/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2006 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/render/intern/source/external_engine.c * \ingroup render */ #include #include #include #include "MEM_guardedalloc.h" #include "BLT_translation.h" #include "BLI_listbase.h" #include "BLI_string.h" #include "BLI_utildefines.h" #include "DNA_object_types.h" #include "BKE_camera.h" #include "BKE_global.h" #include "BKE_colortools.h" #include "BKE_layer.h" #include "BKE_node.h" #include "BKE_report.h" #include "BKE_scene.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_debug.h" #include "DEG_depsgraph_query.h" #include "RNA_access.h" #ifdef WITH_PYTHON #include "BPY_extern.h" #endif #include "RE_engine.h" #include "RE_pipeline.h" #include "RE_bake.h" #include "DRW_engine.h" #include "initrender.h" #include "renderpipeline.h" #include "render_types.h" #include "render_result.h" /* Render Engine Types */ ListBase R_engines = {NULL, NULL}; void RE_engines_init(void) { DRW_engines_register(); } void RE_engines_exit(void) { RenderEngineType *type, *next; DRW_engines_free(); for (type = R_engines.first; type; type = next) { next = type->next; BLI_remlink(&R_engines, type); if (!(type->flag & RE_INTERNAL)) { if (type->ext.free) type->ext.free(type->ext.data); MEM_freeN(type); } } } void RE_engines_register(RenderEngineType *render_type) { if (render_type->draw_engine) { DRW_engine_register(render_type->draw_engine); } BLI_addtail(&R_engines, render_type); } RenderEngineType *RE_engines_find(const char *idname) { RenderEngineType *type; type = BLI_findstring(&R_engines, idname, offsetof(RenderEngineType, idname)); if (!type) type = BLI_findstring(&R_engines, "BLENDER_EEVEE", offsetof(RenderEngineType, idname)); return type; } bool RE_engine_is_external(Render *re) { return (re->engine && re->engine->type && re->engine->type->render); } bool RE_engine_is_opengl(RenderEngineType *render_type) { /* TODO refine? Can we have ogl render engine without ogl render pipeline? */ return (render_type->draw_engine != NULL) && DRW_engine_render_support(render_type->draw_engine); } /* Create, Free */ RenderEngine *RE_engine_create(RenderEngineType *type) { return RE_engine_create_ex(type, false); } RenderEngine *RE_engine_create_ex(RenderEngineType *type, bool use_for_viewport) { RenderEngine *engine = MEM_callocN(sizeof(RenderEngine), "RenderEngine"); engine->type = type; if (use_for_viewport) { engine->flag |= RE_ENGINE_USED_FOR_VIEWPORT; BLI_threaded_malloc_begin(); } return engine; } void RE_engine_free(RenderEngine *engine) { #ifdef WITH_PYTHON if (engine->py_instance) { BPY_DECREF_RNA_INVALIDATE(engine->py_instance); } #endif if (engine->flag & RE_ENGINE_USED_FOR_VIEWPORT) { BLI_threaded_malloc_end(); } MEM_freeN(engine); } /* Render Results */ static RenderPart *get_part_from_result(Render *re, RenderResult *result) { RenderPart *pa; for (pa = re->parts.first; pa; pa = pa->next) { if (result->tilerect.xmin == pa->disprect.xmin - re->disprect.xmin && result->tilerect.ymin == pa->disprect.ymin - re->disprect.ymin && result->tilerect.xmax == pa->disprect.xmax - re->disprect.xmin && result->tilerect.ymax == pa->disprect.ymax - re->disprect.ymin) { return pa; } } return NULL; } RenderResult *RE_engine_begin_result( RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname) { Render *re = engine->re; RenderResult *result; rcti disprect; /* ensure the coordinates are within the right limits */ CLAMP(x, 0, re->result->rectx); CLAMP(y, 0, re->result->recty); CLAMP(w, 0, re->result->rectx); CLAMP(h, 0, re->result->recty); if (x + w > re->result->rectx) w = re->result->rectx - x; if (y + h > re->result->recty) h = re->result->recty - y; /* allocate a render result */ disprect.xmin = x; disprect.xmax = x + w; disprect.ymin = y; disprect.ymax = y + h; result = render_result_new(re, &disprect, 0, RR_USE_MEM, layername, viewname); /* todo: make this thread safe */ /* can be NULL if we CLAMP the width or height to 0 */ if (result) { render_result_clone_passes(re, result, viewname); RenderPart *pa; /* Copy EXR tile settings, so pipeline knows whether this is a result * for Save Buffers enabled rendering. */ result->do_exr_tile = re->result->do_exr_tile; BLI_addtail(&engine->fullresult, result); result->tilerect.xmin += re->disprect.xmin; result->tilerect.xmax += re->disprect.xmin; result->tilerect.ymin += re->disprect.ymin; result->tilerect.ymax += re->disprect.ymin; pa = get_part_from_result(re, result); if (pa) pa->status = PART_STATUS_IN_PROGRESS; } return result; } void RE_engine_update_result(RenderEngine *engine, RenderResult *result) { Render *re = engine->re; if (result) { result->renlay = result->layers.first; /* weak, draws first layer always */ re->display_update(re->duh, result, NULL); } } void RE_engine_add_pass(RenderEngine *engine, const char *name, int channels, const char *chan_id, const char *layername) { Render *re = engine->re; if (!re || !re->result) { return; } render_result_add_pass(re->result, name, channels, chan_id, layername, NULL); } void RE_engine_end_result(RenderEngine *engine, RenderResult *result, int cancel, int highlight, int merge_results) { Render *re = engine->re; if (!result) { return; } /* merge. on break, don't merge in result for preview renders, looks nicer */ if (!highlight) { /* for exr tile render, detect tiles that are done */ RenderPart *pa = get_part_from_result(re, result); if (pa) { pa->status = (!cancel && merge_results)? PART_STATUS_MERGED: PART_STATUS_RENDERED; } else if (re->result->do_exr_tile) { /* if written result does not match any tile and we are using save * buffers, we are going to get openexr save errors */ fprintf(stderr, "RenderEngine.end_result: dimensions do not match any OpenEXR tile.\n"); } } if (!cancel || merge_results) { if (re->result->do_exr_tile) { if (!cancel && merge_results) { render_result_exr_file_merge(re->result, result, re->viewname); } } else if (!(re->test_break(re->tbh) && (re->r.scemode & R_BUTS_PREVIEW))) render_result_merge(re->result, result); /* draw */ if (!re->test_break(re->tbh)) { result->renlay = result->layers.first; /* weak, draws first layer always */ re->display_update(re->duh, result, NULL); } } /* free */ BLI_remlink(&engine->fullresult, result); render_result_free(result); } RenderResult *RE_engine_get_result(RenderEngine *engine) { return engine->re->result; } /* Cancel */ int RE_engine_test_break(RenderEngine *engine) { Render *re = engine->re; if (re) return re->test_break(re->tbh); return 0; } /* Statistics */ void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info) { Render *re = engine->re; /* stats draw callback */ if (re) { re->i.statstr = stats; re->i.infostr = info; re->stats_draw(re->sdh, &re->i); re->i.infostr = NULL; re->i.statstr = NULL; } /* set engine text */ engine->text[0] = '\0'; if (stats && stats[0] && info && info[0]) BLI_snprintf(engine->text, sizeof(engine->text), "%s | %s", stats, info); else if (info && info[0]) BLI_strncpy(engine->text, info, sizeof(engine->text)); else if (stats && stats[0]) BLI_strncpy(engine->text, stats, sizeof(engine->text)); } void RE_engine_update_progress(RenderEngine *engine, float progress) { Render *re = engine->re; if (re) { CLAMP(progress, 0.0f, 1.0f); re->progress(re->prh, progress); } } void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak) { Render *re = engine->re; if (re) { re->i.mem_used = mem_used; re->i.mem_peak = mem_peak; } } void RE_engine_report(RenderEngine *engine, int type, const char *msg) { Render *re = engine->re; if (re) BKE_report(engine->re->reports, type, msg); else if (engine->reports) BKE_report(engine->reports, type, msg); } void RE_engine_set_error_message(RenderEngine *engine, const char *msg) { Render *re = engine->re; if (re != NULL) { RenderResult *rr = RE_AcquireResultRead(re); if (rr) { if (rr->error != NULL) { MEM_freeN(rr->error); } rr->error = BLI_strdup(msg); } RE_ReleaseResult(re); } } const char *RE_engine_active_view_get(RenderEngine *engine) { Render *re = engine->re; return RE_GetActiveRenderView(re); } void RE_engine_active_view_set(RenderEngine *engine, const char *viewname) { Render *re = engine->re; RE_SetActiveRenderView(re, viewname); } float RE_engine_get_camera_shift_x(RenderEngine *engine, Object *camera, int use_spherical_stereo) { Render *re = engine->re; /* when using spherical stereo, get camera shift without multiview, leaving stereo to be handled by the engine */ if (use_spherical_stereo) re = NULL; return BKE_camera_multiview_shift_x(re ? &re->r : NULL, camera, re->viewname); } void RE_engine_get_camera_model_matrix( RenderEngine *engine, Object *camera, int use_spherical_stereo, float *r_modelmat) { Render *re = engine->re; /* when using spherical stereo, get model matrix without multiview, leaving stereo to be handled by the engine */ if (use_spherical_stereo) re = NULL; BKE_camera_multiview_model_matrix(re ? &re->r : NULL, camera, re->viewname, (float (*)[4])r_modelmat); } int RE_engine_get_spherical_stereo(RenderEngine *engine, Object *camera) { Render *re = engine->re; return BKE_camera_multiview_spherical_stereo(re ? &re->r : NULL, camera) ? 1 : 0; } rcti* RE_engine_get_current_tiles(Render *re, int *r_total_tiles, bool *r_needs_free) { static rcti tiles_static[BLENDER_MAX_THREADS]; const int allocation_step = BLENDER_MAX_THREADS; RenderPart *pa; int total_tiles = 0; rcti *tiles = tiles_static; int allocation_size = BLENDER_MAX_THREADS; BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_READ); *r_needs_free = false; if (re->engine && (re->engine->flag & RE_ENGINE_HIGHLIGHT_TILES) == 0) { *r_total_tiles = 0; BLI_rw_mutex_unlock(&re->partsmutex); return NULL; } for (pa = re->parts.first; pa; pa = pa->next) { if (pa->status == PART_STATUS_IN_PROGRESS) { if (total_tiles >= allocation_size) { /* Just in case we're using crazy network rendering with more * slaves as BLENDER_MAX_THREADS. */ allocation_size += allocation_step; if (tiles == tiles_static) { /* Can not realloc yet, tiles are pointing to a * stack memory. */ tiles = MEM_mallocN(allocation_size * sizeof(rcti), "current engine tiles"); } else { tiles = MEM_reallocN(tiles, allocation_size * sizeof(rcti)); } *r_needs_free = true; } tiles[total_tiles] = pa->disprect; total_tiles++; } } BLI_rw_mutex_unlock(&re->partsmutex); *r_total_tiles = total_tiles; return tiles; } RenderData *RE_engine_get_render_data(Render *re) { return &re->r; } /* Depsgraph */ static void engine_depsgraph_init(RenderEngine *engine, ViewLayer *view_layer) { Main *bmain = engine->re->main; Scene *scene = engine->re->scene; engine->depsgraph = DEG_graph_new(scene, view_layer, DAG_EVAL_RENDER); DEG_debug_name_set(engine->depsgraph, "RENDER"); BKE_scene_graph_update_for_newframe(engine->depsgraph, bmain); } static void engine_depsgraph_free(RenderEngine *engine) { DEG_graph_free(engine->depsgraph); engine->depsgraph = NULL; } void RE_engine_frame_set(RenderEngine *engine, int frame, float subframe) { if(!engine->depsgraph) { return; } #ifdef WITH_PYTHON BPy_BEGIN_ALLOW_THREADS; #endif Render *re = engine->re; double cfra = (double)frame + (double)subframe; CLAMP(cfra, MINAFRAME, MAXFRAME); BKE_scene_frame_set(re->scene, cfra); BKE_scene_graph_update_for_newframe(engine->depsgraph, re->main); BKE_scene_camera_switch_update(re->scene); #ifdef WITH_PYTHON BPy_END_ALLOW_THREADS; #endif } /* Bake */ void RE_bake_engine_set_engine_parameters(Render *re, Main *bmain, Scene *scene) { re->scene = scene; re->main = bmain; render_copy_renderdata(&re->r, &scene->r); } bool RE_bake_has_engine(Render *re) { RenderEngineType *type = RE_engines_find(re->r.engine); return (type->bake != NULL); } bool RE_bake_engine( Render *re, Depsgraph *depsgraph, Object *object, const int object_id, const BakePixel pixel_array[], const size_t num_pixels, const int depth, const eScenePassType pass_type, const int pass_filter, float result[]) { RenderEngineType *type = RE_engines_find(re->r.engine); RenderEngine *engine; bool persistent_data = (re->r.mode & R_PERSISTENT_DATA) != 0; /* set render info */ re->i.cfra = re->scene->r.cfra; BLI_strncpy(re->i.scene_name, re->scene->id.name + 2, sizeof(re->i.scene_name) - 2); re->i.totface = re->i.totvert = re->i.totstrand = re->i.totlamp = re->i.tothalo = 0; /* render */ engine = re->engine; if (!engine) { engine = RE_engine_create(type); re->engine = engine; } engine->flag |= RE_ENGINE_RENDERING; /* TODO: actually link to a parent which shouldn't happen */ engine->re = re; engine->resolution_x = re->winx; engine->resolution_y = re->winy; RE_parts_init(re); engine->tile_x = re->r.tilex; engine->tile_y = re->r.tiley; if (type->bake) { engine->depsgraph = depsgraph; /* update is only called so we create the engine.session */ if (type->update) type->update(engine, re->main, engine->depsgraph); type->bake(engine, engine->depsgraph, object, pass_type, pass_filter, object_id, pixel_array, num_pixels, depth, result); engine->depsgraph = NULL; } engine->tile_x = 0; engine->tile_y = 0; engine->flag &= ~RE_ENGINE_RENDERING; BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE); /* re->engine becomes zero if user changed active render engine during render */ if (!persistent_data || !re->engine) { RE_engine_free(engine); re->engine = NULL; } RE_parts_free(re); BLI_rw_mutex_unlock(&re->partsmutex); if (BKE_reports_contain(re->reports, RPT_ERROR)) G.is_break = true; return true; } /* Render */ int RE_engine_render(Render *re, int do_all) { RenderEngineType *type = RE_engines_find(re->r.engine); RenderEngine *engine; bool persistent_data = (re->r.mode & R_PERSISTENT_DATA) != 0; /* verify if we can render */ if (!type->render) return 0; if ((re->r.scemode & R_BUTS_PREVIEW) && !(type->flag & RE_USE_PREVIEW)) return 0; if (do_all && !(type->flag & RE_USE_POSTPROCESS)) return 0; if (!do_all && (type->flag & RE_USE_POSTPROCESS)) return 0; /* Lock drawing in UI during data phase. */ if (re->draw_lock) { re->draw_lock(re->dlh, 1); } /* update animation here so any render layer animation is applied before * creating the render result */ if ((re->r.scemode & (R_NO_FRAME_UPDATE | R_BUTS_PREVIEW)) == 0) { render_update_anim_renderdata(re, &re->scene->r, &re->scene->view_layers); } /* create render result */ BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE); if (re->result == NULL || !(re->r.scemode & R_BUTS_PREVIEW)) { int savebuffers = RR_USE_MEM; if (re->result) render_result_free(re->result); if ((type->flag & RE_USE_SAVE_BUFFERS) && (re->r.scemode & R_EXR_TILE_FILE)) savebuffers = RR_USE_EXR; re->result = render_result_new(re, &re->disprect, 0, savebuffers, RR_ALL_LAYERS, RR_ALL_VIEWS); } BLI_rw_mutex_unlock(&re->resultmutex); if (re->result == NULL) { /* Clear UI drawing locks. */ if (re->draw_lock) { re->draw_lock(re->dlh, 0); } /* Too small image is handled earlier, here it could only happen if * there was no sufficient memory to allocate all passes. */ BKE_report(re->reports, RPT_ERROR, "Failed allocate render result, out of memory"); G.is_break = true; return 1; } /* set render info */ re->i.cfra = re->scene->r.cfra; BLI_strncpy(re->i.scene_name, re->scene->id.name + 2, sizeof(re->i.scene_name)); re->i.totface = re->i.totvert = re->i.totstrand = re->i.totlamp = re->i.tothalo = 0; /* render */ engine = re->engine; if (!engine) { engine = RE_engine_create(type); re->engine = engine; } engine->flag |= RE_ENGINE_RENDERING; /* TODO: actually link to a parent which shouldn't happen */ engine->re = re; if (re->flag & R_ANIMATION) engine->flag |= RE_ENGINE_ANIMATION; if (re->r.scemode & R_BUTS_PREVIEW) engine->flag |= RE_ENGINE_PREVIEW; engine->camera_override = re->camera_override; engine->layer_override = re->layer_override; engine->resolution_x = re->winx; engine->resolution_y = re->winy; RE_parts_init(re); engine->tile_x = re->partx; engine->tile_y = re->party; if (re->result->do_exr_tile) render_result_exr_file_begin(re); /* Clear UI drawing locks. */ if (re->draw_lock) { re->draw_lock(re->dlh, 0); } if (type->render) { FOREACH_VIEW_LAYER_TO_RENDER_BEGIN(re, view_layer_iter) { if (re->draw_lock) { re->draw_lock(re->dlh, 1); } ViewLayer *view_layer = BLI_findstring(&re->scene->view_layers, view_layer_iter->name, offsetof(ViewLayer, name)); engine_depsgraph_init(engine, view_layer); if (type->update) { type->update(engine, re->main, engine->depsgraph); } if (re->draw_lock) { re->draw_lock(re->dlh, 0); } type->render(engine, engine->depsgraph); engine_depsgraph_free(engine); } FOREACH_VIEW_LAYER_TO_RENDER_END; } engine->tile_x = 0; engine->tile_y = 0; engine->flag &= ~RE_ENGINE_RENDERING; render_result_free_list(&engine->fullresult, engine->fullresult.first); BLI_rw_mutex_lock(&re->partsmutex, THREAD_LOCK_WRITE); /* re->engine becomes zero if user changed active render engine during render */ if (!persistent_data || !re->engine) { RE_engine_free(engine); re->engine = NULL; } if (re->result->do_exr_tile) { BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE); render_result_save_empty_result_tiles(re); render_result_exr_file_end(re); BLI_rw_mutex_unlock(&re->resultmutex); } if (re->r.scemode & R_EXR_CACHE_FILE) { BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE); render_result_exr_file_cache_write(re); BLI_rw_mutex_unlock(&re->resultmutex); } RE_parts_free(re); BLI_rw_mutex_unlock(&re->partsmutex); if (BKE_reports_contain(re->reports, RPT_ERROR)) G.is_break = true; #ifdef WITH_FREESTYLE if (re->r.mode & R_EDGE_FRS) RE_RenderFreestyleExternal(re); #endif return 1; } void RE_engine_register_pass(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer, const char *name, int UNUSED(channels), const char *UNUSED(chanid), int type) { /* The channel information is currently not used, but is part of the API in case it's needed in the future. */ if (!(scene && view_layer && engine)) { return; } /* Register the pass in all scenes that have a render layer node for this layer. * Since multiple scenes can be used in the compositor, the code must loop over all scenes * and check whether their nodetree has a node that needs to be updated. */ /* NOTE: using G_MAIN seems valid here, * unless we want to register that for every other temp Main we could generate??? */ for (Scene *sce = G_MAIN->scene.first; sce; sce = sce->id.next) { if (sce->nodetree) { ntreeCompositRegisterPass(sce->nodetree, scene, view_layer, name, type); } } }