This PR adds Grease Pencil type filter in the view layer, so users can control whether Grease Pencil objects should be rendered or not. When the option is turned off, Grease Pencil rendering is skipped. Pull Request: https://projects.blender.org/blender/blender/pulls/137667
1434 lines
41 KiB
C++
1434 lines
41 KiB
C++
/* SPDX-FileCopyrightText: 2006 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup render
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*/
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#include <cstddef>
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#include <cstdlib>
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#include <cstring>
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#include "MEM_guardedalloc.h"
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#include "BLI_listbase.h"
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#include "BLI_math_bits.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "DNA_object_types.h"
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#include "BKE_camera.h"
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#include "BKE_global.hh"
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#include "BKE_node.hh"
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#include "BKE_report.hh"
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#include "BKE_scene.hh"
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#include "DEG_depsgraph.hh"
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#include "DEG_depsgraph_debug.hh"
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#include "DEG_depsgraph_query.hh"
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#include "GPU_context.hh"
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#ifdef WITH_PYTHON
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# include "BPY_extern.hh"
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#endif
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#include "IMB_imbuf_types.hh"
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#include "RE_bake.h"
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#include "RE_engine.h"
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#include "RE_pipeline.h"
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#include "DRW_engine.hh"
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#include "WM_api.hh"
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#include "pipeline.hh"
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#include "render_result.h"
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#include "render_types.h"
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/* Render Engine Types */
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ListBase R_engines = {nullptr, nullptr};
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void RE_engines_init()
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{
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DRW_engines_register();
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DRW_module_init();
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}
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void RE_engines_exit()
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{
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RenderEngineType *type, *next;
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DRW_engines_free();
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DRW_module_exit();
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for (type = static_cast<RenderEngineType *>(R_engines.first); type; type = next) {
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next = type->next;
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BLI_remlink(&R_engines, type);
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if (!(type->flag & RE_INTERNAL)) {
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if (type->rna_ext.free) {
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type->rna_ext.free(type->rna_ext.data);
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}
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MEM_freeN(type);
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}
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}
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}
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void RE_engines_register(RenderEngineType *render_type)
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{
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BLI_addtail(&R_engines, render_type);
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}
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RenderEngineType *RE_engines_find(const char *idname)
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{
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RenderEngineType *type = static_cast<RenderEngineType *>(
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BLI_findstring(&R_engines, idname, offsetof(RenderEngineType, idname)));
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if (!type) {
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type = static_cast<RenderEngineType *>(
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BLI_findstring(&R_engines, "BLENDER_EEVEE_NEXT", offsetof(RenderEngineType, idname)));
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}
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return type;
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}
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bool RE_engine_is_external(const Render *re)
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{
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return (re->engine && re->engine->type && re->engine->type->render);
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}
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bool RE_engine_supports_alembic_procedural(const RenderEngineType *render_type, Scene *scene)
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{
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if ((render_type->flag & RE_USE_ALEMBIC_PROCEDURAL) == 0) {
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return false;
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}
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if (BKE_scene_uses_cycles(scene) && !BKE_scene_uses_cycles_experimental_features(scene)) {
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return false;
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}
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return true;
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}
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/* Create, Free */
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RenderEngine *RE_engine_create(RenderEngineType *type)
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{
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RenderEngine *engine = MEM_callocN<RenderEngine>("RenderEngine");
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engine->type = type;
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BLI_mutex_init(&engine->update_render_passes_mutex);
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BLI_mutex_init(&engine->blender_gpu_context_mutex);
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return engine;
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}
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static void engine_depsgraph_free(RenderEngine *engine)
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{
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if (engine->depsgraph) {
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/* Need GPU context since this might free GPU buffers. */
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const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT);
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if (use_gpu_context) {
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/* This function can be called on the main thread before RenderEngine is destroyed.
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* In this case, just bind the main draw context to gather the deleted GPU buffers.
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* Binding the same GPU context as the render engine is not needed (see #129019). */
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if (BLI_thread_is_main()) {
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DRW_gpu_context_enable();
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}
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else {
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DRW_render_context_enable(engine->re);
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}
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}
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DEG_graph_free(engine->depsgraph);
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engine->depsgraph = nullptr;
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if (use_gpu_context) {
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if (BLI_thread_is_main()) {
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DRW_gpu_context_disable();
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}
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else {
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DRW_render_context_disable(engine->re);
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}
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}
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}
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}
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void RE_engine_free(RenderEngine *engine)
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{
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#ifdef WITH_PYTHON
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if (engine->py_instance) {
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BPY_DECREF_RNA_INVALIDATE(engine->py_instance);
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}
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#endif
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engine_depsgraph_free(engine);
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BLI_mutex_end(&engine->blender_gpu_context_mutex);
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BLI_mutex_end(&engine->update_render_passes_mutex);
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MEM_freeN(engine);
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}
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/* Bake Render Results */
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static RenderResult *render_result_from_bake(
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RenderEngine *engine, int x, int y, int w, int h, const char *layername)
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{
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BakeImage *image = &engine->bake.targets->images[engine->bake.image_id];
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const BakePixel *pixels = engine->bake.pixels + image->offset;
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const size_t channels_num = engine->bake.targets->channels_num;
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/* Remember layer name for to match images in render_frame_finish. */
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if (image->render_layer_name[0] == '\0') {
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STRNCPY(image->render_layer_name, layername);
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}
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/* Create render result with specified size. */
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RenderResult *rr = MEM_callocN<RenderResult>(__func__);
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rr->rectx = w;
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rr->recty = h;
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rr->tilerect.xmin = x;
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rr->tilerect.ymin = y;
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rr->tilerect.xmax = x + w;
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rr->tilerect.ymax = y + h;
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BKE_scene_ppm_get(&engine->re->r, rr->ppm);
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/* Add single baking render layer. */
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RenderLayer *rl = MEM_callocN<RenderLayer>("bake render layer");
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STRNCPY(rl->name, layername);
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rl->rectx = w;
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rl->recty = h;
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BLI_addtail(&rr->layers, rl);
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/* Add render passes. */
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render_layer_add_pass(rr, rl, channels_num, RE_PASSNAME_COMBINED, "", "RGBA", true);
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RenderPass *primitive_pass = render_layer_add_pass(rr, rl, 3, "BakePrimitive", "", "RGB", true);
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RenderPass *differential_pass = render_layer_add_pass(
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rr, rl, 4, "BakeDifferential", "", "RGBA", true);
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/* Per-pixel seeds are only needed for baking to vertex colors, see
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* bake_targets_populate_pixels_color_attributes for more details. */
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RenderPass *seed_pass = (image->image == nullptr) ?
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render_layer_add_pass(rr, rl, 1, "BakeSeed", "", "X", true) :
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nullptr;
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/* Fill render passes from bake pixel array, to be read by the render engine. */
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for (int ty = 0; ty < h; ty++) {
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size_t offset = ty * w;
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float *primitive = primitive_pass->ibuf->float_buffer.data + 3 * offset;
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float *seed = (seed_pass != nullptr) ? (seed_pass->ibuf->float_buffer.data + offset) : nullptr;
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float *differential = differential_pass->ibuf->float_buffer.data + 4 * offset;
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size_t bake_offset = (y + ty) * image->width + x;
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const BakePixel *bake_pixel = pixels + bake_offset;
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for (int tx = 0; tx < w; tx++) {
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if (bake_pixel->object_id != engine->bake.object_id) {
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primitive[0] = int_as_float(-1);
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primitive[1] = int_as_float(-1);
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primitive[2] = int_as_float(-1);
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}
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else {
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primitive[0] = bake_pixel->uv[0];
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primitive[1] = bake_pixel->uv[1];
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primitive[2] = int_as_float(bake_pixel->primitive_id);
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differential[0] = bake_pixel->du_dx;
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differential[1] = bake_pixel->du_dy;
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differential[2] = bake_pixel->dv_dx;
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differential[3] = bake_pixel->dv_dy;
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}
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if (seed_pass != nullptr) {
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*seed = int_as_float(bake_pixel->seed);
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seed += 1;
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}
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primitive += 3;
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differential += 4;
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bake_pixel++;
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}
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}
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return rr;
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}
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static void render_result_to_bake(RenderEngine *engine, RenderResult *rr)
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{
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RenderLayer *rl = static_cast<RenderLayer *>(rr->layers.first);
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RenderPass *rpass = RE_pass_find_by_name(rl, RE_PASSNAME_COMBINED, "");
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if (!rpass) {
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return;
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}
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/* Find bake image corresponding to layer. */
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int image_id = 0;
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for (; image_id < engine->bake.targets->images_num; image_id++) {
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if (STREQ(engine->bake.targets->images[image_id].render_layer_name, rl->name)) {
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break;
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}
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}
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if (image_id == engine->bake.targets->images_num) {
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return;
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}
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const BakeImage *image = &engine->bake.targets->images[image_id];
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const BakePixel *pixels = engine->bake.pixels + image->offset;
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const size_t channels_num = engine->bake.targets->channels_num;
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const size_t channels_size = channels_num * sizeof(float);
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float *result = engine->bake.result + image->offset * channels_num;
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/* Copy from tile render result to full image bake result. Just the pixels for the
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* object currently being baked, to preserve other objects when baking multiple. */
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const int x = rr->tilerect.xmin;
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const int y = rr->tilerect.ymin;
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const int w = rr->tilerect.xmax - rr->tilerect.xmin;
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const int h = rr->tilerect.ymax - rr->tilerect.ymin;
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for (int ty = 0; ty < h; ty++) {
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const size_t offset = ty * w;
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const size_t bake_offset = (y + ty) * image->width + x;
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const float *pass_rect = rpass->ibuf->float_buffer.data + offset * channels_num;
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const BakePixel *bake_pixel = pixels + bake_offset;
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float *bake_result = result + bake_offset * channels_num;
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for (int tx = 0; tx < w; tx++) {
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if (bake_pixel->object_id == engine->bake.object_id) {
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memcpy(bake_result, pass_rect, channels_size);
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}
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pass_rect += channels_num;
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bake_result += channels_num;
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bake_pixel++;
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}
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}
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}
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/* Render Results */
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RenderResult *RE_engine_begin_result(
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RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname)
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{
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if (engine->bake.targets) {
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RenderResult *result = render_result_from_bake(engine, x, y, w, h, layername);
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BLI_addtail(&engine->fullresult, result);
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return result;
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}
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Render *re = engine->re;
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RenderResult *result;
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rcti disprect;
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/* ensure the coordinates are within the right limits */
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CLAMP(x, 0, re->result->rectx);
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CLAMP(y, 0, re->result->recty);
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CLAMP(w, 0, re->result->rectx);
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CLAMP(h, 0, re->result->recty);
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if (x + w > re->result->rectx) {
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w = re->result->rectx - x;
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}
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if (y + h > re->result->recty) {
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h = re->result->recty - y;
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}
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/* allocate a render result */
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disprect.xmin = x;
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disprect.xmax = x + w;
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disprect.ymin = y;
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disprect.ymax = y + h;
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result = render_result_new(re, &disprect, layername, viewname);
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/* TODO: make this thread safe. */
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/* can be nullptr if we CLAMP the width or height to 0 */
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if (result) {
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render_result_clone_passes(re, result, viewname);
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render_result_passes_allocated_ensure(result);
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BLI_addtail(&engine->fullresult, result);
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result->tilerect.xmin += re->disprect.xmin;
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result->tilerect.xmax += re->disprect.xmin;
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result->tilerect.ymin += re->disprect.ymin;
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result->tilerect.ymax += re->disprect.ymin;
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}
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return result;
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}
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static void re_ensure_passes_allocated_thread_safe(Render *re)
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{
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if (!re->result->passes_allocated) {
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BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
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if (!re->result->passes_allocated) {
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render_result_passes_allocated_ensure(re->result);
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}
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BLI_rw_mutex_unlock(&re->resultmutex);
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}
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}
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void RE_engine_update_result(RenderEngine *engine, RenderResult *result)
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{
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if (engine->bake.targets) {
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/* No interactive baking updates for now. */
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return;
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}
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Render *re = engine->re;
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if (result) {
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re_ensure_passes_allocated_thread_safe(re);
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render_result_merge(re->result, result);
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result->renlay = static_cast<RenderLayer *>(
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result->layers.first); /* weak, draws first layer always */
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re->display_update(result, nullptr);
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}
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}
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void RE_engine_add_pass(RenderEngine *engine,
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const char *name,
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int channels,
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const char *chan_id,
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const char *layername)
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{
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Render *re = engine->re;
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if (!re || !re->result) {
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return;
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}
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RE_create_render_pass(re->result, name, channels, chan_id, layername, nullptr, false);
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}
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void RE_engine_end_result(
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RenderEngine *engine, RenderResult *result, bool cancel, bool highlight, bool merge_results)
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{
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Render *re = engine->re;
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if (!result) {
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return;
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}
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if (engine->bake.targets) {
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if (!cancel || merge_results) {
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render_result_to_bake(engine, result);
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}
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BLI_remlink(&engine->fullresult, result);
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render_result_free(result);
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return;
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}
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if (re->engine && (re->engine->flag & RE_ENGINE_HIGHLIGHT_TILES)) {
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blender::render::TilesHighlight *tile_highlight = re->get_tile_highlight();
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if (tile_highlight) {
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if (highlight) {
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tile_highlight->highlight_tile_for_result(result);
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}
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else {
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tile_highlight->unhighlight_tile_for_result(result);
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}
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}
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}
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if (!cancel || merge_results) {
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if (!(re->test_break() && (re->r.scemode & R_BUTS_PREVIEW))) {
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re_ensure_passes_allocated_thread_safe(re);
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render_result_merge(re->result, result);
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}
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/* draw */
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if (!re->test_break()) {
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result->renlay = static_cast<RenderLayer *>(
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result->layers.first); /* weak, draws first layer always */
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re->display_update(result, nullptr);
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}
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}
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/* free */
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BLI_remlink(&engine->fullresult, result);
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render_result_free(result);
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}
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RenderResult *RE_engine_get_result(RenderEngine *engine)
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{
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return engine->re->result;
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}
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/* Cancel */
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bool RE_engine_test_break(RenderEngine *engine)
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{
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Render *re = engine->re;
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if (re) {
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return re->test_break();
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}
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return false;
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}
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/* Statistics */
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void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info)
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{
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Render *re = engine->re;
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/* stats draw callback */
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if (re) {
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re->i.statstr = stats;
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re->i.infostr = info;
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re->stats_draw(&re->i);
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re->i.infostr = nullptr;
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re->i.statstr = nullptr;
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}
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/* set engine text */
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engine->text[0] = '\0';
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if (stats && stats[0] && info && info[0]) {
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SNPRINTF(engine->text, "%s | %s", stats, info);
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}
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else if (info && info[0]) {
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STRNCPY(engine->text, info);
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}
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else if (stats && stats[0]) {
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STRNCPY(engine->text, stats);
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}
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}
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void RE_engine_update_progress(RenderEngine *engine, float progress)
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{
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Render *re = engine->re;
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if (re) {
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CLAMP(progress, 0.0f, 1.0f);
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re->progress(progress);
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}
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}
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void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak)
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{
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|
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, (eReportType)type, msg);
|
|
}
|
|
else if (engine->reports) {
|
|
BKE_report(engine->reports, (eReportType)type, msg);
|
|
}
|
|
}
|
|
|
|
void RE_engine_set_error_message(RenderEngine *engine, const char *msg)
|
|
{
|
|
Render *re = engine->re;
|
|
if (re != nullptr) {
|
|
RenderResult *rr = RE_AcquireResultRead(re);
|
|
if (rr) {
|
|
if (rr->error != nullptr) {
|
|
MEM_freeN(rr->error);
|
|
}
|
|
rr->error = BLI_strdup(msg);
|
|
}
|
|
RE_ReleaseResult(re);
|
|
}
|
|
}
|
|
|
|
RenderPass *RE_engine_pass_by_index_get(RenderEngine *engine, const char *layer_name, int index)
|
|
{
|
|
Render *re = engine->re;
|
|
if (re == nullptr) {
|
|
return nullptr;
|
|
}
|
|
|
|
RenderPass *pass = nullptr;
|
|
|
|
RenderResult *rr = RE_AcquireResultRead(re);
|
|
if (rr != nullptr) {
|
|
const RenderLayer *layer = RE_GetRenderLayer(rr, layer_name);
|
|
if (layer != nullptr) {
|
|
pass = static_cast<RenderPass *>(BLI_findlink(&layer->passes, index));
|
|
}
|
|
}
|
|
RE_ReleaseResult(re);
|
|
|
|
return pass;
|
|
}
|
|
|
|
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, bool use_spherical_stereo)
|
|
{
|
|
/* When using spherical stereo, get camera shift without multiview,
|
|
* leaving stereo to be handled by the engine. */
|
|
Render *re = engine->re;
|
|
if (use_spherical_stereo || re == nullptr) {
|
|
return BKE_camera_multiview_shift_x(nullptr, camera, nullptr);
|
|
}
|
|
|
|
return BKE_camera_multiview_shift_x(&re->r, camera, re->viewname);
|
|
}
|
|
|
|
void RE_engine_get_camera_model_matrix(RenderEngine *engine,
|
|
Object *camera,
|
|
bool use_spherical_stereo,
|
|
float r_modelmat[16])
|
|
{
|
|
/* When using spherical stereo, get model matrix without multiview,
|
|
* leaving stereo to be handled by the engine. */
|
|
Render *re = engine->re;
|
|
if (use_spherical_stereo || re == nullptr) {
|
|
BKE_camera_multiview_model_matrix(nullptr, camera, nullptr, (float(*)[4])r_modelmat);
|
|
}
|
|
else {
|
|
BKE_camera_multiview_model_matrix(&re->r, camera, re->viewname, (float(*)[4])r_modelmat);
|
|
}
|
|
}
|
|
|
|
bool RE_engine_get_spherical_stereo(RenderEngine *engine, Object *camera)
|
|
{
|
|
Render *re = engine->re;
|
|
return BKE_camera_multiview_spherical_stereo(re ? &re->r : nullptr, camera) ? true : false;
|
|
}
|
|
|
|
const rcti *RE_engine_get_current_tiles(Render *re, int *r_total_tiles)
|
|
{
|
|
blender::render::TilesHighlight *tiles_highlight = re->get_tile_highlight();
|
|
if (!tiles_highlight) {
|
|
*r_total_tiles = 0;
|
|
return nullptr;
|
|
};
|
|
|
|
blender::Span<rcti> highlighted_tiles = tiles_highlight->get_all_highlighted_tiles();
|
|
|
|
*r_total_tiles = highlighted_tiles.size();
|
|
return highlighted_tiles.data();
|
|
}
|
|
|
|
RenderData *RE_engine_get_render_data(Render *re)
|
|
{
|
|
return &re->r;
|
|
}
|
|
|
|
bool RE_engine_use_persistent_data(RenderEngine *engine)
|
|
{
|
|
/* Re-rendering is not supported with GPU contexts, since the GPU context
|
|
* is destroyed when the render thread exists. */
|
|
return (engine->re->r.mode & R_PERSISTENT_DATA) && !(engine->type->flag & RE_USE_GPU_CONTEXT);
|
|
}
|
|
|
|
static bool engine_keep_depsgraph(RenderEngine *engine)
|
|
{
|
|
/* For persistent data or GPU engines like Eevee, reuse the depsgraph between
|
|
* view layers and animation frames. For renderers like Cycles that create
|
|
* their own copy of the scene, persistent data must be explicitly enabled to
|
|
* keep memory usage low by default. */
|
|
return (engine->re->r.mode & R_PERSISTENT_DATA) || (engine->type->flag & RE_USE_GPU_CONTEXT);
|
|
}
|
|
|
|
/* Depsgraph */
|
|
static void engine_depsgraph_init(RenderEngine *engine, ViewLayer *view_layer)
|
|
{
|
|
Main *bmain = engine->re->main;
|
|
Scene *scene = engine->re->scene;
|
|
bool reuse_depsgraph = false;
|
|
|
|
/* Reuse depsgraph from persistent data if possible. */
|
|
if (engine->depsgraph) {
|
|
if (DEG_get_bmain(engine->depsgraph) != bmain ||
|
|
DEG_get_input_scene(engine->depsgraph) != scene)
|
|
{
|
|
/* If bmain or scene changes, we need a completely new graph. */
|
|
engine_depsgraph_free(engine);
|
|
}
|
|
else if (DEG_get_input_view_layer(engine->depsgraph) != view_layer) {
|
|
/* If only view layer changed, reuse depsgraph in the hope of reusing
|
|
* objects shared between view layers. */
|
|
DEG_graph_replace_owners(engine->depsgraph, bmain, scene, view_layer);
|
|
DEG_graph_tag_relations_update(engine->depsgraph);
|
|
}
|
|
|
|
reuse_depsgraph = true;
|
|
}
|
|
|
|
if (!engine->depsgraph) {
|
|
/* Ensure we only use persistent data for one scene / view layer at a time,
|
|
* to avoid excessive memory usage. */
|
|
RE_FreePersistentData(nullptr);
|
|
|
|
/* Create new depsgraph if not cached with persistent data. */
|
|
engine->depsgraph = DEG_graph_new(bmain, scene, view_layer, DAG_EVAL_RENDER);
|
|
DEG_debug_name_set(engine->depsgraph, "RENDER");
|
|
}
|
|
|
|
if (engine->re->r.scemode & R_BUTS_PREVIEW) {
|
|
/* Update for preview render. */
|
|
Depsgraph *depsgraph = engine->depsgraph;
|
|
DEG_graph_relations_update(depsgraph);
|
|
|
|
/* Need GPU context since this might free GPU buffers. */
|
|
const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT) && reuse_depsgraph;
|
|
if (use_gpu_context) {
|
|
DRW_render_context_enable(engine->re);
|
|
}
|
|
|
|
DEG_evaluate_on_framechange(depsgraph, BKE_scene_frame_get(scene));
|
|
|
|
if (use_gpu_context) {
|
|
DRW_render_context_disable(engine->re);
|
|
}
|
|
}
|
|
else {
|
|
/* Go through update with full Python callbacks for regular render. */
|
|
BKE_scene_graph_update_for_newframe_ex(engine->depsgraph, false);
|
|
}
|
|
|
|
engine->has_grease_pencil = DRW_render_check_grease_pencil(engine->depsgraph);
|
|
}
|
|
|
|
static void engine_depsgraph_exit(RenderEngine *engine)
|
|
{
|
|
if (engine->depsgraph) {
|
|
if (engine_keep_depsgraph(engine)) {
|
|
/* Clear recalc flags since the engine should have handled the updates for the currently
|
|
* rendered framed by now. */
|
|
DEG_ids_clear_recalc(engine->depsgraph, false);
|
|
}
|
|
else {
|
|
/* Free immediately to save memory. */
|
|
engine_depsgraph_free(engine);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RE_engine_frame_set(RenderEngine *engine, int frame, float subframe)
|
|
{
|
|
if (!engine->depsgraph) {
|
|
return;
|
|
}
|
|
|
|
/* Clear recalc flags before update so engine can detect what changed. */
|
|
DEG_ids_clear_recalc(engine->depsgraph, false);
|
|
|
|
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_ex(engine->depsgraph, false);
|
|
|
|
BKE_scene_camera_switch_update(re->scene);
|
|
}
|
|
|
|
/* 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(const Render *re)
|
|
{
|
|
const RenderEngineType *type = RE_engines_find(re->r.engine);
|
|
return (type->bake != nullptr);
|
|
}
|
|
|
|
bool RE_bake_engine(Render *re,
|
|
Depsgraph *depsgraph,
|
|
Object *object,
|
|
const int object_id,
|
|
const BakePixel pixel_array[],
|
|
const BakeTargets *targets,
|
|
const eScenePassType pass_type,
|
|
const int pass_filter,
|
|
float result[])
|
|
{
|
|
RenderEngineType *type = RE_engines_find(re->r.engine);
|
|
RenderEngine *engine;
|
|
|
|
/* 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);
|
|
|
|
/* 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;
|
|
|
|
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);
|
|
}
|
|
|
|
/* Bake all images. */
|
|
engine->bake.targets = targets;
|
|
engine->bake.pixels = pixel_array;
|
|
engine->bake.result = result;
|
|
engine->bake.object_id = object_id;
|
|
|
|
for (int i = 0; i < targets->images_num; i++) {
|
|
const BakeImage *image = &targets->images[i];
|
|
engine->bake.image_id = i;
|
|
|
|
type->bake(
|
|
engine, engine->depsgraph, object, pass_type, pass_filter, image->width, image->height);
|
|
}
|
|
|
|
/* Optionally let render images read bake images from disk delayed. */
|
|
if (type->render_frame_finish) {
|
|
engine->bake.image_id = 0;
|
|
type->render_frame_finish(engine);
|
|
}
|
|
|
|
memset(&engine->bake, 0, sizeof(engine->bake));
|
|
|
|
engine->depsgraph = nullptr;
|
|
}
|
|
|
|
engine->flag &= ~RE_ENGINE_RENDERING;
|
|
|
|
engine_depsgraph_free(engine);
|
|
|
|
RE_engine_free(engine);
|
|
re->engine = nullptr;
|
|
|
|
if (BKE_reports_contain(re->reports, RPT_ERROR)) {
|
|
G.is_break = true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Render */
|
|
|
|
static bool possibly_using_gpu_compositor(const Render *re)
|
|
{
|
|
if (re->r.compositor_device != SCE_COMPOSITOR_DEVICE_GPU) {
|
|
return false;
|
|
}
|
|
|
|
const Scene *scene = re->pipeline_scene_eval;
|
|
return (scene->nodetree && scene->use_nodes && (scene->r.scemode & R_DOCOMP));
|
|
}
|
|
|
|
static void engine_render_view_layer(Render *re,
|
|
RenderEngine *engine,
|
|
ViewLayer *view_layer_iter,
|
|
const bool use_engine,
|
|
const bool use_grease_pencil)
|
|
{
|
|
/* Lock UI so scene can't be edited while we read from it in this render thread. */
|
|
re->draw_lock();
|
|
|
|
/* Create depsgraph with scene evaluated at render resolution. */
|
|
ViewLayer *view_layer = static_cast<ViewLayer *>(
|
|
BLI_findstring(&re->scene->view_layers, view_layer_iter->name, offsetof(ViewLayer, name)));
|
|
if (!re->prepare_viewlayer(view_layer, engine->depsgraph)) {
|
|
re->draw_unlock();
|
|
return;
|
|
}
|
|
engine_depsgraph_init(engine, view_layer);
|
|
|
|
/* Sync data to engine, within draw lock so scene data can be accessed safely. */
|
|
if (use_engine) {
|
|
const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT);
|
|
if (use_gpu_context) {
|
|
DRW_render_context_enable(engine->re);
|
|
}
|
|
else if (G.background && ((engine->has_grease_pencil && use_grease_pencil) ||
|
|
possibly_using_gpu_compositor(re)))
|
|
{
|
|
/* Workaround for specific NVidia drivers which crash on Linux when OptiX context is
|
|
* initialized prior to OpenGL context. This affects driver versions 545.29.06, 550.54.14,
|
|
* and 550.67 running on kernel 6.8.
|
|
*
|
|
* The idea here is to initialize GPU context before giving control to the render engine in
|
|
* cases when we know that the GPU context will definitely be needed later on.
|
|
*
|
|
* Only do it for background renders to avoid possible extra global locking during the
|
|
* context initialization. For the non-background renders the GPU context is already
|
|
* initialized for the Blender interface and no workaround is needed.
|
|
*
|
|
* Technically it is enough to only call WM_init_gpu() here, but it expects to only be called
|
|
* once, and from here it is not possible to know whether GPU sub-system is initialized or
|
|
* not. So instead temporarily enable the render context, which will take care of the GPU
|
|
* context initialization.
|
|
*
|
|
* For demo file and tracking progress of possible fixes on driver side refer to #120007. */
|
|
DRW_render_context_enable(engine->re);
|
|
DRW_render_context_disable(engine->re);
|
|
}
|
|
|
|
if (engine->type->update) {
|
|
engine->type->update(engine, re->main, engine->depsgraph);
|
|
}
|
|
if (use_gpu_context) {
|
|
DRW_render_context_disable(engine->re);
|
|
}
|
|
}
|
|
|
|
re->draw_unlock();
|
|
|
|
/* Perform render with engine. */
|
|
if (use_engine) {
|
|
const bool use_gpu_context = (engine->type->flag & RE_USE_GPU_CONTEXT);
|
|
if (use_gpu_context) {
|
|
DRW_render_context_enable(engine->re);
|
|
}
|
|
|
|
BLI_mutex_lock(&engine->re->engine_draw_mutex);
|
|
re->engine->flag |= RE_ENGINE_CAN_DRAW;
|
|
BLI_mutex_unlock(&engine->re->engine_draw_mutex);
|
|
|
|
engine->type->render(engine, engine->depsgraph);
|
|
|
|
BLI_mutex_lock(&engine->re->engine_draw_mutex);
|
|
re->engine->flag &= ~RE_ENGINE_CAN_DRAW;
|
|
BLI_mutex_unlock(&engine->re->engine_draw_mutex);
|
|
|
|
if (use_gpu_context) {
|
|
DRW_render_context_disable(engine->re);
|
|
}
|
|
}
|
|
|
|
/* Optionally composite grease pencil over render result.
|
|
* Only do it if the passes are allocated (and the engine will not override the grease pencil
|
|
* when reading its result from EXR file and writing to the Blender side. */
|
|
if (engine->has_grease_pencil && use_grease_pencil && re->result->passes_allocated) {
|
|
/* NOTE: External engine might have been requested to free its
|
|
* dependency graph, which is only allowed if there is no grease
|
|
* pencil (pipeline is taking care of that). */
|
|
if (!RE_engine_test_break(engine) && engine->depsgraph != nullptr) {
|
|
DRW_render_gpencil(engine, engine->depsgraph);
|
|
}
|
|
}
|
|
|
|
/* Free dependency graph, if engine has not done it already. */
|
|
engine_depsgraph_exit(engine);
|
|
}
|
|
|
|
/* Callback function for engine_render_create_result to add all render passes to the result. */
|
|
static void engine_render_add_result_pass_cb(void *user_data,
|
|
Scene * /*scene*/,
|
|
ViewLayer *view_layer,
|
|
const char *name,
|
|
int channels,
|
|
const char *chanid,
|
|
eNodeSocketDatatype /*type*/)
|
|
{
|
|
RenderResult *rr = (RenderResult *)user_data;
|
|
RE_create_render_pass(rr, name, channels, chanid, view_layer->name, RR_ALL_VIEWS, false);
|
|
}
|
|
|
|
static RenderResult *engine_render_create_result(Render *re)
|
|
{
|
|
RenderResult *rr = render_result_new(re, &re->disprect, RR_ALL_LAYERS, RR_ALL_VIEWS);
|
|
if (rr == nullptr) {
|
|
return nullptr;
|
|
}
|
|
|
|
FOREACH_VIEW_LAYER_TO_RENDER_BEGIN (re, view_layer) {
|
|
RE_engine_update_render_passes(
|
|
re->engine, re->scene, view_layer, engine_render_add_result_pass_cb, rr);
|
|
}
|
|
FOREACH_VIEW_LAYER_TO_RENDER_END;
|
|
|
|
/* Preview does not support deferred render result allocation. */
|
|
if (re->r.scemode & R_BUTS_PREVIEW) {
|
|
render_result_passes_allocated_ensure(rr);
|
|
}
|
|
|
|
return rr;
|
|
}
|
|
|
|
bool RE_engine_render(Render *re, bool do_all)
|
|
{
|
|
RenderEngineType *type = RE_engines_find(re->r.engine);
|
|
|
|
/* verify if we can render */
|
|
if (!type->render) {
|
|
return false;
|
|
}
|
|
if ((re->r.scemode & R_BUTS_PREVIEW) && !(type->flag & RE_USE_PREVIEW)) {
|
|
return false;
|
|
}
|
|
if (do_all && !(type->flag & RE_USE_POSTPROCESS)) {
|
|
return false;
|
|
}
|
|
if (!do_all && (type->flag & RE_USE_POSTPROCESS)) {
|
|
return false;
|
|
}
|
|
|
|
/* Lock drawing in UI during data phase. */
|
|
re->draw_lock();
|
|
|
|
if ((type->flag & RE_USE_GPU_CONTEXT) && !GPU_backend_supported()) {
|
|
/* Clear UI drawing locks. */
|
|
re->draw_unlock();
|
|
BKE_report(re->reports, RPT_ERROR, "Cannot initialize the GPU");
|
|
G.is_break = true;
|
|
return true;
|
|
}
|
|
|
|
/* Create engine. */
|
|
RenderEngine *engine = re->engine;
|
|
|
|
if (!engine) {
|
|
engine = RE_engine_create(type);
|
|
re->engine = engine;
|
|
}
|
|
|
|
/* Create render result. Do this before acquiring lock, to avoid lock
|
|
* inversion as this calls python to get the render passes, while python UI
|
|
* code can also hold a lock on the render result. */
|
|
const bool create_new_result = (re->result == nullptr || !(re->r.scemode & R_BUTS_PREVIEW));
|
|
RenderResult *new_result = (create_new_result) ? engine_render_create_result(re) : nullptr;
|
|
|
|
BLI_rw_mutex_lock(&re->resultmutex, THREAD_LOCK_WRITE);
|
|
if (create_new_result) {
|
|
if (re->result) {
|
|
render_result_free(re->result);
|
|
}
|
|
|
|
re->result = new_result;
|
|
}
|
|
BLI_rw_mutex_unlock(&re->resultmutex);
|
|
|
|
if (re->result == nullptr) {
|
|
/* Clear UI drawing locks. */
|
|
re->draw_unlock();
|
|
/* Free engine. */
|
|
RE_engine_free(engine);
|
|
re->engine = nullptr;
|
|
/* 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 true;
|
|
}
|
|
|
|
/* set render info */
|
|
re->i.cfra = re->scene->r.cfra;
|
|
STRNCPY(re->i.scene_name, re->scene->id.name + 2);
|
|
|
|
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->resolution_x = re->winx;
|
|
engine->resolution_y = re->winy;
|
|
|
|
/* Clear UI drawing locks. */
|
|
re->draw_unlock();
|
|
|
|
/* Render view layers. */
|
|
bool delay_grease_pencil = false;
|
|
|
|
if (type->render) {
|
|
FOREACH_VIEW_LAYER_TO_RENDER_BEGIN (re, view_layer_iter) {
|
|
const bool use_grease_pencil = (view_layer_iter->layflag & SCE_LAY_GREASE_PENCIL) != 0;
|
|
engine_render_view_layer(re, engine, view_layer_iter, true, use_grease_pencil);
|
|
|
|
/* If render passes are not allocated the render engine deferred final pixels write for
|
|
* later. Need to defer the grease pencil for until after the engine has written the
|
|
* render result to Blender. */
|
|
delay_grease_pencil = use_grease_pencil && engine->has_grease_pencil &&
|
|
!re->result->passes_allocated;
|
|
|
|
if (RE_engine_test_break(engine)) {
|
|
break;
|
|
}
|
|
}
|
|
FOREACH_VIEW_LAYER_TO_RENDER_END;
|
|
}
|
|
|
|
if (type->render_frame_finish) {
|
|
type->render_frame_finish(engine);
|
|
}
|
|
|
|
/* Perform delayed grease pencil rendering. */
|
|
if (delay_grease_pencil) {
|
|
FOREACH_VIEW_LAYER_TO_RENDER_BEGIN (re, view_layer_iter) {
|
|
const bool use_grease_pencil = (view_layer_iter->layflag & SCE_LAY_GREASE_PENCIL) != 0;
|
|
if (!use_grease_pencil) {
|
|
continue;
|
|
}
|
|
engine_render_view_layer(re, engine, view_layer_iter, false, true);
|
|
if (RE_engine_test_break(engine)) {
|
|
break;
|
|
}
|
|
}
|
|
FOREACH_VIEW_LAYER_TO_RENDER_END;
|
|
}
|
|
|
|
/* Clear tile data */
|
|
engine->flag &= ~RE_ENGINE_RENDERING;
|
|
|
|
render_result_free_list(&engine->fullresult,
|
|
static_cast<RenderResult *>(engine->fullresult.first));
|
|
|
|
/* re->engine becomes zero if user changed active render engine during render */
|
|
if (!engine_keep_depsgraph(engine) || !re->engine) {
|
|
engine_depsgraph_free(engine);
|
|
|
|
RE_engine_free(engine);
|
|
re->engine = nullptr;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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 true;
|
|
}
|
|
|
|
void RE_engine_update_render_passes(RenderEngine *engine,
|
|
Scene *scene,
|
|
ViewLayer *view_layer,
|
|
update_render_passes_cb_t callback,
|
|
void *callback_data)
|
|
{
|
|
if (!(scene && view_layer && engine && callback && engine->type->update_render_passes)) {
|
|
return;
|
|
}
|
|
|
|
BLI_mutex_lock(&engine->update_render_passes_mutex);
|
|
|
|
engine->update_render_passes_cb = callback;
|
|
engine->update_render_passes_data = callback_data;
|
|
engine->type->update_render_passes(engine, scene, view_layer);
|
|
engine->update_render_passes_cb = nullptr;
|
|
engine->update_render_passes_data = nullptr;
|
|
|
|
BLI_mutex_unlock(&engine->update_render_passes_mutex);
|
|
}
|
|
|
|
void RE_engine_register_pass(RenderEngine *engine,
|
|
Scene *scene,
|
|
ViewLayer *view_layer,
|
|
const char *name,
|
|
int channels,
|
|
const char *chanid,
|
|
eNodeSocketDatatype type)
|
|
{
|
|
if (!(scene && view_layer && engine && engine->update_render_passes_cb)) {
|
|
return;
|
|
}
|
|
|
|
engine->update_render_passes_cb(
|
|
engine->update_render_passes_data, scene, view_layer, name, channels, chanid, type);
|
|
}
|
|
|
|
void RE_engine_free_blender_memory(RenderEngine *engine)
|
|
{
|
|
/* Weak way to save memory, but not crash grease pencil.
|
|
*
|
|
* TODO(sergey): Find better solution for this.
|
|
*/
|
|
if (engine->has_grease_pencil || engine_keep_depsgraph(engine)) {
|
|
return;
|
|
}
|
|
engine_depsgraph_free(engine);
|
|
}
|
|
|
|
RenderEngine *RE_engine_get(const Render *re)
|
|
{
|
|
return re->engine;
|
|
}
|
|
|
|
RenderEngine *RE_view_engine_get(const ViewRender *view_render)
|
|
{
|
|
return view_render->engine;
|
|
}
|
|
|
|
bool RE_engine_draw_acquire(Render *re)
|
|
{
|
|
RenderEngine *engine = re->engine;
|
|
|
|
if (!engine) {
|
|
/* No engine-side drawing if the engine does not exist. */
|
|
return false;
|
|
}
|
|
|
|
if (!engine->type->draw) {
|
|
/* Required callbacks are not implemented on the engine side. */
|
|
return false;
|
|
}
|
|
|
|
/* Lock before checking the flag, to avoid possible conflicts with the render thread. */
|
|
BLI_mutex_lock(&re->engine_draw_mutex);
|
|
|
|
if ((engine->flag & RE_ENGINE_CAN_DRAW) == 0) {
|
|
/* The rendering is not started yet, or has finished.
|
|
*
|
|
* In the former case there will nothing to be drawn, so can simply use RenderResult drawing
|
|
* pipeline. In the latter case the engine has destroyed its display-only resources (textures,
|
|
* graphics interops, etc..) so need to use the #RenderResult drawing pipeline. */
|
|
BLI_mutex_unlock(&re->engine_draw_mutex);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void RE_engine_draw_release(Render *re)
|
|
{
|
|
BLI_mutex_unlock(&re->engine_draw_mutex);
|
|
}
|
|
|
|
void RE_engine_tile_highlight_set(
|
|
RenderEngine *engine, int x, int y, int width, int height, bool highlight)
|
|
{
|
|
if (!engine->re) {
|
|
/* No render on the engine, so nowhere to store the highlighted tiles information. */
|
|
return;
|
|
}
|
|
if ((engine->flag & RE_ENGINE_HIGHLIGHT_TILES) == 0) {
|
|
/* Engine reported it does not support tiles highlight, but attempted to set the highlight.
|
|
* Technically it is a logic error, but there is no good way to inform an external engine about
|
|
* it. */
|
|
return;
|
|
}
|
|
|
|
blender::render::TilesHighlight *tile_highlight = engine->re->get_tile_highlight();
|
|
if (!tile_highlight) {
|
|
/* The renderer itself does not support tiles highlight. */
|
|
return;
|
|
}
|
|
|
|
if (highlight) {
|
|
tile_highlight->highlight_tile(x, y, width, height);
|
|
}
|
|
else {
|
|
tile_highlight->unhighlight_tile(x, y, width, height);
|
|
}
|
|
}
|
|
|
|
void RE_engine_tile_highlight_clear_all(RenderEngine *engine)
|
|
{
|
|
if (!engine->re) {
|
|
/* No render on the engine, so nowhere to store the highlighted tiles information. */
|
|
return;
|
|
}
|
|
if ((engine->flag & RE_ENGINE_HIGHLIGHT_TILES) == 0) {
|
|
/* Engine reported it does not support tiles highlight, but attempted to set the highlight.
|
|
* Technically it is a logic error, but there is no good way to inform an external engine about
|
|
* it. */
|
|
return;
|
|
}
|
|
|
|
blender::render::TilesHighlight *tile_highlight = engine->re->get_tile_highlight();
|
|
if (!tile_highlight) {
|
|
/* The renderer itself does not support tiles highlight. */
|
|
return;
|
|
}
|
|
|
|
tile_highlight->clear();
|
|
}
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name GPU context manipulation.
|
|
*
|
|
* GPU context for engine to create and update GPU resources in its own thread,
|
|
* without blocking the main thread. Used by Cycles' display driver to create
|
|
* display textures.
|
|
*
|
|
* \{ */
|
|
|
|
bool RE_engine_gpu_context_create(RenderEngine *engine)
|
|
{
|
|
/* If the there already is a draw manager render context available, reuse it. */
|
|
engine->use_drw_render_context = (engine->re && RE_system_gpu_context_get(engine->re));
|
|
if (engine->use_drw_render_context) {
|
|
return true;
|
|
}
|
|
|
|
/* Viewport render case where no render context is available. We are expected to be on
|
|
* the main thread here to safely create a context. */
|
|
BLI_assert(BLI_thread_is_main());
|
|
|
|
const bool drw_state = DRW_gpu_context_release();
|
|
engine->system_gpu_context = WM_system_gpu_context_create();
|
|
|
|
if (engine->system_gpu_context) {
|
|
/* Activate new GPU Context for GPUContext creation. */
|
|
WM_system_gpu_context_activate(engine->system_gpu_context);
|
|
/* Requires GPUContext for usage of GPU Module for displaying results. */
|
|
engine->blender_gpu_context = GPU_context_create(nullptr, engine->system_gpu_context);
|
|
GPU_context_active_set(nullptr);
|
|
/* Deactivate newly created GPU Context, as it is not needed until
|
|
* `RE_engine_gpu_context_enable` is called. */
|
|
WM_system_gpu_context_release(engine->system_gpu_context);
|
|
}
|
|
else {
|
|
engine->blender_gpu_context = nullptr;
|
|
}
|
|
|
|
DRW_gpu_context_activate(drw_state);
|
|
|
|
return engine->system_gpu_context != nullptr;
|
|
}
|
|
|
|
void RE_engine_gpu_context_destroy(RenderEngine *engine)
|
|
{
|
|
if (!engine->system_gpu_context) {
|
|
return;
|
|
}
|
|
|
|
const bool drw_state = DRW_gpu_context_release();
|
|
|
|
WM_system_gpu_context_activate(engine->system_gpu_context);
|
|
if (engine->blender_gpu_context) {
|
|
GPUContext *restore_context = GPU_context_active_get();
|
|
GPU_context_active_set(engine->blender_gpu_context);
|
|
GPU_context_discard(engine->blender_gpu_context);
|
|
if (restore_context != engine->blender_gpu_context) {
|
|
GPU_context_active_set(restore_context);
|
|
}
|
|
engine->blender_gpu_context = nullptr;
|
|
}
|
|
WM_system_gpu_context_dispose(engine->system_gpu_context);
|
|
engine->system_gpu_context = nullptr;
|
|
|
|
DRW_gpu_context_activate(drw_state);
|
|
}
|
|
|
|
bool RE_engine_gpu_context_enable(RenderEngine *engine)
|
|
{
|
|
engine->gpu_restore_context = false;
|
|
if (engine->use_drw_render_context) {
|
|
DRW_render_context_enable(engine->re);
|
|
return true;
|
|
}
|
|
if (engine->system_gpu_context) {
|
|
BLI_mutex_lock(&engine->blender_gpu_context_mutex);
|
|
/* If a previous GPU/GPUContext was active (DST.blender_gpu_context), we should later
|
|
* restore this when disabling the RenderEngine context. */
|
|
engine->gpu_restore_context = DRW_gpu_context_release();
|
|
|
|
/* Activate RenderEngine System and Blender GPU Context. */
|
|
WM_system_gpu_context_activate(engine->system_gpu_context);
|
|
if (engine->blender_gpu_context) {
|
|
GPU_render_begin();
|
|
GPU_context_active_set(engine->blender_gpu_context);
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void RE_engine_gpu_context_disable(RenderEngine *engine)
|
|
{
|
|
if (engine->use_drw_render_context) {
|
|
DRW_render_context_disable(engine->re);
|
|
}
|
|
else {
|
|
if (engine->system_gpu_context) {
|
|
if (engine->blender_gpu_context) {
|
|
GPU_context_active_set(nullptr);
|
|
GPU_render_end();
|
|
}
|
|
WM_system_gpu_context_release(engine->system_gpu_context);
|
|
/* Restore DRW state context if previously active. */
|
|
DRW_gpu_context_activate(engine->gpu_restore_context);
|
|
BLI_mutex_unlock(&engine->blender_gpu_context_mutex);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RE_engine_gpu_context_lock(RenderEngine *engine)
|
|
{
|
|
if (engine->use_drw_render_context) {
|
|
/* Locking already handled by the draw manager. */
|
|
}
|
|
else {
|
|
if (engine->system_gpu_context) {
|
|
BLI_mutex_lock(&engine->blender_gpu_context_mutex);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RE_engine_gpu_context_unlock(RenderEngine *engine)
|
|
{
|
|
if (engine->use_drw_render_context) {
|
|
/* Locking already handled by the draw manager. */
|
|
}
|
|
else {
|
|
if (engine->system_gpu_context) {
|
|
BLI_mutex_unlock(&engine->blender_gpu_context_mutex);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** \} */
|