Files
test/intern/cycles/blender/sync.cpp
Alexander Gavrilov f61ff22967 Attribute Node: support accessing attributes of View Layer and Scene.
The attribute node already allows accessing attributes associated
with objects and meshes, which allows changing the behavior of the
same material between different objects or instances. The same idea
can be extended to an even more global level of layers and scenes.

Currently view layers provide an option to replace all materials
with a different one. However, since the same material will be applied
to all objects in the layer, varying the behavior between layers while
preserving distinct materials requires duplicating objects.

Providing access to properties of layers and scenes via the attribute
node enables making materials with built-in switches or settings that
can be controlled globally at the view layer level. This is probably
most useful for complex NPR shading and compositing. Like with objects,
the node can also access built-in scene properties, like render resolution
or FOV of the active camera. Lookup is also attempted in World, similar
to how the Object mode checks the Mesh datablock.

In Cycles this mode is implemented by replacing the attribute node with
the attribute value during sync, allowing constant folding to take the
values into account. This means however that materials that use this
feature have to be re-synced upon any changes to scene, world or camera.

The Eevee version uses a new uniform buffer containing a sorted array
mapping name hashes to values, with binary search lookup. The array
is limited to 512 entries, which is effectively limitless even
considering it is shared by all materials in the scene; it is also
just 16KB of memory so no point trying to optimize further.
The buffer has to be rebuilt when new attributes are detected in a
material, so the draw engine keeps a table of recently seen attribute
names to minimize the chance of extra rebuilds mid-draw.

Differential Revision: https://developer.blender.org/D15941
2022-10-08 16:43:18 +03:00

1078 lines
38 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "scene/background.h"
#include "scene/camera.h"
#include "scene/curves.h"
#include "scene/film.h"
#include "scene/integrator.h"
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/procedural.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/shader_graph.h"
#include "scene/shader_nodes.h"
#include "device/device.h"
#include "blender/device.h"
#include "blender/session.h"
#include "blender/sync.h"
#include "blender/util.h"
#include "util/debug.h"
#include "util/foreach.h"
#include "util/hash.h"
#include "util/log.h"
#include "util/opengl.h"
#include "util/openimagedenoise.h"
CCL_NAMESPACE_BEGIN
static const char *cryptomatte_prefix = "Crypto";
/* Constructor */
BlenderSync::BlenderSync(BL::RenderEngine &b_engine,
BL::BlendData &b_data,
BL::Scene &b_scene,
Scene *scene,
bool preview,
bool use_developer_ui,
Progress &progress)
: b_engine(b_engine),
b_data(b_data),
b_scene(b_scene),
shader_map(scene),
object_map(scene),
procedural_map(scene),
geometry_map(scene),
light_map(scene),
particle_system_map(scene),
world_map(NULL),
world_recalc(false),
scene(scene),
preview(preview),
experimental(false),
use_developer_ui(use_developer_ui),
dicing_rate(1.0f),
max_subdivisions(12),
progress(progress),
has_updates_(true)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") :
RNA_float_get(&cscene, "dicing_rate");
max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
}
BlenderSync::~BlenderSync()
{
}
void BlenderSync::reset(BL::BlendData &b_data, BL::Scene &b_scene)
{
/* Update data and scene pointers in case they change in session reset,
* for example after undo.
* Note that we do not modify the `has_updates_` flag here because the sync
* reset is also used during viewport navigation. */
this->b_data = b_data;
this->b_scene = b_scene;
}
void BlenderSync::tag_update()
{
has_updates_ = true;
}
/* Sync */
void BlenderSync::sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
{
/* Sync recalc flags from blender to cycles. Actual update is done separate,
* so we can do it later on if doing it immediate is not suitable. */
if (experimental) {
/* Mark all meshes as needing to be exported again if dicing changed. */
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
bool dicing_prop_changed = false;
float updated_dicing_rate = preview ? RNA_float_get(&cscene, "preview_dicing_rate") :
RNA_float_get(&cscene, "dicing_rate");
if (dicing_rate != updated_dicing_rate) {
dicing_rate = updated_dicing_rate;
dicing_prop_changed = true;
}
int updated_max_subdivisions = RNA_int_get(&cscene, "max_subdivisions");
if (max_subdivisions != updated_max_subdivisions) {
max_subdivisions = updated_max_subdivisions;
dicing_prop_changed = true;
}
if (dicing_prop_changed) {
has_updates_ = true;
for (const pair<const GeometryKey, Geometry *> &iter : geometry_map.key_to_scene_data()) {
Geometry *geom = iter.second;
if (geom->is_mesh()) {
Mesh *mesh = static_cast<Mesh *>(geom);
if (mesh->get_subdivision_type() != Mesh::SUBDIVISION_NONE) {
PointerRNA id_ptr;
RNA_id_pointer_create((::ID *)iter.first.id, &id_ptr);
geometry_map.set_recalc(BL::ID(id_ptr));
}
}
}
}
}
/* Iterate over all IDs in this depsgraph. */
for (BL::DepsgraphUpdate &b_update : b_depsgraph.updates) {
/* TODO(sergey): Can do more selective filter here. For example, ignore changes made to
* screen datablock. Note that sync_data() needs to be called after object deletion, and
* currently this is ensured by the scene ID tagged for update, which sets the `has_updates_`
* flag. */
has_updates_ = true;
BL::ID b_id(b_update.id());
/* Material */
if (b_id.is_a(&RNA_Material)) {
BL::Material b_mat(b_id);
shader_map.set_recalc(b_mat);
}
/* Light */
else if (b_id.is_a(&RNA_Light)) {
BL::Light b_light(b_id);
shader_map.set_recalc(b_light);
}
/* Object */
else if (b_id.is_a(&RNA_Object)) {
BL::Object b_ob(b_id);
const bool can_have_geometry = object_can_have_geometry(b_ob);
const bool is_light = !can_have_geometry && object_is_light(b_ob);
if (b_ob.is_instancer() && b_update.is_updated_shading()) {
/* Needed for e.g. object color updates on instancer. */
object_map.set_recalc(b_ob);
}
if (can_have_geometry || is_light) {
const bool updated_geometry = b_update.is_updated_geometry();
/* Geometry (mesh, hair, volume). */
if (can_have_geometry) {
if (b_update.is_updated_transform() || b_update.is_updated_shading()) {
object_map.set_recalc(b_ob);
}
if (updated_geometry ||
(object_subdivision_type(b_ob, preview, experimental) != Mesh::SUBDIVISION_NONE)) {
BL::ID key = BKE_object_is_modified(b_ob) ? b_ob : b_ob.data();
geometry_map.set_recalc(key);
/* Sync all contained geometry instances as well when the object changed.. */
map<void *, set<BL::ID>>::const_iterator instance_geometries =
instance_geometries_by_object.find(b_ob.ptr.data);
if (instance_geometries != instance_geometries_by_object.end()) {
for (BL::ID geometry : instance_geometries->second) {
geometry_map.set_recalc(geometry);
}
}
}
if (updated_geometry) {
BL::Object::particle_systems_iterator b_psys;
for (b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end();
++b_psys) {
particle_system_map.set_recalc(b_ob);
}
}
}
/* Light */
else if (is_light) {
if (b_update.is_updated_transform() || b_update.is_updated_shading()) {
object_map.set_recalc(b_ob);
light_map.set_recalc(b_ob);
}
if (updated_geometry) {
light_map.set_recalc(b_ob);
}
}
}
else if (object_is_camera(b_ob)) {
shader_map.set_recalc(b_ob);
}
}
/* Mesh */
else if (b_id.is_a(&RNA_Mesh)) {
BL::Mesh b_mesh(b_id);
geometry_map.set_recalc(b_mesh);
}
/* World */
else if (b_id.is_a(&RNA_World)) {
BL::World b_world(b_id);
if (world_map == b_world.ptr.data) {
world_recalc = true;
}
shader_map.set_recalc(b_world);
}
/* World */
else if (b_id.is_a(&RNA_Scene)) {
shader_map.set_recalc(b_id);
}
/* Volume */
else if (b_id.is_a(&RNA_Volume)) {
BL::Volume b_volume(b_id);
geometry_map.set_recalc(b_volume);
}
}
if (b_v3d) {
BlenderViewportParameters new_viewport_parameters(b_v3d, use_developer_ui);
if (viewport_parameters.shader_modified(new_viewport_parameters)) {
world_recalc = true;
has_updates_ = true;
}
has_updates_ |= viewport_parameters.modified(new_viewport_parameters);
}
}
void BlenderSync::sync_data(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
BL::Object &b_override,
int width,
int height,
void **python_thread_state)
{
/* For auto refresh images. */
ImageManager *image_manager = scene->image_manager;
const int frame = b_scene.frame_current();
const bool auto_refresh_update = image_manager->set_animation_frame_update(frame);
if (!has_updates_ && !auto_refresh_update) {
return;
}
scoped_timer timer;
BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
/* TODO(sergey): This feels weak to pass view layer to the integrator, and even weaker to have an
* implicit check on whether it is a background render or not. What is the nicer thing here? */
const bool background = !b_v3d;
sync_view_layer(b_view_layer);
sync_integrator(b_view_layer, background);
sync_film(b_view_layer, b_v3d);
sync_shaders(b_depsgraph, b_v3d, auto_refresh_update);
sync_images();
geometry_synced.clear(); /* use for objects and motion sync */
if (scene->need_motion() == Scene::MOTION_PASS || scene->need_motion() == Scene::MOTION_NONE ||
scene->camera->get_motion_position() == MOTION_POSITION_CENTER) {
sync_objects(b_depsgraph, b_v3d);
}
sync_motion(b_render, b_depsgraph, b_v3d, b_override, width, height, python_thread_state);
geometry_synced.clear();
/* Shader sync done at the end, since object sync uses it.
* false = don't delete unused shaders, not supported. */
shader_map.post_sync(false);
free_data_after_sync(b_depsgraph);
VLOG_INFO << "Total time spent synchronizing data: " << timer.get_time();
has_updates_ = false;
}
/* Integrator */
void BlenderSync::sync_integrator(BL::ViewLayer &b_view_layer, bool background)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
experimental = (get_enum(cscene, "feature_set") != 0);
Integrator *integrator = scene->integrator;
integrator->set_min_bounce(get_int(cscene, "min_light_bounces"));
integrator->set_max_bounce(get_int(cscene, "max_bounces"));
integrator->set_max_diffuse_bounce(get_int(cscene, "diffuse_bounces"));
integrator->set_max_glossy_bounce(get_int(cscene, "glossy_bounces"));
integrator->set_max_transmission_bounce(get_int(cscene, "transmission_bounces"));
integrator->set_max_volume_bounce(get_int(cscene, "volume_bounces"));
integrator->set_transparent_min_bounce(get_int(cscene, "min_transparent_bounces"));
integrator->set_transparent_max_bounce(get_int(cscene, "transparent_max_bounces"));
integrator->set_volume_max_steps(get_int(cscene, "volume_max_steps"));
float volume_step_rate = (preview) ? get_float(cscene, "volume_preview_step_rate") :
get_float(cscene, "volume_step_rate");
integrator->set_volume_step_rate(volume_step_rate);
integrator->set_caustics_reflective(get_boolean(cscene, "caustics_reflective"));
integrator->set_caustics_refractive(get_boolean(cscene, "caustics_refractive"));
integrator->set_filter_glossy(get_float(cscene, "blur_glossy"));
int seed = get_int(cscene, "seed");
if (get_boolean(cscene, "use_animated_seed")) {
seed = hash_uint2(b_scene.frame_current(), get_int(cscene, "seed"));
if (b_scene.frame_subframe() != 0.0f) {
/* TODO(sergey): Ideally should be some sort of hash_merge,
* but this is good enough for now.
*/
seed += hash_uint2((int)(b_scene.frame_subframe() * (float)INT_MAX),
get_int(cscene, "seed"));
}
}
integrator->set_seed(seed);
integrator->set_sample_clamp_direct(get_float(cscene, "sample_clamp_direct"));
integrator->set_sample_clamp_indirect(get_float(cscene, "sample_clamp_indirect"));
if (!preview) {
integrator->set_motion_blur(view_layer.use_motion_blur);
}
integrator->set_light_sampling_threshold(get_float(cscene, "light_sampling_threshold"));
SamplingPattern sampling_pattern = (SamplingPattern)get_enum(
cscene, "sampling_pattern", SAMPLING_NUM_PATTERNS, SAMPLING_PATTERN_PMJ);
integrator->set_sampling_pattern(sampling_pattern);
int samples = 1;
bool use_adaptive_sampling = false;
if (preview) {
samples = get_int(cscene, "preview_samples");
use_adaptive_sampling = RNA_boolean_get(&cscene, "use_preview_adaptive_sampling");
integrator->set_use_adaptive_sampling(use_adaptive_sampling);
integrator->set_adaptive_threshold(get_float(cscene, "preview_adaptive_threshold"));
integrator->set_adaptive_min_samples(get_int(cscene, "preview_adaptive_min_samples"));
}
else {
samples = get_int(cscene, "samples");
use_adaptive_sampling = RNA_boolean_get(&cscene, "use_adaptive_sampling");
integrator->set_use_adaptive_sampling(use_adaptive_sampling);
integrator->set_adaptive_threshold(get_float(cscene, "adaptive_threshold"));
integrator->set_adaptive_min_samples(get_int(cscene, "adaptive_min_samples"));
}
float scrambling_distance = get_float(cscene, "scrambling_distance");
bool auto_scrambling_distance = get_boolean(cscene, "auto_scrambling_distance");
if (auto_scrambling_distance) {
if (samples == 0) {
/* If samples is 0, then viewport rendering is set to render infinitely. In that case we
* override the samples value with 4096 so the Automatic Scrambling Distance algorithm
* picks a Scrambling Distance value with a good balance of performance and correlation
* artifacts when rendering to high sample counts. */
samples = 4096;
}
if (use_adaptive_sampling) {
/* If Adaptive Sampling is enabled, use "min_samples" in the Automatic Scrambling Distance
* algorithm to avoid artifacts common with Adaptive Sampling + Scrambling Distance. */
const AdaptiveSampling adaptive_sampling = integrator->get_adaptive_sampling();
samples = min(samples, adaptive_sampling.min_samples);
}
scrambling_distance *= 4.0f / sqrtf(samples);
}
/* Only use scrambling distance in the viewport if user wants to. */
bool preview_scrambling_distance = get_boolean(cscene, "preview_scrambling_distance");
if ((preview && !preview_scrambling_distance) ||
sampling_pattern == SAMPLING_PATTERN_SOBOL_BURLEY) {
scrambling_distance = 1.0f;
}
if (scrambling_distance != 1.0f) {
VLOG_INFO << "Using scrambling distance: " << scrambling_distance;
}
integrator->set_scrambling_distance(scrambling_distance);
if (get_boolean(cscene, "use_fast_gi")) {
if (preview) {
integrator->set_ao_bounces(get_int(cscene, "ao_bounces"));
}
else {
integrator->set_ao_bounces(get_int(cscene, "ao_bounces_render"));
}
}
else {
integrator->set_ao_bounces(0);
}
#ifdef WITH_CYCLES_DEBUG
DirectLightSamplingType direct_light_sampling_type = (DirectLightSamplingType)get_enum(
cscene, "direct_light_sampling_type", DIRECT_LIGHT_SAMPLING_NUM, DIRECT_LIGHT_SAMPLING_MIS);
integrator->set_direct_light_sampling_type(direct_light_sampling_type);
#endif
integrator->set_use_guiding(get_boolean(cscene, "use_guiding"));
integrator->set_use_surface_guiding(get_boolean(cscene, "use_surface_guiding"));
integrator->set_use_volume_guiding(get_boolean(cscene, "use_volume_guiding"));
integrator->set_guiding_training_samples(get_int(cscene, "guiding_training_samples"));
if (use_developer_ui) {
integrator->set_deterministic_guiding(get_boolean(cscene, "use_deterministic_guiding"));
integrator->set_surface_guiding_probability(get_float(cscene, "surface_guiding_probability"));
integrator->set_volume_guiding_probability(get_float(cscene, "volume_guiding_probability"));
integrator->set_use_guiding_direct_light(get_boolean(cscene, "use_guiding_direct_light"));
integrator->set_use_guiding_mis_weights(get_boolean(cscene, "use_guiding_mis_weights"));
GuidingDistributionType guiding_distribution_type = (GuidingDistributionType)get_enum(
cscene, "guiding_distribution_type", GUIDING_NUM_TYPES, GUIDING_TYPE_PARALLAX_AWARE_VMM);
integrator->set_guiding_distribution_type(guiding_distribution_type);
}
DenoiseParams denoise_params = get_denoise_params(b_scene, b_view_layer, background);
/* No denoising support for vertex color baking, vertices packed into image
* buffer have no relation to neighbors. */
if (scene->bake_manager->get_baking() &&
b_scene.render().bake().target() != BL::BakeSettings::target_IMAGE_TEXTURES) {
denoise_params.use = false;
}
integrator->set_use_denoise(denoise_params.use);
/* Only update denoiser parameters if the denoiser is actually used. This allows to tweak
* denoiser parameters before enabling it without render resetting on every change. The downside
* is that the interface and the integrator are technically out of sync. */
if (denoise_params.use) {
integrator->set_denoiser_type(denoise_params.type);
integrator->set_denoise_start_sample(denoise_params.start_sample);
integrator->set_use_denoise_pass_albedo(denoise_params.use_pass_albedo);
integrator->set_use_denoise_pass_normal(denoise_params.use_pass_normal);
integrator->set_denoiser_prefilter(denoise_params.prefilter);
}
/* UPDATE_NONE as we don't want to tag the integrator as modified (this was done by the
* set calls above), but we need to make sure that the dependent things are tagged. */
integrator->tag_update(scene, Integrator::UPDATE_NONE);
}
/* Film */
void BlenderSync::sync_film(BL::ViewLayer &b_view_layer, BL::SpaceView3D &b_v3d)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
Film *film = scene->film;
if (b_v3d) {
const BlenderViewportParameters new_viewport_parameters(b_v3d, use_developer_ui);
film->set_display_pass(new_viewport_parameters.display_pass);
film->set_show_active_pixels(new_viewport_parameters.show_active_pixels);
}
film->set_exposure(get_float(cscene, "film_exposure"));
film->set_filter_type(
(FilterType)get_enum(cscene, "pixel_filter_type", FILTER_NUM_TYPES, FILTER_BLACKMAN_HARRIS));
float filter_width = (film->get_filter_type() == FILTER_BOX) ? 1.0f :
get_float(cscene, "filter_width");
film->set_filter_width(filter_width);
if (b_scene.world()) {
BL::WorldMistSettings b_mist = b_scene.world().mist_settings();
film->set_mist_start(b_mist.start());
film->set_mist_depth(b_mist.depth());
switch (b_mist.falloff()) {
case BL::WorldMistSettings::falloff_QUADRATIC:
film->set_mist_falloff(2.0f);
break;
case BL::WorldMistSettings::falloff_LINEAR:
film->set_mist_falloff(1.0f);
break;
case BL::WorldMistSettings::falloff_INVERSE_QUADRATIC:
film->set_mist_falloff(0.5f);
break;
}
}
/* Blender viewport does not support proper shadow catcher compositing, so force an approximate
* mode to improve visual feedback. */
if (b_v3d) {
film->set_use_approximate_shadow_catcher(true);
}
else {
film->set_use_approximate_shadow_catcher(!get_boolean(crl, "use_pass_shadow_catcher"));
}
}
/* Render Layer */
void BlenderSync::sync_view_layer(BL::ViewLayer &b_view_layer)
{
view_layer.name = b_view_layer.name();
/* Filter. */
view_layer.use_background_shader = b_view_layer.use_sky();
/* Always enable surfaces for baking, otherwise there is nothing to bake to. */
view_layer.use_surfaces = b_view_layer.use_solid() || scene->bake_manager->get_baking();
view_layer.use_hair = b_view_layer.use_strand();
view_layer.use_volumes = b_view_layer.use_volumes();
view_layer.use_motion_blur = b_view_layer.use_motion_blur() &&
b_scene.render().use_motion_blur();
/* Material override. */
view_layer.material_override = b_view_layer.material_override();
/* Sample override. */
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
int use_layer_samples = get_enum(cscene, "use_layer_samples");
view_layer.bound_samples = (use_layer_samples == 1);
view_layer.samples = 0;
if (use_layer_samples != 2) {
int samples = b_view_layer.samples();
view_layer.samples = samples;
}
}
/* Images */
void BlenderSync::sync_images()
{
/* Sync is a convention for this API, but currently it frees unused buffers. */
const bool is_interface_locked = b_engine.render() && b_engine.render().use_lock_interface();
if (is_interface_locked == false && BlenderSession::headless == false) {
/* If interface is not locked, it's possible image is needed for
* the display.
*/
return;
}
/* Free buffers used by images which are not needed for render. */
for (BL::Image &b_image : b_data.images) {
/* TODO(sergey): Consider making it an utility function to check
* whether image is considered builtin.
*/
const bool is_builtin = b_image.packed_file() ||
b_image.source() == BL::Image::source_GENERATED ||
b_image.source() == BL::Image::source_MOVIE || b_engine.is_preview();
if (is_builtin == false) {
b_image.buffers_free();
}
/* TODO(sergey): Free builtin images not used by any shader. */
}
}
/* Passes */
static PassType get_blender_pass_type(BL::RenderPass &b_pass)
{
string name = b_pass.name();
#define MAP_PASS(passname, passtype) \
if (name == passname) { \
return passtype; \
} \
((void)0)
/* NOTE: Keep in sync with defined names from DNA_scene_types.h */
MAP_PASS("Combined", PASS_COMBINED);
MAP_PASS("Noisy Image", PASS_COMBINED);
MAP_PASS("Depth", PASS_DEPTH);
MAP_PASS("Mist", PASS_MIST);
MAP_PASS("Position", PASS_POSITION);
MAP_PASS("Normal", PASS_NORMAL);
MAP_PASS("IndexOB", PASS_OBJECT_ID);
MAP_PASS("UV", PASS_UV);
MAP_PASS("Vector", PASS_MOTION);
MAP_PASS("IndexMA", PASS_MATERIAL_ID);
MAP_PASS("DiffDir", PASS_DIFFUSE_DIRECT);
MAP_PASS("GlossDir", PASS_GLOSSY_DIRECT);
MAP_PASS("TransDir", PASS_TRANSMISSION_DIRECT);
MAP_PASS("VolumeDir", PASS_VOLUME_DIRECT);
MAP_PASS("DiffInd", PASS_DIFFUSE_INDIRECT);
MAP_PASS("GlossInd", PASS_GLOSSY_INDIRECT);
MAP_PASS("TransInd", PASS_TRANSMISSION_INDIRECT);
MAP_PASS("VolumeInd", PASS_VOLUME_INDIRECT);
MAP_PASS("DiffCol", PASS_DIFFUSE_COLOR);
MAP_PASS("GlossCol", PASS_GLOSSY_COLOR);
MAP_PASS("TransCol", PASS_TRANSMISSION_COLOR);
MAP_PASS("Emit", PASS_EMISSION);
MAP_PASS("Env", PASS_BACKGROUND);
MAP_PASS("AO", PASS_AO);
MAP_PASS("Shadow", PASS_SHADOW);
MAP_PASS("BakePrimitive", PASS_BAKE_PRIMITIVE);
MAP_PASS("BakeDifferential", PASS_BAKE_DIFFERENTIAL);
MAP_PASS("Denoising Normal", PASS_DENOISING_NORMAL);
MAP_PASS("Denoising Albedo", PASS_DENOISING_ALBEDO);
MAP_PASS("Denoising Depth", PASS_DENOISING_DEPTH);
MAP_PASS("Shadow Catcher", PASS_SHADOW_CATCHER);
MAP_PASS("Noisy Shadow Catcher", PASS_SHADOW_CATCHER);
MAP_PASS("AdaptiveAuxBuffer", PASS_ADAPTIVE_AUX_BUFFER);
MAP_PASS("Debug Sample Count", PASS_SAMPLE_COUNT);
if (string_startswith(name, cryptomatte_prefix)) {
return PASS_CRYPTOMATTE;
}
#undef MAP_PASS
return PASS_NONE;
}
static Pass *pass_add(Scene *scene,
PassType type,
const char *name,
PassMode mode = PassMode::DENOISED)
{
Pass *pass = scene->create_node<Pass>();
pass->set_type(type);
pass->set_name(ustring(name));
pass->set_mode(mode);
return pass;
}
void BlenderSync::sync_render_passes(BL::RenderLayer &b_rlay, BL::ViewLayer &b_view_layer)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
/* Delete all existing passes. */
set<Pass *> clear_passes(scene->passes.begin(), scene->passes.end());
scene->delete_nodes(clear_passes);
/* Always add combined pass. */
pass_add(scene, PASS_COMBINED, "Combined");
/* Blender built-in data and light passes. */
for (BL::RenderPass &b_pass : b_rlay.passes) {
const PassType pass_type = get_blender_pass_type(b_pass);
if (pass_type == PASS_NONE) {
LOG(ERROR) << "Unknown pass " << b_pass.name();
continue;
}
if (pass_type == PASS_MOTION &&
(b_view_layer.use_motion_blur() && b_scene.render().use_motion_blur())) {
continue;
}
pass_add(scene, pass_type, b_pass.name().c_str());
}
PointerRNA crl = RNA_pointer_get(&b_view_layer.ptr, "cycles");
/* Debug passes. */
if (get_boolean(crl, "pass_debug_sample_count")) {
b_engine.add_pass("Debug Sample Count", 1, "X", b_view_layer.name().c_str());
pass_add(scene, PASS_SAMPLE_COUNT, "Debug Sample Count");
}
/* Cycles specific passes. */
if (get_boolean(crl, "use_pass_volume_direct")) {
b_engine.add_pass("VolumeDir", 3, "RGB", b_view_layer.name().c_str());
pass_add(scene, PASS_VOLUME_DIRECT, "VolumeDir");
}
if (get_boolean(crl, "use_pass_volume_indirect")) {
b_engine.add_pass("VolumeInd", 3, "RGB", b_view_layer.name().c_str());
pass_add(scene, PASS_VOLUME_INDIRECT, "VolumeInd");
}
if (get_boolean(crl, "use_pass_shadow_catcher")) {
b_engine.add_pass("Shadow Catcher", 3, "RGB", b_view_layer.name().c_str());
pass_add(scene, PASS_SHADOW_CATCHER, "Shadow Catcher");
}
/* Cryptomatte stores two ID/weight pairs per RGBA layer.
* User facing parameter is the number of pairs.
*
* NOTE: Name channels lowercase RGBA so that compression rules check in OpenEXR DWA code uses
* lossless compression. Reportedly this naming is the only one which works good from the
* interoperability point of view. Using XYZW naming is not portable. */
int crypto_depth = divide_up(min(16, b_view_layer.pass_cryptomatte_depth()), 2);
scene->film->set_cryptomatte_depth(crypto_depth);
CryptomatteType cryptomatte_passes = CRYPT_NONE;
if (b_view_layer.use_pass_cryptomatte_object()) {
for (int i = 0; i < crypto_depth; i++) {
string passname = cryptomatte_prefix + string_printf("Object%02d", i);
b_engine.add_pass(passname.c_str(), 4, "rgba", b_view_layer.name().c_str());
pass_add(scene, PASS_CRYPTOMATTE, passname.c_str());
}
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_OBJECT);
}
if (b_view_layer.use_pass_cryptomatte_material()) {
for (int i = 0; i < crypto_depth; i++) {
string passname = cryptomatte_prefix + string_printf("Material%02d", i);
b_engine.add_pass(passname.c_str(), 4, "rgba", b_view_layer.name().c_str());
pass_add(scene, PASS_CRYPTOMATTE, passname.c_str());
}
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_MATERIAL);
}
if (b_view_layer.use_pass_cryptomatte_asset()) {
for (int i = 0; i < crypto_depth; i++) {
string passname = cryptomatte_prefix + string_printf("Asset%02d", i);
b_engine.add_pass(passname.c_str(), 4, "rgba", b_view_layer.name().c_str());
pass_add(scene, PASS_CRYPTOMATTE, passname.c_str());
}
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_ASSET);
}
scene->film->set_cryptomatte_passes(cryptomatte_passes);
/* Denoising passes. */
const bool use_denoising = get_boolean(cscene, "use_denoising") &&
get_boolean(crl, "use_denoising");
const bool store_denoising_passes = get_boolean(crl, "denoising_store_passes");
if (use_denoising) {
b_engine.add_pass("Noisy Image", 4, "RGBA", b_view_layer.name().c_str());
pass_add(scene, PASS_COMBINED, "Noisy Image", PassMode::NOISY);
if (get_boolean(crl, "use_pass_shadow_catcher")) {
b_engine.add_pass("Noisy Shadow Catcher", 3, "RGB", b_view_layer.name().c_str());
pass_add(scene, PASS_SHADOW_CATCHER, "Noisy Shadow Catcher", PassMode::NOISY);
}
}
if (store_denoising_passes) {
b_engine.add_pass("Denoising Normal", 3, "XYZ", b_view_layer.name().c_str());
pass_add(scene, PASS_DENOISING_NORMAL, "Denoising Normal", PassMode::NOISY);
b_engine.add_pass("Denoising Albedo", 3, "RGB", b_view_layer.name().c_str());
pass_add(scene, PASS_DENOISING_ALBEDO, "Denoising Albedo", PassMode::NOISY);
b_engine.add_pass("Denoising Depth", 1, "Z", b_view_layer.name().c_str());
pass_add(scene, PASS_DENOISING_DEPTH, "Denoising Depth", PassMode::NOISY);
}
#ifdef WITH_CYCLES_DEBUG
b_engine.add_pass("Guiding Color", 3, "RGB", b_view_layer.name().c_str());
pass_add(scene, PASS_GUIDING_COLOR, "Guiding Color", PassMode::NOISY);
b_engine.add_pass("Guiding Probability", 1, "X", b_view_layer.name().c_str());
pass_add(scene, PASS_GUIDING_PROBABILITY, "Guiding Probability", PassMode::NOISY);
b_engine.add_pass("Guiding Average Roughness", 1, "X", b_view_layer.name().c_str());
pass_add(scene, PASS_GUIDING_AVG_ROUGHNESS, "Guiding Average Roughness", PassMode::NOISY);
#endif
/* Custom AOV passes. */
BL::ViewLayer::aovs_iterator b_aov_iter;
for (b_view_layer.aovs.begin(b_aov_iter); b_aov_iter != b_view_layer.aovs.end(); ++b_aov_iter) {
BL::AOV b_aov(*b_aov_iter);
if (!b_aov.is_valid()) {
continue;
}
string name = b_aov.name();
bool is_color = b_aov.type() == BL::AOV::type_COLOR;
if (is_color) {
b_engine.add_pass(name.c_str(), 4, "RGBA", b_view_layer.name().c_str());
pass_add(scene, PASS_AOV_COLOR, name.c_str());
}
else {
b_engine.add_pass(name.c_str(), 1, "X", b_view_layer.name().c_str());
pass_add(scene, PASS_AOV_VALUE, name.c_str());
}
}
/* Light Group passes. */
BL::ViewLayer::lightgroups_iterator b_lightgroup_iter;
for (b_view_layer.lightgroups.begin(b_lightgroup_iter);
b_lightgroup_iter != b_view_layer.lightgroups.end();
++b_lightgroup_iter) {
BL::Lightgroup b_lightgroup(*b_lightgroup_iter);
string name = string_printf("Combined_%s", b_lightgroup.name().c_str());
b_engine.add_pass(name.c_str(), 3, "RGB", b_view_layer.name().c_str());
Pass *pass = pass_add(scene, PASS_COMBINED, name.c_str(), PassMode::NOISY);
pass->set_lightgroup(ustring(b_lightgroup.name()));
}
scene->film->set_pass_alpha_threshold(b_view_layer.pass_alpha_threshold());
}
void BlenderSync::free_data_after_sync(BL::Depsgraph &b_depsgraph)
{
/* When viewport display is not needed during render we can force some
* caches to be releases from blender side in order to reduce peak memory
* footprint during synchronization process.
*/
const bool is_interface_locked = b_engine.render() && b_engine.render().use_lock_interface();
const bool is_persistent_data = b_engine.render() && b_engine.render().use_persistent_data();
const bool can_free_caches =
(BlenderSession::headless || is_interface_locked) &&
/* Baking re-uses the depsgraph multiple times, clearing crashes
* reading un-evaluated mesh data which isn't aligned with the
* geometry we're baking, see T71012. */
!scene->bake_manager->get_baking() &&
/* Persistent data must main caches for performance and correctness. */
!is_persistent_data;
if (!can_free_caches) {
return;
}
/* TODO(sergey): We can actually remove the whole dependency graph,
* but that will need some API support first.
*/
for (BL::Object &b_ob : b_depsgraph.objects) {
b_ob.cache_release();
}
}
/* Scene Parameters */
SceneParams BlenderSync::get_scene_params(BL::Scene &b_scene,
const bool background,
const bool use_developer_ui)
{
SceneParams params;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
if (shadingsystem == 0)
params.shadingsystem = SHADINGSYSTEM_SVM;
else if (shadingsystem == 1)
params.shadingsystem = SHADINGSYSTEM_OSL;
if (background || (use_developer_ui && get_enum(cscene, "debug_bvh_type")))
params.bvh_type = BVH_TYPE_STATIC;
else
params.bvh_type = BVH_TYPE_DYNAMIC;
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
params.use_bvh_compact_structure = RNA_boolean_get(&cscene, "debug_use_compact_bvh");
params.use_bvh_unaligned_nodes = RNA_boolean_get(&cscene, "debug_use_hair_bvh");
params.num_bvh_time_steps = RNA_int_get(&cscene, "debug_bvh_time_steps");
PointerRNA csscene = RNA_pointer_get(&b_scene.ptr, "cycles_curves");
params.hair_subdivisions = get_int(csscene, "subdivisions");
params.hair_shape = (CurveShapeType)get_enum(
csscene, "shape", CURVE_NUM_SHAPE_TYPES, CURVE_THICK);
int texture_limit;
if (background) {
texture_limit = RNA_enum_get(&cscene, "texture_limit_render");
}
else {
texture_limit = RNA_enum_get(&cscene, "texture_limit");
}
if (texture_limit > 0 && b_scene.render().use_simplify()) {
params.texture_limit = 1 << (texture_limit + 6);
}
else {
params.texture_limit = 0;
}
params.bvh_layout = DebugFlags().cpu.bvh_layout;
params.background = background;
return params;
}
/* Session Parameters */
bool BlenderSync::get_session_pause(BL::Scene &b_scene, bool background)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
return (background) ? false : get_boolean(cscene, "preview_pause");
}
SessionParams BlenderSync::get_session_params(BL::RenderEngine &b_engine,
BL::Preferences &b_preferences,
BL::Scene &b_scene,
bool background)
{
SessionParams params;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
if (background && !b_engine.is_preview()) {
/* Viewport and preview renders do not require temp directory and do request session
* parameters more often than the background render.
* Optimize RNA-C++ usage and memory allocation a bit by saving string access which we know is
* not needed for viewport render. */
params.temp_dir = b_engine.temporary_directory();
}
/* feature set */
params.experimental = (get_enum(cscene, "feature_set") != 0);
/* Headless and background rendering. */
params.headless = BlenderSession::headless;
params.background = background;
/* Device */
params.threads = blender_device_threads(b_scene);
params.device = blender_device_info(b_preferences, b_scene, params.background);
/* samples */
int samples = get_int(cscene, "samples");
int preview_samples = get_int(cscene, "preview_samples");
int sample_offset = get_int(cscene, "sample_offset");
if (background) {
params.samples = samples;
params.sample_offset = sample_offset;
}
else {
params.samples = preview_samples;
if (params.samples == 0) {
params.samples = INT_MAX;
}
params.sample_offset = 0;
}
/* Clamp sample offset. */
params.sample_offset = clamp(params.sample_offset, 0, Integrator::MAX_SAMPLES);
/* Clamp samples. */
params.samples = clamp(params.samples, 0, Integrator::MAX_SAMPLES - params.sample_offset);
/* Viewport Performance */
params.pixel_size = b_engine.get_preview_pixel_size(b_scene);
if (background) {
params.pixel_size = 1;
}
/* shading system - scene level needs full refresh */
const bool shadingsystem = RNA_boolean_get(&cscene, "shading_system");
if (shadingsystem == 0)
params.shadingsystem = SHADINGSYSTEM_SVM;
else if (shadingsystem == 1)
params.shadingsystem = SHADINGSYSTEM_OSL;
/* Time limit. */
if (background) {
params.time_limit = (double)get_float(cscene, "time_limit");
}
else {
/* For the viewport it kind of makes more sense to think in terms of the noise floor, which is
* usually higher than acceptable level for the final frame. */
/* TODO: It might be useful to support time limit in the viewport as well, but needs some
* extra thoughts and input. */
params.time_limit = 0.0;
}
/* Profiling. */
params.use_profiling = params.device.has_profiling && !b_engine.is_preview() && background &&
BlenderSession::print_render_stats;
if (background) {
params.use_auto_tile = RNA_boolean_get(&cscene, "use_auto_tile");
params.tile_size = max(get_int(cscene, "tile_size"), 8);
}
else {
params.use_auto_tile = false;
}
return params;
}
DenoiseParams BlenderSync::get_denoise_params(BL::Scene &b_scene,
BL::ViewLayer &b_view_layer,
bool background)
{
enum DenoiserInput {
DENOISER_INPUT_RGB = 1,
DENOISER_INPUT_RGB_ALBEDO = 2,
DENOISER_INPUT_RGB_ALBEDO_NORMAL = 3,
DENOISER_INPUT_NUM,
};
DenoiseParams denoising;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
int input_passes = -1;
if (background) {
/* Final Render Denoising */
denoising.use = get_boolean(cscene, "use_denoising");
denoising.type = (DenoiserType)get_enum(cscene, "denoiser", DENOISER_NUM, DENOISER_NONE);
denoising.prefilter = (DenoiserPrefilter)get_enum(
cscene, "denoising_prefilter", DENOISER_PREFILTER_NUM, DENOISER_PREFILTER_NONE);
input_passes = (DenoiserInput)get_enum(
cscene, "denoising_input_passes", DENOISER_INPUT_NUM, DENOISER_INPUT_RGB_ALBEDO_NORMAL);
if (b_view_layer) {
PointerRNA clayer = RNA_pointer_get(&b_view_layer.ptr, "cycles");
if (!get_boolean(clayer, "use_denoising")) {
denoising.use = false;
}
}
}
else {
/* Viewport Denoising */
denoising.use = get_boolean(cscene, "use_preview_denoising");
denoising.type = (DenoiserType)get_enum(
cscene, "preview_denoiser", DENOISER_NUM, DENOISER_NONE);
denoising.prefilter = (DenoiserPrefilter)get_enum(
cscene, "preview_denoising_prefilter", DENOISER_PREFILTER_NUM, DENOISER_PREFILTER_FAST);
denoising.start_sample = get_int(cscene, "preview_denoising_start_sample");
input_passes = (DenoiserInput)get_enum(
cscene, "preview_denoising_input_passes", DENOISER_INPUT_NUM, DENOISER_INPUT_RGB_ALBEDO);
/* Auto select fastest denoiser. */
if (denoising.type == DENOISER_NONE) {
if (!Device::available_devices(DEVICE_MASK_OPTIX).empty()) {
denoising.type = DENOISER_OPTIX;
}
else if (openimagedenoise_supported()) {
denoising.type = DENOISER_OPENIMAGEDENOISE;
}
else {
denoising.use = false;
}
}
}
switch (input_passes) {
case DENOISER_INPUT_RGB:
denoising.use_pass_albedo = false;
denoising.use_pass_normal = false;
break;
case DENOISER_INPUT_RGB_ALBEDO:
denoising.use_pass_albedo = true;
denoising.use_pass_normal = false;
break;
case DENOISER_INPUT_RGB_ALBEDO_NORMAL:
denoising.use_pass_albedo = true;
denoising.use_pass_normal = true;
break;
default:
LOG(ERROR) << "Unhandled input passes enum " << input_passes;
break;
}
return denoising;
}
CCL_NAMESPACE_END