/* * 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 #include "render/buffers.h" #include "render/camera.h" #include "device/device.h" #include "render/graph.h" #include "render/integrator.h" #include "render/mesh.h" #include "render/object.h" #include "render/scene.h" #include "render/session.h" #include "render/bake.h" #include "util/util_foreach.h" #include "util/util_function.h" #include "util/util_logging.h" #include "util/util_math.h" #include "util/util_opengl.h" #include "util/util_task.h" #include "util/util_time.h" CCL_NAMESPACE_BEGIN /* Note about preserve_tile_device option for tile manager: * progressive refine and viewport rendering does requires tiles to * always be allocated for the same device */ Session::Session(const SessionParams& params_) : params(params_), tile_manager(params.progressive, params.samples, params.tile_size, params.start_resolution, params.background == false || params.progressive_refine, params.background, params.tile_order, max(params.device.multi_devices.size(), 1), params.pixel_size), stats() { device_use_gl = ((params.device.type != DEVICE_CPU) && !params.background); TaskScheduler::init(params.threads); device = Device::create(params.device, stats, params.background); if(params.background && !params.write_render_cb) { buffers = NULL; display = NULL; } else { buffers = new RenderBuffers(device); display = new DisplayBuffer(device, params.display_buffer_linear); } session_thread = NULL; scene = NULL; reset_time = 0.0; last_update_time = 0.0; delayed_reset.do_reset = false; delayed_reset.samples = 0; display_outdated = false; gpu_draw_ready = false; gpu_need_tonemap = false; pause = false; kernels_loaded = false; /* TODO(sergey): Check if it's indeed optimal value for the split kernel. */ max_closure_global = 1; } Session::~Session() { if(session_thread) { /* wait for session thread to end */ progress.set_cancel("Exiting"); gpu_need_tonemap = false; gpu_need_tonemap_cond.notify_all(); { thread_scoped_lock pause_lock(pause_mutex); pause = false; } pause_cond.notify_all(); wait(); } if(params.write_render_cb) { /* tonemap and write out image if requested */ delete display; display = new DisplayBuffer(device, false); display->reset(buffers->params); tonemap(params.samples); int w = display->draw_width; int h = display->draw_height; uchar4 *pixels = display->rgba_byte.copy_from_device(0, w, h); params.write_render_cb((uchar*)pixels, w, h, 4); } /* clean up */ tile_manager.device_free(); delete buffers; delete display; delete scene; delete device; TaskScheduler::exit(); } void Session::start() { session_thread = new thread(function_bind(&Session::run, this)); } bool Session::ready_to_reset() { double dt = time_dt() - reset_time; if(!display_outdated) return (dt > params.reset_timeout); else return (dt > params.cancel_timeout); } /* GPU Session */ void Session::reset_gpu(BufferParams& buffer_params, int samples) { thread_scoped_lock pause_lock(pause_mutex); /* block for buffer access and reset immediately. we can't do this * in the thread, because we need to allocate an OpenGL buffer, and * that only works in the main thread */ thread_scoped_lock display_lock(display_mutex); thread_scoped_lock buffers_lock(buffers_mutex); display_outdated = true; reset_time = time_dt(); reset_(buffer_params, samples); gpu_need_tonemap = false; gpu_need_tonemap_cond.notify_all(); pause_cond.notify_all(); } bool Session::draw_gpu(BufferParams& buffer_params, DeviceDrawParams& draw_params) { /* block for buffer access */ thread_scoped_lock display_lock(display_mutex); /* first check we already rendered something */ if(gpu_draw_ready) { /* then verify the buffers have the expected size, so we don't * draw previous results in a resized window */ if(!buffer_params.modified(display->params)) { /* for CUDA we need to do tonemapping still, since we can * only access GL buffers from the main thread */ if(gpu_need_tonemap) { thread_scoped_lock buffers_lock(buffers_mutex); tonemap(tile_manager.state.sample); gpu_need_tonemap = false; gpu_need_tonemap_cond.notify_all(); } display->draw(device, draw_params); if(display_outdated && (time_dt() - reset_time) > params.text_timeout) return false; return true; } } return false; } void Session::run_gpu() { bool tiles_written = false; reset_time = time_dt(); last_update_time = time_dt(); progress.set_render_start_time(); while(!progress.get_cancel()) { /* advance to next tile */ bool no_tiles = !tile_manager.next(); if(params.background) { /* if no work left and in background mode, we can stop immediately */ if(no_tiles) { progress.set_status("Finished"); break; } } else { /* if in interactive mode, and we are either paused or done for now, * wait for pause condition notify to wake up again */ thread_scoped_lock pause_lock(pause_mutex); if(!pause && !tile_manager.done()) { /* reset could have happened after no_tiles was set, before this lock. * in this case we shall not wait for pause condition */ } else if(pause || no_tiles) { update_status_time(pause, no_tiles); while(1) { scoped_timer pause_timer; pause_cond.wait(pause_lock); if(pause) { progress.add_skip_time(pause_timer, params.background); } update_status_time(pause, no_tiles); progress.set_update(); if(!pause) break; } } if(progress.get_cancel()) break; } if(!no_tiles) { /* update scene */ scoped_timer update_timer; update_scene(); progress.add_skip_time(update_timer, params.background); if(!device->error_message().empty()) progress.set_error(device->error_message()); if(progress.get_cancel()) break; } if(!no_tiles) { /* buffers mutex is locked entirely while rendering each * sample, and released/reacquired on each iteration to allow * reset and draw in between */ thread_scoped_lock buffers_lock(buffers_mutex); /* update status and timing */ update_status_time(); /* render */ render(); device->task_wait(); if(!device->error_message().empty()) progress.set_cancel(device->error_message()); /* update status and timing */ update_status_time(); gpu_need_tonemap = true; gpu_draw_ready = true; progress.set_update(); /* wait for tonemap */ if(!params.background) { while(gpu_need_tonemap) { if(progress.get_cancel()) break; gpu_need_tonemap_cond.wait(buffers_lock); } } if(!device->error_message().empty()) progress.set_error(device->error_message()); tiles_written = update_progressive_refine(progress.get_cancel()); if(progress.get_cancel()) break; } } if(!tiles_written) update_progressive_refine(true); } /* CPU Session */ void Session::reset_cpu(BufferParams& buffer_params, int samples) { thread_scoped_lock reset_lock(delayed_reset.mutex); thread_scoped_lock pause_lock(pause_mutex); display_outdated = true; reset_time = time_dt(); delayed_reset.params = buffer_params; delayed_reset.samples = samples; delayed_reset.do_reset = true; device->task_cancel(); pause_cond.notify_all(); } bool Session::draw_cpu(BufferParams& buffer_params, DeviceDrawParams& draw_params) { thread_scoped_lock display_lock(display_mutex); /* first check we already rendered something */ if(display->draw_ready()) { /* then verify the buffers have the expected size, so we don't * draw previous results in a resized window */ if(!buffer_params.modified(display->params)) { display->draw(device, draw_params); if(display_outdated && (time_dt() - reset_time) > params.text_timeout) return false; return true; } } return false; } bool Session::acquire_tile(Device *tile_device, RenderTile& rtile) { if(progress.get_cancel()) { if(params.progressive_refine == false) { /* for progressive refine current sample should be finished for all tiles */ return false; } } thread_scoped_lock tile_lock(tile_mutex); /* get next tile from manager */ Tile *tile; int device_num = device->device_number(tile_device); if(!tile_manager.next_tile(tile, device_num)) return false; /* fill render tile */ rtile.x = tile_manager.state.buffer.full_x + tile->x; rtile.y = tile_manager.state.buffer.full_y + tile->y; rtile.w = tile->w; rtile.h = tile->h; rtile.start_sample = tile_manager.state.sample; rtile.num_samples = tile_manager.state.num_samples; rtile.resolution = tile_manager.state.resolution_divider; rtile.tile_index = tile->index; rtile.task = (tile->state == Tile::DENOISE)? RenderTile::DENOISE: RenderTile::PATH_TRACE; tile_lock.unlock(); /* in case of a permanent buffer, return it, otherwise we will allocate * a new temporary buffer */ if(buffers) { tile_manager.state.buffer.get_offset_stride(rtile.offset, rtile.stride); rtile.buffer = buffers->buffer.device_pointer; rtile.buffers = buffers; device->map_tile(tile_device, rtile); return true; } if(tile->buffers == NULL) { /* fill buffer parameters */ BufferParams buffer_params = tile_manager.params; buffer_params.full_x = rtile.x; buffer_params.full_y = rtile.y; buffer_params.width = rtile.w; buffer_params.height = rtile.h; /* allocate buffers */ tile->buffers = new RenderBuffers(tile_device); tile->buffers->reset(buffer_params); } tile->buffers->params.get_offset_stride(rtile.offset, rtile.stride); rtile.buffer = tile->buffers->buffer.device_pointer; rtile.buffers = tile->buffers; rtile.sample = tile_manager.state.sample; /* this will tag tile as IN PROGRESS in blender-side render pipeline, * which is needed to highlight currently rendering tile before first * sample was processed for it */ update_tile_sample(rtile); return true; } void Session::update_tile_sample(RenderTile& rtile) { thread_scoped_lock tile_lock(tile_mutex); if(update_render_tile_cb) { if(params.progressive_refine == false) { /* todo: optimize this by making it thread safe and removing lock */ update_render_tile_cb(rtile, true); } } update_status_time(); } void Session::release_tile(RenderTile& rtile) { thread_scoped_lock tile_lock(tile_mutex); progress.add_finished_tile(rtile.task == RenderTile::DENOISE); bool delete_tile; if(tile_manager.finish_tile(rtile.tile_index, delete_tile)) { if(write_render_tile_cb && params.progressive_refine == false) { write_render_tile_cb(rtile); } if(delete_tile) { delete rtile.buffers; tile_manager.state.tiles[rtile.tile_index].buffers = NULL; } } else { if(update_render_tile_cb && params.progressive_refine == false) { update_render_tile_cb(rtile, false); } } update_status_time(); } void Session::map_neighbor_tiles(RenderTile *tiles, Device *tile_device) { thread_scoped_lock tile_lock(tile_mutex); int center_idx = tiles[4].tile_index; assert(tile_manager.state.tiles[center_idx].state == Tile::DENOISE); BufferParams buffer_params = tile_manager.params; int4 image_region = make_int4(buffer_params.full_x, buffer_params.full_y, buffer_params.full_x + buffer_params.width, buffer_params.full_y + buffer_params.height); for(int dy = -1, i = 0; dy <= 1; dy++) { for(int dx = -1; dx <= 1; dx++, i++) { int px = tiles[4].x + dx*params.tile_size.x; int py = tiles[4].y + dy*params.tile_size.y; if(px >= image_region.x && py >= image_region.y && px < image_region.z && py < image_region.w) { int tile_index = center_idx + dy*tile_manager.state.tile_stride + dx; Tile *tile = &tile_manager.state.tiles[tile_index]; assert(tile->buffers); tiles[i].buffer = tile->buffers->buffer.device_pointer; tiles[i].x = tile_manager.state.buffer.full_x + tile->x; tiles[i].y = tile_manager.state.buffer.full_y + tile->y; tiles[i].w = tile->w; tiles[i].h = tile->h; tiles[i].buffers = tile->buffers; tile->buffers->params.get_offset_stride(tiles[i].offset, tiles[i].stride); } else { tiles[i].buffer = (device_ptr)NULL; tiles[i].buffers = NULL; tiles[i].x = clamp(px, image_region.x, image_region.z); tiles[i].y = clamp(py, image_region.y, image_region.w); tiles[i].w = tiles[i].h = 0; } } } assert(tiles[4].buffers); device->map_neighbor_tiles(tile_device, tiles); /* The denoised result is written back to the original tile. */ tiles[9] = tiles[4]; } void Session::unmap_neighbor_tiles(RenderTile *tiles, Device *tile_device) { thread_scoped_lock tile_lock(tile_mutex); device->unmap_neighbor_tiles(tile_device, tiles); } void Session::run_cpu() { bool tiles_written = false; last_update_time = time_dt(); { /* reset once to start */ thread_scoped_lock reset_lock(delayed_reset.mutex); thread_scoped_lock buffers_lock(buffers_mutex); thread_scoped_lock display_lock(display_mutex); reset_(delayed_reset.params, delayed_reset.samples); delayed_reset.do_reset = false; } while(!progress.get_cancel()) { /* advance to next tile */ bool no_tiles = !tile_manager.next(); bool need_tonemap = false; if(params.background) { /* if no work left and in background mode, we can stop immediately */ if(no_tiles) { progress.set_status("Finished"); break; } } else { /* if in interactive mode, and we are either paused or done for now, * wait for pause condition notify to wake up again */ thread_scoped_lock pause_lock(pause_mutex); if(!pause && delayed_reset.do_reset) { /* reset once to start */ thread_scoped_lock reset_lock(delayed_reset.mutex); thread_scoped_lock buffers_lock(buffers_mutex); thread_scoped_lock display_lock(display_mutex); reset_(delayed_reset.params, delayed_reset.samples); delayed_reset.do_reset = false; } else if(pause || no_tiles) { update_status_time(pause, no_tiles); while(1) { scoped_timer pause_timer; pause_cond.wait(pause_lock); if(pause) { progress.add_skip_time(pause_timer, params.background); } update_status_time(pause, no_tiles); progress.set_update(); if(!pause) break; } } if(progress.get_cancel()) break; } if(!no_tiles) { /* buffers mutex is locked entirely while rendering each * sample, and released/reacquired on each iteration to allow * reset and draw in between */ thread_scoped_lock buffers_lock(buffers_mutex); /* update scene */ scoped_timer update_timer; update_scene(); progress.add_skip_time(update_timer, params.background); if(!device->error_message().empty()) progress.set_error(device->error_message()); if(progress.get_cancel()) break; /* update status and timing */ update_status_time(); /* render */ render(); /* update status and timing */ update_status_time(); if(!params.background) need_tonemap = true; if(!device->error_message().empty()) progress.set_error(device->error_message()); } device->task_wait(); { thread_scoped_lock reset_lock(delayed_reset.mutex); thread_scoped_lock buffers_lock(buffers_mutex); thread_scoped_lock display_lock(display_mutex); if(delayed_reset.do_reset) { /* reset rendering if request from main thread */ delayed_reset.do_reset = false; reset_(delayed_reset.params, delayed_reset.samples); } else if(need_tonemap) { /* tonemap only if we do not reset, we don't we don't * want to show the result of an incomplete sample */ tonemap(tile_manager.state.sample); } if(!device->error_message().empty()) progress.set_error(device->error_message()); tiles_written = update_progressive_refine(progress.get_cancel()); } progress.set_update(); } if(!tiles_written) update_progressive_refine(true); } DeviceRequestedFeatures Session::get_requested_device_features() { /* TODO(sergey): Consider moving this to the Scene level. */ DeviceRequestedFeatures requested_features; requested_features.experimental = params.experimental; scene->shader_manager->get_requested_features( scene, &requested_features); if(!params.background) { /* Avoid too much re-compilations for viewport render. */ requested_features.max_nodes_group = NODE_GROUP_LEVEL_MAX; requested_features.nodes_features = NODE_FEATURE_ALL; } /* This features are not being tweaked as often as shaders, * so could be done selective magic for the viewport as well. */ requested_features.use_hair = false; requested_features.use_object_motion = false; requested_features.use_camera_motion = scene->camera->use_motion(); foreach(Object *object, scene->objects) { Mesh *mesh = object->mesh; if(mesh->num_curves()) { requested_features.use_hair = true; } requested_features.use_object_motion |= object->use_motion() | mesh->use_motion_blur; requested_features.use_camera_motion |= mesh->use_motion_blur; #ifdef WITH_OPENSUBDIV if(mesh->subdivision_type != Mesh::SUBDIVISION_NONE) { requested_features.use_patch_evaluation = true; } #endif if(object->is_shadow_catcher) { requested_features.use_shadow_tricks = true; } } BakeManager *bake_manager = scene->bake_manager; requested_features.use_baking = bake_manager->get_baking(); requested_features.use_integrator_branched = (scene->integrator->method == Integrator::BRANCHED_PATH); if(params.denoising_passes) { requested_features.use_denoising = true; requested_features.use_shadow_tricks = true; } return requested_features; } void Session::load_kernels(bool lock_scene) { thread_scoped_lock scene_lock; if(lock_scene) { scene_lock = thread_scoped_lock(scene->mutex); } DeviceRequestedFeatures requested_features = get_requested_device_features(); if(!kernels_loaded || loaded_kernel_features.modified(requested_features)) { progress.set_status("Loading render kernels (may take a few minutes the first time)"); scoped_timer timer; VLOG(2) << "Requested features:\n" << requested_features; if(!device->load_kernels(requested_features)) { string message = device->error_message(); if(message.empty()) message = "Failed loading render kernel, see console for errors"; progress.set_error(message); progress.set_status("Error", message); progress.set_update(); return; } progress.add_skip_time(timer, false); VLOG(1) << "Total time spent loading kernels: " << time_dt() - timer.get_start(); kernels_loaded = true; loaded_kernel_features = requested_features; } } void Session::run() { /* load kernels */ load_kernels(); /* session thread loop */ progress.set_status("Waiting for render to start"); /* run */ if(!progress.get_cancel()) { /* reset number of rendered samples */ progress.reset_sample(); if(device_use_gl) run_gpu(); else run_cpu(); } /* progress update */ if(progress.get_cancel()) progress.set_status("Cancel", progress.get_cancel_message()); else progress.set_update(); } bool Session::draw(BufferParams& buffer_params, DeviceDrawParams &draw_params) { if(device_use_gl) return draw_gpu(buffer_params, draw_params); else return draw_cpu(buffer_params, draw_params); } void Session::reset_(BufferParams& buffer_params, int samples) { if(buffers && buffer_params.modified(tile_manager.params)) { gpu_draw_ready = false; buffers->reset(buffer_params); if(display) { display->reset(buffer_params); } } tile_manager.reset(buffer_params, samples); progress.reset_sample(); bool show_progress = params.background || tile_manager.get_num_effective_samples() != INT_MAX; progress.set_total_pixel_samples(show_progress? tile_manager.state.total_pixel_samples : 0); if(!params.background) progress.set_start_time(); progress.set_render_start_time(); } void Session::reset(BufferParams& buffer_params, int samples) { if(device_use_gl) reset_gpu(buffer_params, samples); else reset_cpu(buffer_params, samples); } void Session::set_samples(int samples) { if(samples != params.samples) { params.samples = samples; tile_manager.set_samples(samples); { thread_scoped_lock pause_lock(pause_mutex); } pause_cond.notify_all(); } } void Session::set_pause(bool pause_) { bool notify = false; { thread_scoped_lock pause_lock(pause_mutex); if(pause != pause_) { pause = pause_; notify = true; } } if(notify) pause_cond.notify_all(); } void Session::wait() { session_thread->join(); delete session_thread; session_thread = NULL; } void Session::update_scene() { thread_scoped_lock scene_lock(scene->mutex); /* update camera if dimensions changed for progressive render. the camera * knows nothing about progressive or cropped rendering, it just gets the * image dimensions passed in */ Camera *cam = scene->camera; int width = tile_manager.state.buffer.full_width; int height = tile_manager.state.buffer.full_height; int resolution = tile_manager.state.resolution_divider; if(width != cam->width || height != cam->height) { cam->width = width; cam->height = height; cam->resolution = resolution; cam->tag_update(); } /* number of samples is needed by multi jittered * sampling pattern and by baking */ Integrator *integrator = scene->integrator; BakeManager *bake_manager = scene->bake_manager; if(integrator->sampling_pattern == SAMPLING_PATTERN_CMJ || bake_manager->get_baking()) { int aa_samples = tile_manager.num_samples; if(aa_samples != integrator->aa_samples) { integrator->aa_samples = aa_samples; integrator->tag_update(scene); } } /* update scene */ if(scene->need_update()) { load_kernels(false); /* Update max_closures. */ KernelIntegrator *kintegrator = &scene->dscene.data.integrator; if(params.background) { kintegrator->max_closures = get_max_closure_count(); } else { /* Currently viewport render is faster with higher max_closures, needs investigating. */ kintegrator->max_closures = 64; } progress.set_status("Updating Scene"); MEM_GUARDED_CALL(&progress, scene->device_update, device, progress); } } void Session::update_status_time(bool show_pause, bool show_done) { int progressive_sample = tile_manager.state.sample; int num_samples = tile_manager.get_num_effective_samples(); int tile = progress.get_rendered_tiles(); int num_tiles = tile_manager.state.num_tiles; /* update status */ string status, substatus; if(!params.progressive) { const bool is_cpu = params.device.type == DEVICE_CPU; const bool rendering_finished = (tile == num_tiles); const bool is_last_tile = (tile + 1) == num_tiles; substatus = string_printf("Rendered %d/%d Tiles", tile, num_tiles); if(!rendering_finished && (device->show_samples() || (is_cpu && is_last_tile))) { /* Some devices automatically support showing the sample number: * - CUDADevice * - OpenCLDevice when using the megakernel (the split kernel renders multiple * samples at the same time, so the current sample isn't really defined) * - CPUDevice when using one thread * For these devices, the current sample is always shown. * * The other option is when the last tile is currently being rendered by the CPU. */ substatus += string_printf(", Sample %d/%d", progress.get_current_sample(), num_samples); } if(params.use_denoising) { substatus += string_printf(", Denoised %d tiles", progress.get_denoised_tiles()); } } else if(tile_manager.num_samples == INT_MAX) substatus = string_printf("Path Tracing Sample %d", progressive_sample+1); else substatus = string_printf("Path Tracing Sample %d/%d", progressive_sample+1, num_samples); if(show_pause) { status = "Paused"; } else if(show_done) { status = "Done"; progress.set_end_time(); /* Save end time so that further calls to get_time are accurate. */ } else { status = substatus; substatus.clear(); } progress.set_status(status, substatus); } void Session::render() { /* Clear buffers. */ if(buffers && tile_manager.state.sample == tile_manager.range_start_sample) { buffers->zero(); } /* Add path trace task. */ DeviceTask task(DeviceTask::RENDER); task.acquire_tile = function_bind(&Session::acquire_tile, this, _1, _2); task.release_tile = function_bind(&Session::release_tile, this, _1); task.map_neighbor_tiles = function_bind(&Session::map_neighbor_tiles, this, _1, _2); task.unmap_neighbor_tiles = function_bind(&Session::unmap_neighbor_tiles, this, _1, _2); task.get_cancel = function_bind(&Progress::get_cancel, &this->progress); task.update_tile_sample = function_bind(&Session::update_tile_sample, this, _1); task.update_progress_sample = function_bind(&Progress::add_samples, &this->progress, _1, _2); task.need_finish_queue = params.progressive_refine; task.integrator_branched = scene->integrator->method == Integrator::BRANCHED_PATH; task.requested_tile_size = params.tile_size; task.passes_size = tile_manager.params.get_passes_size(); if(params.use_denoising) { task.denoising_radius = params.denoising_radius; task.denoising_strength = params.denoising_strength; task.denoising_feature_strength = params.denoising_feature_strength; task.denoising_relative_pca = params.denoising_relative_pca; assert(!scene->film->need_update); task.pass_stride = scene->film->pass_stride; task.pass_denoising_data = scene->film->denoising_data_offset; task.pass_denoising_clean = scene->film->denoising_clean_offset; } device->task_add(task); } void Session::tonemap(int sample) { /* add tonemap task */ DeviceTask task(DeviceTask::FILM_CONVERT); task.x = tile_manager.state.buffer.full_x; task.y = tile_manager.state.buffer.full_y; task.w = tile_manager.state.buffer.width; task.h = tile_manager.state.buffer.height; task.rgba_byte = display->rgba_byte.device_pointer; task.rgba_half = display->rgba_half.device_pointer; task.buffer = buffers->buffer.device_pointer; task.sample = sample; tile_manager.state.buffer.get_offset_stride(task.offset, task.stride); if(task.w > 0 && task.h > 0) { device->task_add(task); device->task_wait(); /* set display to new size */ display->draw_set(task.w, task.h); } display_outdated = false; } bool Session::update_progressive_refine(bool cancel) { int sample = tile_manager.state.sample + 1; bool write = sample == tile_manager.num_samples || cancel; double current_time = time_dt(); if(current_time - last_update_time < params.progressive_update_timeout) { /* if last sample was processed, we need to write buffers anyway */ if(!write && sample != 1) return false; } if(params.progressive_refine) { foreach(Tile& tile, tile_manager.state.tiles) { if(!tile.buffers) { continue; } RenderTile rtile; rtile.x = tile_manager.state.buffer.full_x + tile.x; rtile.y = tile_manager.state.buffer.full_y + tile.y; rtile.w = tile.w; rtile.h = tile.h; rtile.sample = sample; rtile.buffers = tile.buffers; if(write) { if(write_render_tile_cb) write_render_tile_cb(rtile); } else { if(update_render_tile_cb) update_render_tile_cb(rtile, true); } } } last_update_time = current_time; return write; } void Session::device_free() { scene->device_free(); tile_manager.device_free(); /* used from background render only, so no need to * re-create render/display buffers here */ } int Session::get_max_closure_count() { int max_closures = 0; for(int i = 0; i < scene->shaders.size(); i++) { int num_closures = scene->shaders[i]->graph->get_num_closures(); max_closures = max(max_closures, num_closures); } max_closure_global = max(max_closure_global, max_closures); return max_closure_global; } CCL_NAMESPACE_END