This option enables keeping loaded images in the memory in-between
of rendering.
Implemented by keeping render engine alive for until Render structure
is being freed.
Cycles will free all data when render finishes, optionally keeping
image manager untouched. All shaders, meshes, objects will be
re-allocated next time rendering happens.
Cycles cession and scene will be re-created from scratch if render/
scene parameters were changed.
This will also allow to keep compiled OSL shaders in memory without
need to re-compile them again.
P.S. Performance panel could be cleaned up a bit, not so much happy
with it's vertical alignment currently but not sure how to make
it look better.
P.P.S. Currently the only way to free images from the device is to
disable Persistent Images option and start rendering.
94 lines
2.3 KiB
Python
94 lines
2.3 KiB
Python
#
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# Copyright 2011, Blender Foundation.
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# <pep8 compliant>
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import bpy
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def init():
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import _cycles
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import os.path
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path = os.path.dirname(__file__)
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user_path = os.path.dirname(os.path.abspath(bpy.utils.user_resource('CONFIG', '')))
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_cycles.init(path, user_path)
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def create(engine, data, scene, region=0, v3d=0, rv3d=0):
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import _cycles
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data = data.as_pointer()
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userpref = bpy.context.user_preferences.as_pointer()
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scene = scene.as_pointer()
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if region:
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region = region.as_pointer()
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if v3d:
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v3d = v3d.as_pointer()
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if rv3d:
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rv3d = rv3d.as_pointer()
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engine.session = _cycles.create(engine.as_pointer(), userpref, data, scene, region, v3d, rv3d)
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def free(engine):
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if hasattr(engine, "session"):
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if engine.session:
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import _cycles
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_cycles.free(engine.session)
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del engine.session
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def render(engine):
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import _cycles
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if hasattr(engine, "session"):
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_cycles.render(engine.session)
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def reset(engine, data, scene):
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import _cycles
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data = data.as_pointer()
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scene = scene.as_pointer()
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_cycles.reset(engine.session, data, scene)
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def update(engine, data, scene):
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import _cycles
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_cycles.sync(engine.session)
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def draw(engine, region, v3d, rv3d):
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import _cycles
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v3d = v3d.as_pointer()
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rv3d = rv3d.as_pointer()
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# draw render image
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_cycles.draw(engine.session, v3d, rv3d)
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def available_devices():
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import _cycles
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return _cycles.available_devices()
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def with_osl():
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import _cycles
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return _cycles.with_osl
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