Files
test/source/blender/windowmanager/intern/wm_init_exit.c
Jeroen Bakker 2bae11d5c0 EEVEE: Arbitrary Output Variables
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the
render pass tab and used in shader materials. Both Object and World based
shaders are supported. The AOV can be previewed in the viewport using the
renderpass selector in the shading popover.

AOV names that conflict with other AOVs are automatically corrected. AOV
conflicts with render passes get a warning icon. The reason behind this is that
changing render engines/passes can change the conflict, but you might not notice
it. Changing this automatically would also make the materials incorrect, so best
to leave this to the user.

**Implementation**

The patch adds a copies the AOV structures of Cycles into Blender. The goal is
that the Cycles will use Blenders AOV defintions. In the Blender kernel
(`layer.c`) the logic of these structures are implemented.

The GLSL shader of any GPUMaterial can hold multiple outputs (the main output
and the AOV outputs) based on the renderPassUBO the right output is selected.
This selection uses an hash that encodes the AOV structure. The full AOV needed
to be encoded when actually drawing the material pass as the AOV type changes
the behavior of the AOV. This isn't known yet when the GLSL is compiled.

**Future Developments**

* The AOV definitions in the render layer panel isn't shared with Cycles.
  Cycles should be migrated to use the same viewlayer aovs. During a previous
  attempt this failed as the AOV validation in cycles and in Blender have
  implementation differences what made it crash when an aov name was invalid.
  This could be fixed by extending the external render engine API.
* Add support to Cycles to render AOVs in the 3d viewport.
* Use a drop down list for selecting AOVs in the AOV Output node.
* Give user feedback when multiple AOV output nodes with the same AOV name
  exists in the same shader.
* Fix viewing single channel images in the image editor [T83314]
* Reduce viewport render time by only render needed draw passes. [T83316]

Reviewed By: Brecht van Lommel, Clément Foucault

Differential Revision: https://developer.blender.org/D7010
2020-12-04 08:14:07 +01:00

699 lines
18 KiB
C

/*
* 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) 2007 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup wm
*
* Manage initializing resources and correctly shutting down.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef _WIN32
# define WIN32_LEAN_AND_MEAN
# include <windows.h>
#endif
#include "MEM_guardedalloc.h"
#include "CLG_log.h"
#include "DNA_genfile.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
#include "DNA_windowmanager_types.h"
#include "BLI_listbase.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "BLI_task.h"
#include "BLI_threads.h"
#include "BLI_timer.h"
#include "BLI_utildefines.h"
#include "BLO_undofile.h"
#include "BLO_writefile.h"
#include "BKE_blender.h"
#include "BKE_blendfile.h"
#include "BKE_callbacks.h"
#include "BKE_context.h"
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_icons.h"
#include "BKE_image.h"
#include "BKE_keyconfig.h"
#include "BKE_lib_remap.h"
#include "BKE_main.h"
#include "BKE_mball_tessellate.h"
#include "BKE_node.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_sound.h"
#include "BKE_addon.h"
#include "BKE_appdir.h"
#include "BKE_mask.h" /* free mask clipboard */
#include "BKE_material.h" /* BKE_material_copybuf_clear */
#include "BKE_studiolight.h"
#include "BKE_tracking.h" /* free tracking clipboard */
#include "RE_engine.h"
#include "RE_pipeline.h" /* RE_ free stuff */
#include "SEQ_sequencer.h" /* free seq clipboard */
#include "IMB_thumbs.h"
#ifdef WITH_PYTHON
# include "BPY_extern.h"
# include "BPY_extern_python.h"
# include "BPY_extern_run.h"
#endif
#include "GHOST_C-api.h"
#include "GHOST_Path-api.h"
#include "RNA_define.h"
#include "WM_api.h"
#include "WM_message.h"
#include "WM_types.h"
#include "wm.h"
#include "wm_cursors.h"
#include "wm_event_system.h"
#include "wm_files.h"
#include "wm_platform_support.h"
#include "wm_surface.h"
#include "wm_window.h"
#include "ED_anim_api.h"
#include "ED_armature.h"
#include "ED_gpencil.h"
#include "ED_keyframes_edit.h"
#include "ED_keyframing.h"
#include "ED_node.h"
#include "ED_render.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "ED_undo.h"
#include "ED_util.h"
#include "BLF_api.h"
#include "BLT_lang.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "GPU_context.h"
#include "GPU_init_exit.h"
#include "GPU_material.h"
#include "BKE_sound.h"
#include "BKE_subdiv.h"
#include "COM_compositor.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "DRW_engine.h"
CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_OPERATORS, "wm.operator");
CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_HANDLERS, "wm.handler");
CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_EVENTS, "wm.event");
CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_KEYMAPS, "wm.keymap");
CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_TOOLS, "wm.tool");
CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_MSGBUS_PUB, "wm.msgbus.pub");
CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_MSGBUS_SUB, "wm.msgbus.sub");
static void wm_init_reports(bContext *C)
{
ReportList *reports = CTX_wm_reports(C);
BLI_assert(!reports || BLI_listbase_is_empty(&reports->list));
BKE_reports_init(reports, RPT_STORE);
}
static void wm_free_reports(wmWindowManager *wm)
{
BKE_reports_clear(&wm->reports);
}
static bool wm_start_with_console = false;
void WM_init_state_start_with_console_set(bool value)
{
wm_start_with_console = value;
}
/**
* Since we cannot know in advance if we will require the draw manager
* context when starting blender in background mode (specially true with
* scripts) we defer the ghost initialization the most as possible
* so that it does not break anything that can run in headless mode (as in
* without display server attached).
*/
static bool opengl_is_init = false;
void WM_init_opengl(void)
{
/* must be called only once */
BLI_assert(opengl_is_init == false);
if (G.background) {
/* Ghost is still not init elsewhere in background mode. */
wm_ghost_init(NULL);
}
/* Needs to be first to have an ogl context bound. */
DRW_opengl_context_create();
GPU_init();
GPU_pass_cache_init();
opengl_is_init = true;
}
static void sound_jack_sync_callback(Main *bmain, int mode, double time)
{
/* Ugly: Blender doesn't like it when the animation is played back during rendering. */
if (G.is_rendering) {
return;
}
wmWindowManager *wm = bmain->wm.first;
LISTBASE_FOREACH (wmWindow *, window, &wm->windows) {
Scene *scene = WM_window_get_active_scene(window);
if ((scene->audio.flag & AUDIO_SYNC) == 0) {
continue;
}
ViewLayer *view_layer = WM_window_get_active_view_layer(window);
Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer);
if (depsgraph == NULL) {
continue;
}
BKE_sound_lock();
Scene *scene_eval = DEG_get_evaluated_scene(depsgraph);
BKE_sound_jack_scene_update(scene_eval, mode, time);
BKE_sound_unlock();
}
}
/* only called once, for startup */
void WM_init(bContext *C, int argc, const char **argv)
{
if (!G.background) {
wm_ghost_init(C); /* note: it assigns C to ghost! */
wm_init_cursor_data();
BKE_sound_jack_sync_callback_set(sound_jack_sync_callback);
}
GHOST_CreateSystemPaths();
BKE_addon_pref_type_init();
BKE_keyconfig_pref_type_init();
wm_operatortype_init();
wm_operatortypes_register();
WM_paneltype_init(); /* Lookup table only. */
WM_menutype_init();
WM_uilisttype_init();
wm_gizmotype_init();
wm_gizmogrouptype_init();
ED_undosys_type_init();
BKE_library_callback_free_notifier_reference_set(
WM_main_remove_notifier_reference); /* lib_id.c */
BKE_region_callback_free_gizmomap_set(wm_gizmomap_remove); /* screen.c */
BKE_region_callback_refresh_tag_gizmomap_set(WM_gizmomap_tag_refresh);
BKE_library_callback_remap_editor_id_reference_set(
WM_main_remap_editor_id_reference); /* lib_id.c */
BKE_spacedata_callback_id_remap_set(ED_spacedata_id_remap); /* screen.c */
DEG_editors_set_update_cb(ED_render_id_flush_update, ED_render_scene_update);
ED_spacetypes_init(); /* editors/space_api/spacetype.c */
ED_node_init_butfuncs();
BLF_init();
BLT_lang_init();
/* Must call first before doing any '.blend' file reading,
* since versioning code may create new IDs... See T57066. */
BLT_lang_set(NULL);
/* Init icons before reading .blend files for preview icons, which can
* get triggered by the depsgraph. This is also done in background mode
* for scripts that do background processing with preview icons. */
BKE_icons_init(BIFICONID_LAST);
/* reports cant be initialized before the wm,
* but keep before file reading, since that may report errors */
wm_init_reports(C);
WM_msgbus_types_init();
/* get the default database, plus a wm */
bool is_factory_startup = true;
const bool use_data = true;
const bool use_userdef = true;
/* Studio-lights needs to be init before we read the home-file,
* otherwise the versioning cannot find the default studio-light. */
BKE_studiolight_init();
BLI_assert((G.fileflags & G_FILE_NO_UI) == 0);
wm_homefile_read(C,
NULL,
G.factory_startup,
false,
use_data,
use_userdef,
NULL,
WM_init_state_app_template_get(),
&is_factory_startup);
/* Call again to set from userpreferences... */
BLT_lang_set(NULL);
/* For fsMenu. Called here so can include user preference paths if needed. */
ED_file_init();
/* That one is generated on demand, we need to be sure it's clear on init. */
IMB_thumb_clear_translations();
if (!G.background) {
#ifdef WITH_INPUT_NDOF
/* sets 3D mouse deadzone */
WM_ndof_deadzone_set(U.ndof_deadzone);
#endif
WM_init_opengl();
if (!WM_platform_support_perform_checks()) {
exit(-1);
}
UI_init();
}
BKE_subdiv_init();
ED_spacemacros_init();
/* note: there is a bug where python needs initializing before loading the
* startup.blend because it may contain PyDrivers. It also needs to be after
* initializing space types and other internal data.
*
* However cant redo this at the moment. Solution is to load python
* before wm_homefile_read() or make py-drivers check if python is running.
* Will try fix when the crash can be repeated. - campbell. */
#ifdef WITH_PYTHON
BPY_python_start(C, argc, argv);
BPY_python_reset(C);
#else
(void)argc; /* unused */
(void)argv; /* unused */
#endif
if (!G.background && !wm_start_with_console) {
GHOST_toggleConsole(3);
}
BKE_material_copybuf_clear();
ED_render_clear_mtex_copybuf();
wm_history_file_read();
/* allow a path of "", this is what happens when making a new file */
#if 0
if (BKE_main_blendfile_path_from_global()[0] == '\0') {
BLI_join_dirfile(
G_MAIN->name, sizeof(G_MAIN->name), BKE_appdir_folder_default(), "untitled.blend");
}
#endif
BLI_strncpy(G.lib, BKE_main_blendfile_path_from_global(), sizeof(G.lib));
#ifdef WITH_COMPOSITOR
if (1) {
extern void *COM_linker_hack;
COM_linker_hack = COM_execute;
}
#endif
{
Main *bmain = CTX_data_main(C);
/* note, logic here is from wm_file_read_post,
* call functions that depend on Python being initialized. */
/* normally 'wm_homefile_read' will do this,
* however python is not initialized when called from this function.
*
* unlikely any handlers are set but its possible,
* note that recovering the last session does its own callbacks. */
CTX_wm_window_set(C, CTX_wm_manager(C)->windows.first);
BKE_callback_exec_null(bmain, BKE_CB_EVT_VERSION_UPDATE);
BKE_callback_exec_null(bmain, BKE_CB_EVT_LOAD_POST);
if (is_factory_startup) {
BKE_callback_exec_null(bmain, BKE_CB_EVT_LOAD_FACTORY_STARTUP_POST);
}
wm_file_read_report(C, bmain);
if (!G.background) {
CTX_wm_window_set(C, NULL);
}
}
}
void WM_init_splash(bContext *C)
{
if ((U.uiflag & USER_SPLASH_DISABLE) == 0) {
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *prevwin = CTX_wm_window(C);
if (wm->windows.first) {
CTX_wm_window_set(C, wm->windows.first);
WM_operator_name_call(C, "WM_OT_splash", WM_OP_INVOKE_DEFAULT, NULL);
CTX_wm_window_set(C, prevwin);
}
}
}
/* free strings of open recent files */
static void free_openrecent(void)
{
struct RecentFile *recent;
for (recent = G.recent_files.first; recent; recent = recent->next) {
MEM_freeN(recent->filepath);
}
BLI_freelistN(&(G.recent_files));
}
#ifdef WIN32
/* Read console events until there is a key event. Also returns on any error. */
static void wait_for_console_key(void)
{
HANDLE hConsoleInput = GetStdHandle(STD_INPUT_HANDLE);
if (!ELEM(hConsoleInput, NULL, INVALID_HANDLE_VALUE) && FlushConsoleInputBuffer(hConsoleInput)) {
for (;;) {
INPUT_RECORD buffer;
DWORD ignored;
if (!ReadConsoleInput(hConsoleInput, &buffer, 1, &ignored)) {
break;
}
if (buffer.EventType == KEY_EVENT) {
break;
}
}
}
}
#endif
static int wm_exit_handler(bContext *C, const wmEvent *event, void *userdata)
{
WM_exit(C);
UNUSED_VARS(event, userdata);
return WM_UI_HANDLER_BREAK;
}
/**
* Cause a delayed #WM_exit()
* call to avoid leaking memory when trying to exit from within operators.
*/
void wm_exit_schedule_delayed(const bContext *C)
{
/* What we do here is a little bit hacky, but quite simple and doesn't require bigger
* changes: Add a handler wrapping WM_exit() to cause a delayed call of it. */
wmWindow *win = CTX_wm_window(C);
/* Use modal UI handler for now.
* Could add separate WM handlers or so, but probably not worth it. */
WM_event_add_ui_handler(C, &win->modalhandlers, wm_exit_handler, NULL, NULL, 0);
WM_event_add_mousemove(win); /* ensure handler actually gets called */
}
/**
* \note doesn't run exit() call #WM_exit() for that.
*/
void WM_exit_ex(bContext *C, const bool do_python)
{
wmWindowManager *wm = C ? CTX_wm_manager(C) : NULL;
/* first wrap up running stuff, we assume only the active WM is running */
/* modal handlers are on window level freed, others too? */
/* note; same code copied in wm_files.c */
if (C && wm) {
if (!G.background) {
struct MemFile *undo_memfile = wm->undo_stack ?
ED_undosys_stack_memfile_get_active(wm->undo_stack) :
NULL;
if (undo_memfile != NULL) {
/* save the undo state as quit.blend */
Main *bmain = CTX_data_main(C);
char filename[FILE_MAX];
bool has_edited;
const int fileflags = G.fileflags & ~G_FILE_COMPRESS;
BLI_join_dirfile(filename, sizeof(filename), BKE_tempdir_base(), BLENDER_QUIT_FILE);
has_edited = ED_editors_flush_edits(bmain);
if ((has_edited &&
BLO_write_file(
bmain, filename, fileflags, &(const struct BlendFileWriteParams){0}, NULL)) ||
(undo_memfile && BLO_memfile_write_file(undo_memfile, filename))) {
printf("Saved session recovery to '%s'\n", filename);
}
}
}
WM_jobs_kill_all(wm);
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
CTX_wm_window_set(C, win); /* needed by operator close callbacks */
WM_event_remove_handlers(C, &win->handlers);
WM_event_remove_handlers(C, &win->modalhandlers);
ED_screen_exit(C, win, WM_window_get_active_screen(win));
}
if (!G.background) {
if ((U.pref_flag & USER_PREF_FLAG_SAVE) && ((G.f & G_FLAG_USERPREF_NO_SAVE_ON_EXIT) == 0)) {
if (U.runtime.is_dirty) {
BKE_blendfile_userdef_write_all(NULL);
}
}
}
}
#ifdef WITH_PYTHON
/* Without this, we there isn't a good way to manage false-positive resource leaks
* where a #PyObject references memory allocated with guarded-alloc, T71362.
*
* This allows add-ons to free resources when unregistered (which is good practice anyway). */
BPY_run_string_eval(C, (const char *[]){"addon_utils", NULL}, "addon_utils.disable_all()");
#endif
BLI_timer_free();
WM_paneltype_clear();
BKE_addon_pref_type_free();
BKE_keyconfig_pref_type_free();
BKE_materials_exit();
wm_operatortype_free();
wm_surfaces_free();
wm_dropbox_free();
WM_menutype_free();
WM_uilisttype_free();
/* all non-screen and non-space stuff editors did, like editmode */
if (C) {
Main *bmain = CTX_data_main(C);
ED_editors_exit(bmain, true);
}
ED_undosys_type_free();
free_openrecent();
BKE_mball_cubeTable_free();
/* render code might still access databases */
RE_FreeAllRender();
RE_engines_exit();
ED_preview_free_dbase(); /* frees a Main dbase, before BKE_blender_free! */
if (wm) {
/* Before BKE_blender_free! - since the ListBases get freed there. */
wm_free_reports(wm);
}
BKE_sequencer_free_clipboard(); /* sequencer.c */
BKE_tracking_clipboard_free();
BKE_mask_clipboard_free();
BKE_vfont_clipboard_free();
BKE_node_clipboard_free();
#ifdef WITH_COMPOSITOR
COM_deinitialize();
#endif
BKE_subdiv_exit();
if (opengl_is_init) {
BKE_image_free_unused_gpu_textures();
}
BKE_blender_free(); /* blender.c, does entire library and spacetypes */
// BKE_material_copybuf_free();
ANIM_fcurves_copybuf_free();
ANIM_drivers_copybuf_free();
ANIM_driver_vars_copybuf_free();
ANIM_fmodifiers_copybuf_free();
ED_gpencil_anim_copybuf_free();
ED_gpencil_strokes_copybuf_free();
/* free gizmo-maps after freeing blender,
* so no deleted data get accessed during cleaning up of areas. */
wm_gizmomaptypes_free();
wm_gizmogrouptype_free();
wm_gizmotype_free();
BLF_exit();
if (opengl_is_init) {
DRW_opengl_context_enable_ex(false);
GPU_pass_cache_free();
GPU_exit();
DRW_opengl_context_disable_ex(false);
DRW_opengl_context_destroy();
}
#ifdef WITH_INTERNATIONAL
BLT_lang_free();
#endif
ANIM_keyingset_infos_exit();
// free_txt_data();
#ifdef WITH_PYTHON
/* option not to close python so we can use 'atexit' */
if (do_python && ((C == NULL) || CTX_py_init_get(C))) {
/* XXX - old note */
/* before BKE_blender_free so py's gc happens while library still exists */
/* needed at least for a rare sigsegv that can happen in pydrivers */
/* Update for blender 2.5, move after BKE_blender_free because Blender now holds references to
* PyObject's so decref'ing them after python ends causes bad problems every time
* the py-driver bug can be fixed if it happens again we can deal with it then. */
BPY_python_end();
}
#else
(void)do_python;
#endif
ED_file_exit(); /* for fsmenu */
UI_exit();
BKE_blender_userdef_data_free(&U, false);
RNA_exit(); /* should be after BPY_python_end so struct python slots are cleared */
GPU_backend_exit();
wm_ghost_exit();
CTX_free(C);
GHOST_DisposeSystemPaths();
DNA_sdna_current_free();
BLI_threadapi_exit();
BLI_task_scheduler_exit();
/* No need to call this early, rather do it late so that other
* pieces of Blender using sound may exit cleanly, see also T50676. */
BKE_sound_exit();
BKE_appdir_exit();
CLG_exit();
BKE_blender_atexit();
wm_autosave_delete();
BKE_tempdir_session_purge();
}
/**
* \brief Main exit function to close Blender ordinarily.
* \note Use #wm_exit_schedule_delayed() to close Blender from an operator.
* Might leak memory otherwise.
*/
void WM_exit(bContext *C)
{
WM_exit_ex(C, true);
printf("\nBlender quit\n");
#ifdef WIN32
/* ask user to press a key when in debug mode */
if (G.debug & G_DEBUG) {
printf("Press any key to exit . . .\n\n");
wait_for_console_key();
}
#endif
exit(G.is_break == true);
}
/**
* Needed for cases when operators are re-registered
* (when operator type pointers are stored).
*/
void WM_script_tag_reload(void)
{
UI_interface_tag_script_reload();
}