The problem here was that `free_data_after_sync` frees the particle cache in headless or locked-UI mode, but the second view doesn't regenerate them. For multi-view renders, dropping caches is a tradeoff between compute and memory - dropping allows to reduce peak memory usage, but requires recomputation for the next view. With the current design however, dropping is not something that is easily achievable anyways (see the referenced bugs). So until something more reliable and better fitting is implemented, keep the data from Blender side until the last view. Since `free_data_after_sync` doesn't do anything for baking or viewport renders anyways, it's easiest to just move this out into `BlenderSession::render` since that already checks whether another view is still outstanding. Also fixes #73221 and #107589. Pull Request: https://projects.blender.org/blender/blender/pulls/120543
290 lines
9.6 KiB
C++
290 lines
9.6 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#ifndef __BLENDER_SYNC_H__
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#define __BLENDER_SYNC_H__
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#include "MEM_guardedalloc.h"
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#include "RNA_access.hh"
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#include "RNA_blender_cpp.h"
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#include "RNA_path.hh"
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#include "RNA_types.hh"
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#include "blender/id_map.h"
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#include "blender/util.h"
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#include "blender/viewport.h"
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#include "scene/scene.h"
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#include "session/session.h"
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#include "util/map.h"
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#include "util/set.h"
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#include "util/transform.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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class Background;
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class BlenderObjectCulling;
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class BlenderViewportParameters;
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class Camera;
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class Film;
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class Hair;
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class Light;
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class Mesh;
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class Object;
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class ParticleSystem;
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class Scene;
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class ViewLayer;
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class Shader;
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class ShaderGraph;
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class ShaderNode;
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class TaskPool;
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class BlenderSync {
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public:
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BlenderSync(BL::RenderEngine &b_engine,
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BL::BlendData &b_data,
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BL::Scene &b_scene,
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Scene *scene,
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bool preview,
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bool use_developer_ui,
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Progress &progress);
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~BlenderSync();
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void reset(BL::BlendData &b_data, BL::Scene &b_scene);
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void tag_update();
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/* sync */
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void sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
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void sync_data(BL::RenderSettings &b_render,
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BL::Depsgraph &b_depsgraph,
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BL::SpaceView3D &b_v3d,
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BL::Object &b_override,
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int width,
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int height,
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void **python_thread_state,
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const DeviceInfo &device_info);
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void sync_view_layer(BL::ViewLayer &b_view_layer);
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void sync_render_passes(BL::RenderLayer &b_render_layer, BL::ViewLayer &b_view_layer);
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void sync_integrator(BL::ViewLayer &b_view_layer,
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bool background,
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const DeviceInfo &device_info);
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void sync_camera(BL::RenderSettings &b_render,
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BL::Object &b_override,
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int width,
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int height,
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const char *viewname);
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void sync_view(BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, int width, int height);
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inline int get_layer_samples()
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{
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return view_layer.samples;
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}
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inline int get_layer_bound_samples()
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{
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return view_layer.bound_samples;
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}
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/* Early data free. */
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void free_data_after_sync(BL::Depsgraph &b_depsgraph);
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/* get parameters */
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static SceneParams get_scene_params(BL::Scene &b_scene,
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const bool background,
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const bool use_developer_ui);
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static SessionParams get_session_params(BL::RenderEngine &b_engine,
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BL::Preferences &b_userpref,
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BL::Scene &b_scene,
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bool background);
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static bool get_session_pause(BL::Scene &b_scene, bool background);
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static BufferParams get_buffer_params(
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BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, Camera *cam, int width, int height);
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static DenoiseParams get_denoise_params(BL::Scene &b_scene,
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BL::ViewLayer &b_view_layer,
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bool background,
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const DeviceInfo &device);
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private:
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/* sync */
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void sync_lights(BL::Depsgraph &b_depsgraph, bool update_all);
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void sync_materials(BL::Depsgraph &b_depsgraph, bool update_all);
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void sync_objects(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, float motion_time = 0.0f);
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void sync_motion(BL::RenderSettings &b_render,
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BL::Depsgraph &b_depsgraph,
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BL::SpaceView3D &b_v3d,
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BL::Object &b_override,
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int width,
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int height,
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void **python_thread_state);
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void sync_film(BL::ViewLayer &b_view_layer, BL::SpaceView3D &b_v3d);
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void sync_view();
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/* Shader */
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array<Node *> find_used_shaders(BL::Object &b_ob);
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void sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
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void sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
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void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree);
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bool scene_attr_needs_recalc(Shader *shader, BL::Depsgraph &b_depsgraph);
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void resolve_view_layer_attributes(Shader *shader,
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ShaderGraph *graph,
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BL::Depsgraph &b_depsgraph);
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/* Object */
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Object *sync_object(BL::Depsgraph &b_depsgraph,
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BL::ViewLayer &b_view_layer,
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BL::DepsgraphObjectInstance &b_instance,
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float motion_time,
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bool use_particle_hair,
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bool show_lights,
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BlenderObjectCulling &culling,
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bool *use_portal,
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TaskPool *geom_task_pool);
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void sync_object_motion_init(BL::Object &b_parent, BL::Object &b_ob, Object *object);
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void sync_procedural(BL::Object &b_ob,
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BL::MeshSequenceCacheModifier &b_mesh_cache,
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bool has_subdivision);
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bool sync_object_attributes(BL::DepsgraphObjectInstance &b_instance, Object *object);
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/* Volume */
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void sync_volume(BObjectInfo &b_ob_info, Volume *volume);
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/* Mesh */
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void sync_mesh(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Mesh *mesh);
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void sync_mesh_motion(BL::Depsgraph b_depsgraph,
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BObjectInfo &b_ob_info,
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Mesh *mesh,
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int motion_step);
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/* Hair */
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void sync_hair(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Hair *hair);
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void sync_hair_motion(BL::Depsgraph b_depsgraph,
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BObjectInfo &b_ob_info,
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Hair *hair,
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int motion_step);
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void sync_hair(Hair *hair, BObjectInfo &b_ob_info, bool motion, int motion_step = 0);
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void sync_particle_hair(
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Hair *hair, BL::Mesh &b_mesh, BObjectInfo &b_ob_info, bool motion, int motion_step = 0);
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bool object_has_particle_hair(BL::Object b_ob);
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/* Point Cloud */
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void sync_pointcloud(PointCloud *pointcloud, BObjectInfo &b_ob_info);
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void sync_pointcloud_motion(PointCloud *pointcloud, BObjectInfo &b_ob_info, int motion_step = 0);
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/* Camera */
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void sync_camera_motion(
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BL::RenderSettings &b_render, BL::Object &b_ob, int width, int height, float motion_time);
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/* Geometry */
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Geometry *sync_geometry(BL::Depsgraph &b_depsgraph,
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BObjectInfo &b_ob_info,
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bool object_updated,
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bool use_particle_hair,
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TaskPool *task_pool);
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void sync_geometry_motion(BL::Depsgraph &b_depsgraph,
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BObjectInfo &b_ob_info,
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Object *object,
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float motion_time,
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bool use_particle_hair,
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TaskPool *task_pool);
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/* Light */
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void sync_light(BL::Object &b_parent,
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int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
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BObjectInfo &b_ob_info,
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int random_id,
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Transform &tfm,
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bool *use_portal);
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void sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal);
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/* Particles */
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bool sync_dupli_particle(BL::Object &b_ob,
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BL::DepsgraphObjectInstance &b_instance,
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Object *object);
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/* Images. */
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void sync_images();
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/* util */
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void find_shader(BL::ID &id, array<Node *> &used_shaders, Shader *default_shader);
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bool BKE_object_is_modified(BL::Object &b_ob);
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bool object_is_geometry(BObjectInfo &b_ob_info);
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bool object_can_have_geometry(BL::Object &b_ob);
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bool object_is_light(BL::Object &b_ob);
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bool object_is_camera(BL::Object &b_ob);
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/* variables */
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BL::RenderEngine b_engine;
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BL::BlendData b_data;
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BL::Scene b_scene;
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enum ShaderFlags { SHADER_WITH_LAYER_ATTRS };
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id_map<void *, Shader, ShaderFlags> shader_map;
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id_map<ObjectKey, Object> object_map;
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id_map<void *, Procedural> procedural_map;
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id_map<GeometryKey, Geometry> geometry_map;
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id_map<ObjectKey, Light> light_map;
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id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
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set<Geometry *> geometry_synced;
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set<Geometry *> geometry_motion_synced;
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set<Geometry *> geometry_motion_attribute_synced;
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/** Remember which geometries come from which objects to be able to sync them after changes. */
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map<void *, set<BL::ID>> instance_geometries_by_object;
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set<float> motion_times;
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void *world_map;
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bool world_recalc;
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BlenderViewportParameters viewport_parameters;
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Scene *scene;
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bool preview;
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bool experimental;
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bool use_developer_ui;
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float dicing_rate;
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int max_subdivisions;
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struct RenderLayerInfo {
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RenderLayerInfo()
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: material_override(PointerRNA_NULL),
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world_override(PointerRNA_NULL),
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use_background_shader(true),
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use_surfaces(true),
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use_hair(true),
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use_volumes(true),
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use_motion_blur(true),
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samples(0),
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bound_samples(false)
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{
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}
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string name;
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BL::Material material_override;
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BL::World world_override;
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bool use_background_shader;
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bool use_surfaces;
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bool use_hair;
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bool use_volumes;
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bool use_motion_blur;
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int samples;
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bool bound_samples;
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} view_layer;
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Progress &progress;
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/* Indicates that `sync_recalc()` detected changes in the scene.
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* If this flag is false then the data is considered to be up-to-date and will not be
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* synchronized at all. */
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bool has_updates_ = true;
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};
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CCL_NAMESPACE_END
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#endif /* __BLENDER_SYNC_H__ */
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