( function_bind(&BlenderSession::update_bake_progress, this)); } /* Perform bake. Check cancel to avoid crash with incomplete scene data. */ if (object_found && !session->progress.get_cancel()) { session->start(); session->wait(); } session->read_bake_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) { RenderBuffers *buffers = rtile.buffers; /* copy data from device */ if (!buffers->copy_from_device()) return; float exposure = scene->film->exposure; vector 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 */ BL::RenderLayer::passes_iterator b_iter; for (b_rlay.passes.begin(b_iter); b_iter != b_rlay.passes.end(); ++b_iter) { BL::RenderPass b_pass(*b_iter); 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]); /* 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]); } } 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]); } } void BlenderSession::write_render_result(BL::RenderLayer &b_rlay, RenderTile &rtile) { do_write_update_render_result(b_rlay, rtile, false); } void BlenderSession::update_render_result(BL::RenderLayer &b_rlay, RenderTile &rtile) { do_write_update_render_result(b_rlay, rtile, true); } void BlenderSession::synchronize(BL::Depsgraph &b_depsgraph_) { /* only used for viewport render */ if (!b_v3d) return; /* on session/scene parameter changes, we recreate session entirely */ 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); if (session->params.modified(session_params) || scene->params.modified(scene_params)) { free_session(); create_session(); } /* increase samples, but never decrease */ session->set_samples(session_params.samples); session->set_denoising_start_sample(session_params.denoising_start_sample); session->set_pause(session_pause); /* copy recalc flags, outside of mutex so we can decide to do the real * synchronization at a later time to not block on running updates */ sync->sync_recalc(b_depsgraph_, b_v3d); /* don't do synchronization if on pause */ if (session_pause) { tag_update(); return; } /* try to acquire mutex. if we don't want to or can't, come back later */ if (!session->ready_to_reset() || !session->scene->mutex.try_lock()) { tag_update(); return; } /* data and camera synchronize */ b_depsgraph = b_depsgraph_; BL::Object b_camera_override(b_engine.camera_override()); sync->sync_data( b_render, b_depsgraph, b_v3d, b_camera_override, width, height, &python_thread_state); if (b_rv3d) sync->sync_view(b_v3d, b_rv3d, width, height); else sync->sync_camera(b_render, b_camera_override, width, height, ""); /* get buffer parameters */ BufferParams buffer_params = BlenderSync::get_buffer_params( b_scene, b_render, b_v3d, b_rv3d, scene->camera, width, height); if (session_params.device.type != DEVICE_OPTIX && session_params.device.denoising_devices.empty()) { /* cannot use OptiX denoising when it is not supported by the device. */ buffer_params.denoising_data_pass = false; } else { session->set_denoising(buffer_params.denoising_data_pass, true); } if (scene->film->denoising_data_pass != buffer_params.denoising_data_pass) { scene->film->denoising_data_pass = buffer_params.denoising_data_pass; /* Force a scene and session reset below. */ scene->film->tag_update(scene); } /* reset if needed */ if (scene->need_reset()) { session->reset(buffer_params, session_params.samples); /* After session reset, so device is not accessing image data anymore. */ builtin_images_load(); /* reset time */ start_resize_time = 0.0; } /* unlock */ session->scene->mutex.unlock(); /* Start rendering thread, if it's not running already. Do this * after all scene data has been synced at least once. */ session->start(); } bool BlenderSession::draw(int w, int h) { /* pause in redraw in case update is not being called due to final render */ session->set_pause(BlenderSync::get_session_pause(b_scene, background)); /* before drawing, we verify camera and viewport size changes, because * we do not get update callbacks for those, we must detect them here */ if (session->ready_to_reset()) { bool reset = false; /* if dimensions changed, reset */ if (width != w || height != h) { if (start_resize_time == 0.0) { /* don't react immediately to resizes to avoid flickery resizing * of the viewport, and some window managers changing the window * size temporarily on unminimize */ start_resize_time = time_dt(); tag_redraw(); } else if (time_dt() - start_resize_time < 0.2) { tag_redraw(); } else { width = w; height = h; reset = true; } } /* try to acquire mutex. if we can't, come back later */ if (!session->scene->mutex.try_lock()) { tag_update(); } else { /* update camera from 3d view */ sync->sync_view(b_v3d, b_rv3d, width, height); if (scene->camera->need_update) reset = true; session->scene->mutex.unlock(); } /* reset if requested */ if (reset) { SessionParams session_params = BlenderSync::get_session_params( b_engine, b_userpref, b_scene, background); BufferParams buffer_params = BlenderSync::get_buffer_params( b_scene, b_render, b_v3d, b_rv3d, scene->camera, width, height); bool session_pause = BlenderSync::get_session_pause(b_scene, background); if (session_pause == false) { session->reset(buffer_params, session_params.samples); start_resize_time = 0.0; } } } else { tag_update(); } /* update status and progress for 3d view draw */ update_status_progress(); /* draw */ BufferParams buffer_params = BlenderSync::get_buffer_params( b_scene, b_render, b_v3d, b_rv3d, scene->camera, width, height); 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); } 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); progress = session->progress.get_progress(); } void BlenderSession::update_bake_progress() { float progress = session->progress.get_progress(); if (progress != last_progress) { b_engine.update_progress(progress); last_progress = progress; } } void BlenderSession::update_status_progress() { string timestatus, status, substatus, kernel_status; string scene_status = ""; float progress; double total_time, remaining_time = 0, render_time; float mem_used = (float)session->stats.mem_used / 1024.0f / 1024.0f; float mem_peak = (float)session->stats.mem_peak / 1024.0f / 1024.0f; get_status(status, substatus); get_kernel_status(kernel_status); get_progress(progress, total_time, render_time); if (progress > 0) remaining_time = (1.0 - (double)progress) * (render_time / (double)progress); if (background) { scene_status += " | " + scene->name; if (b_rlay_name != "") scene_status += ", " + b_rlay_name; if (b_rview_name != "") scene_status += ", " + b_rview_name; if (remaining_time > 0) { timestatus += "Remaining:" + time_human_readable_from_seconds(remaining_time) + " | "; } timestatus += string_printf("Mem:%.2fM, Peak:%.2fM", (double)mem_used, (double)mem_peak); if (status.size() > 0) status = " | " + status; if (substatus.size() > 0) status += " | " + substatus; 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. */ if (status != last_status || (!headless && (current_time - last_status_time) > 1.0)) { b_engine.update_stats("", (timestatus + scene_status + status).c_str()); b_engine.update_memory_stats(mem_used, mem_peak); last_status = status; last_status_time = current_time; } if (progress != last_progress) { b_engine.update_progress(progress); last_progress = progress; } if (session->progress.get_error()) { string error = session->progress.get_error_message(); if (error != last_error) { /* TODO(sergey): Currently C++ RNA API doesn't let us to * use mnemonic name for the variable. Would be nice to * have this figured out. * * For until then, 1 << 5 means RPT_ERROR. */ b_engine.report(1 << 5, error.c_str()); b_engine.error_set(error.c_str()); last_error = error; } } } void BlenderSession::tag_update() { /* tell blender that we want to get another update callback */ b_engine.tag_update(); } void BlenderSession::tag_redraw() { if (background) { /* update stats and progress, only for background here because * in 3d view we do it in draw for thread safety reasons */ update_status_progress(); /* offline render, redraw if timeout passed */ if (time_dt() - last_redraw_time > 1.0) { b_engine.tag_redraw(); last_redraw_time = time_dt(); } } else { /* tell blender that we want to redraw */ b_engine.tag_redraw(); } } void BlenderSession::test_cancel() { /* test if we need to cancel rendering */ if (background) if (b_engine.test_break()) session->progress.set_cancel("Cancelled"); } void BlenderSession::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->start_sample = rounded_range_start_sample; scene->integrator->tag_update(scene); 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) { /* During interactive render we can not free anything: attempts to save * memory would cause things to be allocated and evaluated for every * updated sample. */ return; } b_engine.free_blender_memory(); } CCL_NAMESPACE_END