Files
test/source/blender/render/intern/source/external_engine.c
Ton Roosendaal 51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00

810 lines
20 KiB
C

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