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/*
 * 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 "render/background.h"
#include "render/camera.h"
#include "render/film.h"
#include "render/graph.h"
#include "render/integrator.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/nodes.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/shader.h"
#include "render/curves.h"

#include "device/device.h"

#include "blender/blender_device.h"
#include "blender/blender_sync.h"
#include "blender/blender_session.h"
#include "blender/blender_util.h"

#include "util/util_debug.h"
#include "util/util_foreach.h"
#include "util/util_opengl.h"
#include "util/util_hash.h"

CCL_NAMESPACE_BEGIN

static const char *cryptomatte_prefix = "Crypto";

/* Constructor */

BlenderSync::BlenderSync(BL::RenderEngine &b_engine,
                         BL::BlendData &b_data,
                         BL::Scene &b_scene,
                         Scene *scene,
                         bool preview,
                         Progress &progress)
    : b_engine(b_engine),
      b_data(b_data),
      b_scene(b_scene),
      shader_map(&scene->shaders),
      object_map(&scene->objects),
      mesh_map(&scene->meshes),
      light_map(&scene->lights),
      particle_system_map(&scene->particle_systems),
      world_map(NULL),
      world_recalc(false),
      scene(scene),
      preview(preview),
      experimental(false),
      dicing_rate(1.0f),
      max_subdivisions(12),
      progress(progress)
{
  PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
  dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") :
                          RNA_float_get(&cscene, "dicing_rate");
  max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
}

BlenderSync::~BlenderSync()
{
}

/* Sync */

void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
{
  /* Sync recalc flags from blender to cycles. Actual update is done separate,
   * so we can do it later on if doing it immediate is not suitable. */

  bool has_updated_objects = b_depsgraph.id_type_updated(BL::DriverTarget::id_type_OBJECT);

  if (experimental) {
    /* Mark all meshes as needing to be exported again if dicing changed. */
    PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
    bool dicing_prop_changed = false;

    float updated_dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") :
                                          RNA_float_get(&cscene, "dicing_rate");

    if (dicing_rate != updated_dicing_rate) {
      dicing_rate = updated_dicing_rate;
      dicing_prop_changed = true;
    }

    int updated_max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");

    if (max_subdivisions != updated_max_subdivisions) {
      max_subdivisions = updated_max_subdivisions;
      dicing_prop_changed = true;
    }

    if (dicing_prop_changed) {
      for (const pair<void *, Mesh *> &iter : mesh_map.key_to_scene_data()) {
        Mesh *mesh = iter.second;
        if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE) {
          mesh_map.set_recalc(iter.first);
        }
      }
    }
  }

  /* Iterate over all IDs in this depsgraph. */
  BL::Depsgraph::updates_iterator b_update;
  for (b_depsgraph.updates.begin(b_update); b_update != b_depsgraph.updates.end(); ++b_update) {
    BL::ID b_id(b_update->id());

    /* Material */
    if (b_id.is_a(&RNA_Material)) {
      BL::Material b_mat(b_id);
      shader_map.set_recalc(b_mat);
    }
    /* Light */
    else if (b_id.is_a(&RNA_Light)) {
      BL::Light b_light(b_id);
      shader_map.set_recalc(b_light);
    }
    /* Object */
    else if (b_id.is_a(&RNA_Object)) {
      BL::Object b_ob(b_id);
      const bool updated_geometry = b_update->is_updated_geometry();

      if (b_update->is_updated_transform()) {
        object_map.set_recalc(b_ob);
        light_map.set_recalc(b_ob);
      }

      if (object_is_mesh(b_ob)) {
        if (updated_geometry ||
            (object_subdivision_type(b_ob, preview, experimental) != Mesh::SUBDIVISION_NONE)) {
          BL::ID key = BKE_object_is_modified(b_ob) ? b_ob : b_ob.data();
          mesh_map.set_recalc(key);
        }
      }
      else if (object_is_light(b_ob)) {
        if (updated_geometry) {
          light_map.set_recalc(b_ob);
        }
      }

      if (updated_geometry) {
        BL::Object::particle_systems_iterator b_psys;
        for (b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end(); ++b_psys)
          particle_system_map.set_recalc(b_ob);
      }
    }
    /* Mesh */
    else if (b_id.is_a(&RNA_Mesh)) {
      BL::Mesh b_mesh(b_id);
      mesh_map.set_recalc(b_mesh);
    }
    /* World */
    else if (b_id.is_a(&RNA_World)) {
      BL::World b_world(b_id);
      if (world_map == b_world.ptr.data) {
        world_recalc = true;
      }
    }
  }

  BlenderViewportParameters new_viewport_parameters(b_v3d);
  if (viewport_parameters.modified(new_viewport_parameters)) {
    world_recalc = true;
  }

  /* Updates shader with object dependency if objects changed. */
  if (has_updated_objects) {
    if (scene->default_background->has_object_dependency) {
      world_recalc = true;
    }

    foreach (Shader *shader, scene->shaders) {
      if (shader->has_object_dependency) {
        shader->need_sync_object = true;
      }
    }
  }
}

void BlenderSync::sync_data(BL::RenderSettings &b_render,
                            BL::Depsgraph &b_depsgraph,
                            BL::SpaceView3D &b_v3d,
                            BL::Object &b_override,
                            int width,
                            int height,
                            void **python_thread_state)
{
  BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();

  sync_view_layer(b_v3d, b_view_layer);
  sync_integrator();
  sync_film(b_v3d);
  sync_shaders(b_depsgraph, b_v3d);
  sync_images();
  sync_curve_settings();

  mesh_synced.clear(); /* use for objects and motion sync */

  if (scene->need_motion() == Scene::MOTION_PASS || scene->need_motion() == Scene::MOTION_NONE ||
      scene->camera->motion_position == Camera::MOTION_POSITION_CENTER) {
    sync_objects(b_depsgraph, b_v3d);
  }
  sync_motion(b_render, b_depsgraph, b_v3d, b_override, width, height, python_thread_state);

  mesh_synced.clear();

  /* Shader sync done at the end, since object sync uses it.
   * false = don't delete unused shaders, not supported. */
  shader_map.post_sync(false);

  free_data_after_sync(b_depsgraph);
}

/* Integrator */

void BlenderSync::sync_integrator()
{
  BL::RenderSettings r = b_scene.render();
  PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");

  experimental = (get_enum(cscene, "feature_set") != 0);

  Integrator *integrator = scene->integrator;
  Integrator previntegrator = *integrator;

  integrator->min_bounce = get_int(cscene, "min_light_bounces");
  integrator->max_bounce = get_int(cscene, "max_bounces");

  integrator->max_diffuse_bounce = get_int(cscene, "diffuse_bounces");
  integrator->max_glossy_bounce = get_int(cscene, "glossy_bounces");
  integrator->max_transmission_bounce = get_int(cscene, "transmission_bounces");
  integrator->max_volume_bounce = get_int(cscene, "volume_bounces");

  integrator->transparent_min_bounce = get_int(cscene, "min_transparent_bounces");
  integrator->transparent_max_bounce = get_int(cscene, "transparent_max_bounces");

  integrator->volume_max_steps = get_int(cscene, "volume_max_steps");
  integrator->volume_step_size = get_float(cscene, "volume_step_size");

  integrator->caustics_reflective = get_boolean(cscene, "caustics_reflective");
  integrator->caustics_refractive = get_boolean(cscene, "caustics_refractive");
  integrator->filter_glossy = get_float(cscene, "blur_glossy");

  integrator->seed = get_int(cscene, "seed");
  if (get_boolean(cscene, "use_animated_seed")) {
    integrator->seed = hash_uint2(b_scene.frame_current(), get_int(cscene, "seed"));
    if (b_scene.frame_subframe() != 0.0f) {
      /* TODO(sergey): Ideally should be some sort of hash_merge,
       * but this is good enough for now.
       */
      integrator->seed += hash_uint2((int)(b_scene.frame_subframe() * (float)INT_MAX),
                                     get_int(cscene, "seed"));
    }
  }

  integrator->sampling_pattern = (SamplingPattern)get_enum(
      cscene, "sampling_pattern", SAMPLING_NUM_PATTERNS, SAMPLING_PATTERN_SOBOL);

  integrator->sample_clamp_direct = get_float(cscene, "sample_clamp_direct");
  integrator->sample_clamp_indirect = get_float(cscene, "sample_clamp_indirect");
  if (!preview) {
    if (integrator->motion_blur != r.use_motion_blur()) {
      scene->object_manager->tag_update(scene);
      scene->camera->tag_update();
    }

    integrator->motion_blur = r.use_motion_blur();
  }

  integrator->method = (Integrator::Method)get_enum(
      cscene, "progressive", Integrator::NUM_METHODS, Integrator::PATH);

  integrator->sample_all_lights_direct = get_boolean(cscene, "sample_all_lights_direct");
  integrator->sample_all_lights_indirect = get_boolean(cscene, "sample_all_lights_indirect");
  integrator->light_sampling_threshold = get_float(cscene, "light_sampling_threshold");

  int diffuse_samples = get_int(cscene, "diffuse_samples");
  int glossy_samples = get_int(cscene, "glossy_samples");
  int transmission_samples = get_int(cscene, "transmission_samples");
  int ao_samples = get_int(cscene, "ao_samples");
  int mesh_light_samples = get_int(cscene, "mesh_light_samples");
  int subsurface_samples = get_int(cscene, "subsurface_samples");
  int volume_samples = get_int(cscene, "volume_samples");

  if (get_boolean(cscene, "use_square_samples")) {
    integrator->diffuse_samples = diffuse_samples * diffuse_samples;
    integrator->glossy_samples = glossy_samples * glossy_samples;
    integrator->transmission_samples = transmission_samples * transmission_samples;
    integrator->ao_samples = ao_samples * ao_samples;
    integrator->mesh_light_samples = mesh_light_samples * mesh_light_samples;
    integrator->subsurface_samples = subsurface_samples * subsurface_samples;
    integrator->volume_samples = volume_samples * volume_samples;
  }
  else {
    integrator->diffuse_samples = diffuse_samples;
    integrator->glossy_samples = glossy_samples;
    integrator->transmission_samples = transmission_samples;
    integrator->ao_samples = ao_samples;
    integrator->mesh_light_samples = mesh_light_samples;
    integrator->subsurface_samples = subsurface_samples;
    integrator->volume_samples = volume_samples;
  }

  if (b_scene.render().use_simplify()) {
    if (preview) {
      integrator->ao_bounces = get_int(cscene, "ao_bounces");
    }
    else {
      integrator->ao_bounces = get_int(cscene, "ao_bounces_render");
    }
  }
  else {
    integrator->ao_bounces = 0;
  }

  if (integrator->modified(previntegrator))
    integrator->tag_update(scene);
}

/* Film */

void BlenderSync::sync_film(BL::SpaceView3D &b_v3d)
{
  PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");

  Film *film = scene->film;
  Film prevfilm = *film;

  if (b_v3d) {
    film->display_pass = update_viewport_display_passes(b_v3d, film->passes);
  }

  film->exposure = get_float(cscene, "film_exposure");
  film->filter_type = (FilterType)get_enum(
      cscene, "pixel_filter_type", FILTER_NUM_TYPES, FILTER_BLACKMAN_HARRIS);
  film->filter_width = (film->filter_type == FILTER_BOX) ? 1.0f :
                                                           get_float(cscene, "filter_width");

  if (b_scene.world()) {
    BL::WorldMistSettings b_mist = b_scene.world().mist_settings();

    film->mist_start = b_mist.start();
    film->mist_depth = b_mist.depth();

    switch (b_mist.falloff()) {
      case BL::WorldMistSettings::falloff_QUADRATIC:
        film->mist_falloff = 2.0f;
        break;
      case BL::WorldMistSettings::falloff_LINEAR:
        film->mist_falloff = 1.0f;
        break;
      case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
        film->mist_falloff = 0.5f;
        break;
    }
  }

  if (film->modified(prevfilm)) {
    film->tag_update(scene);
    film->tag_passes_update(scene, prevfilm.passes, false);
  }
}

/* Render Layer */

void BlenderSync::sync_view_layer(BL::SpaceView3D & /*b_v3d*/, BL::ViewLayer &b_view_layer)
{
  /* render layer */
  view_layer.name = b_view_layer.name();
  view_layer.use_background_shader = b_view_layer.use_sky();
  view_layer.use_background_ao = b_view_layer.use_ao();
  view_layer.use_surfaces = b_view_layer.use_solid();
  view_layer.use_hair = b_view_layer.use_strand();

  /* Material override. */
  view_layer.material_override = b_view_layer.material_override();

  /* Sample override. */
  PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
  int use_layer_samples = get_enum(cscene, "use_layer_samples");

  view_layer.bound_samples = (use_layer_samples == 1);
  view_layer.samples = 0;

  if (use_layer_samples != 2) {
    int samples = b_view_layer.samples();
    if (get_boolean(cscene, "use_square_samples"))
      view_layer.samples = samples * samples;
    else
      view_layer.samples = samples;
  }
}

/* Images */
void BlenderSync::sync_images()
{
  /* Sync is a convention for this API, but currently it frees unused buffers. */

  const bool is_interface_locked = b_engine.render() && b_engine.render().use_lock_interface();
  if (is_interface_locked == false && BlenderSession::headless == false) {
    /* If interface is not locked, it's possible image is needed for
     * the display.
     */
    return;
  }
  /* Free buffers used by images which are not needed for render. */
  BL::BlendData::images_iterator b_image;
  for (b_data.images.begin(b_image); b_image != b_data.images.end(); ++b_image) {
    /* TODO(sergey): Consider making it an utility function to check
     * whether image is considered builtin.
     */
    const bool is_builtin = b_image->packed_file() ||
                            b_image->source() == BL::Image::source_GENERATED ||
                            b_image->source() == BL::Image::source_MOVIE || b_engine.is_preview();
    if (is_builtin == false) {
      b_image->buffers_free();
    }
    /* TODO(sergey): Free builtin images not used by any shader. */
  }
}

/* Passes */
PassType BlenderSync::get_pass_type(BL::RenderPass &b_pass)
{
  string name = b_pass.name();
#define MAP_PASS(passname, passtype) \
  if (name == passname) \
    return passtype;
  /* NOTE: Keep in sync with defined names from DNA_scene_types.h */
  MAP_PASS("Combined", PASS_COMBINED);
  MAP_PASS("Depth", PASS_DEPTH);
  MAP_PASS("Mist", PASS_MIST);
  MAP_PASS("Normal", PASS_NORMAL);
  MAP_PASS("IndexOB", PASS_OBJECT_ID);
  MAP_PASS("UV", PASS_UV);
  MAP_PASS("Vector", PASS_MOTION);
  MAP_PASS("IndexMA", PASS_MATERIAL_ID);

  MAP_PASS("DiffDir", PASS_DIFFUSE_DIRECT);
  MAP_PASS("GlossDir", PASS_GLOSSY_DIRECT);
  MAP_PASS("TransDir", PASS_TRANSMISSION_DIRECT);
  MAP_PASS("SubsurfaceDir", PASS_SUBSURFACE_DIRECT);
  MAP_PASS("VolumeDir", PASS_VOLUME_DIRECT);

  MAP_PASS("DiffInd", PASS_DIFFUSE_INDIRECT);
  MAP_PASS("GlossInd", PASS_GLOSSY_INDIRECT);
  MAP_PASS("TransInd", PASS_TRANSMISSION_INDIRECT);
  MAP_PASS("SubsurfaceInd", PASS_SUBSURFACE_INDIRECT);
  MAP_PASS("VolumeInd", PASS_VOLUME_INDIRECT);

  MAP_PASS("DiffCol", PASS_DIFFUSE_COLOR);
  MAP_PASS("GlossCol", PASS_GLOSSY_COLOR);
  MAP_PASS("TransCol", PASS_TRANSMISSION_COLOR);
  MAP_PASS("SubsurfaceCol", PASS_SUBSURFACE_COLOR);

  MAP_PASS("Emit", PASS_EMISSION);
  MAP_PASS("Env", PASS_BACKGROUND);
  MAP_PASS("AO", PASS_AO);
  MAP_PASS("Shadow", PASS_SHADOW);

#ifdef __KERNEL_DEBUG__
  MAP_PASS("Debug BVH Traversed Nodes", PASS_BVH_TRAVERSED_NODES);
  MAP_PASS("Debug BVH Traversed Instances", PASS_BVH_TRAVERSED_INSTANCES);
  MAP_PASS("Debug BVH Intersections", PASS_BVH_INTERSECTIONS);
  MAP_PASS("Debug Ray Bounces", PASS_RAY_BOUNCES);
#endif
  MAP_PASS("Debug Render Time", PASS_RENDER_TIME);
  if (string_startswith(name, cryptomatte_prefix)) {
    return PASS_CRYPTOMATTE;
  }
#undef MAP_PASS

  return PASS_NONE;
}

int BlenderSync::get_denoising_pass(BL::RenderPass &b_pass)
{
  string name = b_pass.name();

  if (name == "Noisy Image")
    return DENOISING_PASS_PREFILTERED_COLOR;

  if (name.substr(0, 10) != "Denoising ") {
    return -1;
  }
  name = name.substr(10);

#define MAP_PASS(passname, offset) \
  if (name == passname) \
    return offset;
  MAP_PASS("Normal", DENOISING_PASS_PREFILTERED_NORMAL);
  MAP_PASS("Albedo", DENOISING_PASS_PREFILTERED_ALBEDO);
  MAP_PASS("Depth", DENOISING_PASS_PREFILTERED_DEPTH);
  MAP_PASS("Shadowing", DENOISING_PASS_PREFILTERED_SHADOWING);
  MAP_PASS("Variance", DENOISING_PASS_PREFILTERED_VARIANCE);
  MAP_PASS("Intensity", DENOISING_PASS_PREFILTERED_INTENSITY);
  MAP_PASS("Clean", DENOISING_PASS_CLEAN);
#undef MAP_PASS

  return -1;
}

vector<Pass> BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay, BL::ViewLayer &b_view_layer)
{
  vector<Pass> passes;

  /* loop over passes */
  BL::RenderLayer::passes_iterator b_pass_iter;

  for (b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
    BL::RenderPass b_pass(*b_pass_iter);
    PassType pass_type = get_pass_type(b_pass);

    if (pass_type == PASS_MOTION && scene->integrator->motion_blur)
      continue;
    if (pass_type != PASS_NONE)
      Pass::add(pass_type, passes, b_pass.name().c_str());
  }

  PointerRNA crp = RNA_pointer_get(&b_view_layer.ptr, "cycles");
  bool use_denoising = get_boolean(crp, "use_denoising");
  bool use_optix_denoising = get_boolean(crp, "use_optix_denoising");
  bool write_denoising_passes = get_boolean(crp, "denoising_store_passes");

  scene->film->denoising_flags = 0;
  if (use_denoising || write_denoising_passes) {
    if (!use_optix_denoising) {
#define MAP_OPTION(name, flag) \
  if (!get_boolean(crp, name)) \
    scene->film->denoising_flags |= flag;
      MAP_OPTION("denoising_diffuse_direct", DENOISING_CLEAN_DIFFUSE_DIR);
      MAP_OPTION("denoising_diffuse_indirect", DENOISING_CLEAN_DIFFUSE_IND);
      MAP_OPTION("denoising_glossy_direct", DENOISING_CLEAN_GLOSSY_DIR);
      MAP_OPTION("denoising_glossy_indirect", DENOISING_CLEAN_GLOSSY_IND);
      MAP_OPTION("denoising_transmission_direct", DENOISING_CLEAN_TRANSMISSION_DIR);
      MAP_OPTION("denoising_transmission_indirect", DENOISING_CLEAN_TRANSMISSION_IND);
      MAP_OPTION("denoising_subsurface_direct", DENOISING_CLEAN_SUBSURFACE_DIR);
      MAP_OPTION("denoising_subsurface_indirect", DENOISING_CLEAN_SUBSURFACE_IND);
#undef MAP_OPTION
    }
    b_engine.add_pass("Noisy Image", 4, "RGBA", b_view_layer.name().c_str());
  }

  if (write_denoising_passes) {
    b_engine.add_pass("Denoising Normal", 3, "XYZ", b_view_layer.name().c_str());
    b_engine.add_pass("Denoising Albedo", 3, "RGB", b_view_layer.name().c_str());
    b_engine.add_pass("Denoising Depth", 1, "Z", b_view_layer.name().c_str());
    if (!use_optix_denoising) {
      b_engine.add_pass("Denoising Shadowing", 1, "X", b_view_layer.name().c_str());
      b_engine.add_pass("Denoising Variance", 3, "RGB", b_view_layer.name().c_str());
      b_engine.add_pass("Denoising Intensity", 1, "X", b_view_layer.name().c_str());
    }

    if (scene->film->denoising_flags & DENOISING_CLEAN_ALL_PASSES) {
      b_engine.add_pass("Denoising Clean", 3, "RGB", b_view_layer.name().c_str());
    }
  }

#ifdef __KERNEL_DEBUG__
  if (get_boolean(crp, "pass_debug_bvh_traversed_nodes")) {
    b_engine.add_pass("Debug BVH Traversed Nodes", 1, "X", b_view_layer.name().c_str());
    Pass::add(PASS_BVH_TRAVERSED_NODES, passes, "Debug BVH Traversed Nodes");
  }
  if (get_boolean(crp, "pass_debug_bvh_traversed_instances")) {
    b_engine.add_pass("Debug BVH Traversed Instances", 1, "X", b_view_layer.name().c_str());
    Pass::add(PASS_BVH_TRAVERSED_INSTANCES, passes, "Debug BVH Traversed Instances");
  }
  if (get_boolean(crp, "pass_debug_bvh_intersections")) {
    b_engine.add_pass("Debug BVH Intersections", 1, "X", b_view_layer.name().c_str());
    Pass::add(PASS_BVH_INTERSECTIONS, passes, "Debug BVH Intersections");
  }
  if (get_boolean(crp, "pass_debug_ray_bounces")) {
    b_engine.add_pass("Debug Ray Bounces", 1, "X", b_view_layer.name().c_str());
    Pass::add(PASS_RAY_BOUNCES, passes, "Debug Ray Bounces");
  }
#endif
  if (get_boolean(crp, "pass_debug_render_time")) {
    b_engine.add_pass("Debug Render Time", 1, "X", b_view_layer.name().c_str());
    Pass::add(PASS_RENDER_TIME, passes, "Debug Render Time");
  }
  if (get_boolean(crp, "use_pass_volume_direct")) {
    b_engine.add_pass("VolumeDir", 3, "RGB", b_view_layer.name().c_str());
    Pass::add(PASS_VOLUME_DIRECT, passes, "VolumeDir");
  }
  if (get_boolean(crp, "use_pass_volume_indirect")) {
    b_engine.add_pass("VolumeInd", 3, "RGB", b_view_layer.name().c_str());
    Pass::add(PASS_VOLUME_INDIRECT, passes, "VolumeInd");
  }

  /* Cryptomatte stores two ID/weight pairs per RGBA layer.
   * User facing parameter is the number of pairs. */
  int crypto_depth = min(16, get_int(crp, "pass_crypto_depth")) / 2;
  scene->film->cryptomatte_depth = crypto_depth;
  scene->film->cryptomatte_passes = CRYPT_NONE;
  if (get_boolean(crp, "use_pass_crypto_object")) {
    for (int i = 0; i < crypto_depth; ++i) {
      string passname = cryptomatte_prefix + string_printf("Object%02d", i);
      b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
      Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
    }
    scene->film->cryptomatte_passes = (CryptomatteType)(scene->film->cryptomatte_passes |
                                                        CRYPT_OBJECT);
  }
  if (get_boolean(crp, "use_pass_crypto_material")) {
    for (int i = 0; i < crypto_depth; ++i) {
      string passname = cryptomatte_prefix + string_printf("Material%02d", i);
      b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
      Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
    }
    scene->film->cryptomatte_passes = (CryptomatteType)(scene->film->cryptomatte_passes |
                                                        CRYPT_MATERIAL);
  }
  if (get_boolean(crp, "use_pass_crypto_asset")) {
    for (int i = 0; i < crypto_depth; ++i) {
      string passname = cryptomatte_prefix + string_printf("Asset%02d", i);
      b_engine.add_pass(passname.c_str(), 4, "RGBA", b_view_layer.name().c_str());
      Pass::add(PASS_CRYPTOMATTE, passes, passname.c_str());
    }
    scene->film->cryptomatte_passes = (CryptomatteType)(scene->film->cryptomatte_passes |
                                                        CRYPT_ASSET);
  }
  if (get_boolean(crp, "pass_crypto_accurate") && scene->film->cryptomatte_passes != CRYPT_NONE) {
    scene->film->cryptomatte_passes = (CryptomatteType)(scene->film->cryptomatte_passes |
                                                        CRYPT_ACCURATE);
  }

  RNA_BEGIN (&crp, b_aov, "aovs") {
    bool is_color = (get_enum(b_aov, "type") == 1);
    string name = get_string(b_aov, "name");

    if (is_color) {
      b_engine.add_pass(name.c_str(), 4, "RGBA", b_view_layer.name().c_str());
      Pass::add(PASS_AOV_COLOR, passes, name.c_str());
    }
    else {
      b_engine.add_pass(name.c_str(), 1, "X", b_view_layer.name().c_str());
      Pass::add(PASS_AOV_VALUE, passes, name.c_str());
    }
  }
  RNA_END;

  return passes;
}

void BlenderSync::free_data_after_sync(BL::Depsgraph &b_depsgraph)
{
  /* When viewport display is not needed during render we can force some
   * caches to be releases from blender side in order to reduce peak memory
   * footprint during synchronization process.
   */
  const bool is_interface_locked = b_engine.render() && b_engine.render().use_lock_interface();
  const bool can_free_caches = BlenderSession::headless || is_interface_locked;
  if (!can_free_caches) {
    return;
  }
  /* TODO(sergey): We can actually remove the whole dependency graph,
   * but that will need some API support first.
   */
  BL::Depsgraph::objects_iterator b_ob;
  for (b_depsgraph.objects.begin(b_ob); b_ob != b_depsgraph.objects.end(); ++b_ob) {
    b_ob->cache_release();
  }
}

/* Scene Parameters */

SceneParams BlenderSync::get_scene_params(BL::Scene &b_scene, bool background)
{
  BL::RenderSettings r = b_scene.render();
  SceneParams params;
  PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
  const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");

  if (shadingsystem == 0)
    params.shadingsystem = SHADINGSYSTEM_SVM;
  else if (shadingsystem == 1)
    params.shadingsystem = SHADINGSYSTEM_OSL;

  if (background || DebugFlags().viewport_static_bvh)
    params.bvh_type = SceneParams::BVH_STATIC;
  else
    params.bvh_type = SceneParams::BVH_DYNAMIC;

  params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
  params.use_bvh_unaligned_nodes = RNA_boolean_get(&cscene, "debug_use_hair_bvh");
  params.num_bvh_time_steps = RNA_int_get(&cscene, "debug_bvh_time_steps");

  if (background && params.shadingsystem != SHADINGSYSTEM_OSL)
    params.persistent_data = r.use_persistent_data();
  else
    params.persistent_data = false;

  int texture_limit;
  if (background) {
    texture_limit = RNA_enum_get(&cscene, "texture_limit_render");
  }
  else {
    texture_limit = RNA_enum_get(&cscene, "texture_limit");
  }
  if (texture_limit > 0 && b_scene.render().use_simplify()) {
    params.texture_limit = 1 << (texture_limit + 6);
  }
  else {
    params.texture_limit = 0;
  }

  /* TODO(sergey): Once OSL supports per-microarchitecture optimization get
   * rid of this.
   */
  if (params.shadingsystem == SHADINGSYSTEM_OSL) {
    params.bvh_layout = BVH_LAYOUT_BVH4;
  }
  else {
    params.bvh_layout = DebugFlags().cpu.bvh_layout;
  }

#ifdef WITH_EMBREE
  params.bvh_layout = RNA_boolean_get(&cscene, "use_bvh_embree") ? BVH_LAYOUT_EMBREE :
                                                                   params.bvh_layout;
#endif

  params.background = background;

  return params;
}

/* Session Parameters */

bool BlenderSync::get_session_pause(BL::Scene &b_scene, bool background)
{
  PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
  return (background) ? false : get_boolean(cscene, "preview_pause");
}

SessionParams BlenderSync::get_session_params(BL::RenderEngine &b_engine,
                                              BL::Preferences &b_preferences,
                                              BL::Scene &b_scene,
                                              bool background)
{
  SessionParams params;
  PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");

  /* feature set */
  params.experimental = (get_enum(cscene, "feature_set") != 0);

  /* Background */
  params.background = background;

  /* Device */
  params.threads = blender_device_threads(b_scene);
  params.device = blender_device_info(b_preferences, b_scene, params.background);

  /* samples */
  int samples = get_int(cscene, "samples");
  int aa_samples = get_int(cscene, "aa_samples");
  int preview_samples = get_int(cscene, "preview_samples");
  int preview_aa_samples = get_int(cscene, "preview_aa_samples");

  if (get_boolean(cscene, "use_square_samples")) {
    aa_samples = aa_samples * aa_samples;
    preview_aa_samples = preview_aa_samples * preview_aa_samples;

    samples = samples * samples;
    preview_samples = preview_samples * preview_samples;
  }

  if (get_enum(cscene, "progressive") == 0 && (params.device.type != DEVICE_OPTIX)) {
    if (background) {
      params.samples = aa_samples;
    }
    else {
      params.samples = preview_aa_samples;
      if (params.samples == 0)
        params.samples = INT_MAX;
    }
  }
  else {
    if (background) {
      params.samples = samples;
    }
    else {
      params.samples = preview_samples;
      if (params.samples == 0)
        params.samples = INT_MAX;
    }
  }

  /* Clamp samples. */
  params.samples = min(params.samples, Integrator::MAX_SAMPLES);

  /* tiles */
  const bool is_cpu = (params.device.type == DEVICE_CPU);
  if (!is_cpu && !background) {
    /* currently GPU could be much slower than CPU when using tiles,
     * still need to be investigated, but meanwhile make it possible
     * to work in viewport smoothly
     */
    int debug_tile_size = get_int(cscene, "debug_tile_size");

    params.tile_size = make_int2(debug_tile_size, debug_tile_size);
  }
  else {
    int tile_x = b_engine.tile_x();
    int tile_y = b_engine.tile_y();

    params.tile_size = make_int2(tile_x, tile_y);
  }

  if ((BlenderSession::headless == false) && background) {
    params.tile_order = (TileOrder)get_enum(cscene, "tile_order");
  }
  else {
    params.tile_order = TILE_BOTTOM_TO_TOP;
  }

  /* other parameters */
  params.start_resolution = get_int(cscene, "preview_start_resolution");
  params.pixel_size = b_engine.get_preview_pixel_size(b_scene);

  /* other parameters */
  params.cancel_timeout = (double)get_float(cscene, "debug_cancel_timeout");
  params.reset_timeout = (double)get_float(cscene, "debug_reset_timeout");
  params.text_timeout = (double)get_float(cscene, "debug_text_timeout");

  /* progressive refine */
  BL::RenderSettings b_r = b_scene.render();
  params.progressive_refine = (b_engine.is_preview() ||
                               get_boolean(cscene, "use_progressive_refine")) &&
                              !b_r.use_save_buffers();

  if (params.progressive_refine) {
    BL::Scene::view_layers_iterator b_view_layer;
    for (b_scene.view_layers.begin(b_view_layer); b_view_layer != b_scene.view_layers.end();
         ++b_view_layer) {
      PointerRNA crl = RNA_pointer_get(&b_view_layer->ptr, "cycles");
      if (get_boolean(crl, "use_denoising")) {
        params.progressive_refine = false;
      }
    }
  }

  if (background) {
    if (params.progressive_refine)
      params.progressive = true;
    else
      params.progressive = false;

    params.start_resolution = INT_MAX;
    params.pixel_size = 1;
  }
  else
    params.progressive = true;

  /* shading system - scene level needs full refresh */
  const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");

  if (shadingsystem == 0)
    params.shadingsystem = SHADINGSYSTEM_SVM;
  else if (shadingsystem == 1)
    params.shadingsystem = SHADINGSYSTEM_OSL;

  /* color managagement */
  params.display_buffer_linear = b_engine.support_display_space_shader(b_scene);

  if (b_engine.is_preview()) {
    /* For preview rendering we're using same timeout as
     * blender's job update.
     */
    params.progressive_update_timeout = 0.1;
  }

  params.use_profiling = params.device.has_profiling && !b_engine.is_preview() && background &&
                         BlenderSession::print_render_stats;

  return params;
}

CCL_NAMESPACE_END