Files
test2/intern/cycles/blender/sync.cpp
Brecht Van Lommel fb4e3c8167 Refactor: Cycles: Remove distinction between severity and verbosity
Only use LOG() and LOG_IS_ON() macros, no more VLOG_.

Pull Request: https://projects.blender.org/blender/blender/pulls/140244
2025-07-09 20:59:24 +02:00

1091 lines
39 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "RNA_types.hh"
#include "scene/background.h"
#include "scene/bake.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 "integrator/denoiser.h"
#include "util/debug.h"
#include "util/hash.h"
#include "util/log.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),
b_bake_target(PointerRNA_NULL),
shader_map(scene),
object_map(scene),
procedural_map(scene),
geometry_map(scene),
particle_system_map(scene),
world_map(nullptr),
world_recalc(false),
scene(scene),
preview(preview),
use_developer_ui(use_developer_ui),
dicing_rate(1.0f),
max_subdivisions(12),
progress(progress)
{
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() = default;
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;
}
void BlenderSync::set_bake_target(BL::Object &b_object)
{
b_bake_target = b_object;
}
/* 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 (use_adaptive_subdivision) {
/* 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;
const 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;
}
const 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) {
const PointerRNA id_ptr = RNA_id_pointer_create((::ID *)iter.first.id);
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 data-block. 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)) {
const BL::Material b_mat(b_id);
shader_map.set_recalc(b_mat);
}
/* Light */
else if (b_id.is_a(&RNA_Light)) {
const BL::Light b_light(b_id);
shader_map.set_recalc(b_light);
geometry_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 object color updates on instancer, among other things. */
object_map.set_recalc(b_ob);
}
if (can_have_geometry || is_light) {
const bool updated_geometry = b_update.is_updated_geometry();
const bool updated_transform = b_update.is_updated_transform();
/* Geometry (mesh, hair, volume). */
if (can_have_geometry) {
if (updated_transform || b_update.is_updated_shading()) {
object_map.set_recalc(b_ob);
}
const bool use_adaptive_subdiv = object_subdivision_type(
b_ob, preview, use_adaptive_subdivision) !=
Mesh::SUBDIVISION_NONE;
/* Need to recompute geometry if the geometry changed, or the transform changed
* and using adaptive subdivision. */
if (updated_geometry || (updated_transform && use_adaptive_subdiv)) {
BL::ID const key = BKE_object_is_modified(b_ob) ?
b_ob :
object_get_data(b_ob, use_adaptive_subdiv);
geometry_map.set_recalc(key);
/* Sync all contained geometry instances as well when the object changed.. */
const 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 const &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);
geometry_map.set_recalc(b_ob);
}
if (updated_geometry) {
geometry_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)) {
const BL::Mesh b_mesh(b_id);
geometry_map.set_recalc(b_mesh);
}
/* World */
else if (b_id.is_a(&RNA_World)) {
const 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)) {
const BL::Volume b_volume(b_id);
geometry_map.set_recalc(b_volume);
}
}
if (b_v3d) {
const 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,
const int width,
const int height,
void **python_thread_state,
const DeviceInfo &denoise_device_info)
{
/* For auto refresh images. */
ImageManager *image_manager = scene->image_manager.get();
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;
}
const 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, denoise_device_info);
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);
LOG(INFO) << "Total time spent synchronizing data: " << timer.get_time();
has_updates_ = false;
}
/* Integrator */
void BlenderSync::sync_integrator(BL::ViewLayer &b_view_layer,
bool background,
const DeviceInfo &denoise_device_info)
{
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
/* No adaptive subdivision for baking, mesh needs to match Blender exactly. */
use_adaptive_subdivision = (get_enum(cscene, "feature_set") != 0) && !b_bake_target;
use_experimental_procedural = (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"));
const 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);
}
const bool use_light_tree = get_boolean(cscene, "use_light_tree");
integrator->set_use_light_tree(use_light_tree);
integrator->set_light_sampling_threshold(get_float(cscene, "light_sampling_threshold"));
if (integrator->use_light_tree_is_modified()) {
scene->light_manager->tag_update(scene, LightManager::UPDATE_ALL);
}
SamplingPattern sampling_pattern = (SamplingPattern)get_enum(
cscene, "sampling_pattern", SAMPLING_NUM_PATTERNS, SAMPLING_PATTERN_TABULATED_SOBOL);
switch (sampling_pattern) {
case SAMPLING_PATTERN_AUTOMATIC:
if (!background) {
/* For interactive rendering, ensure that the first sample is in itself
* blue-noise-distributed for smooth viewport navigation. */
sampling_pattern = SAMPLING_PATTERN_BLUE_NOISE_FIRST;
}
else {
/* For non-interactive rendering, default to a full blue-noise pattern. */
sampling_pattern = SAMPLING_PATTERN_BLUE_NOISE_PURE;
}
break;
case SAMPLING_PATTERN_TABULATED_SOBOL:
case SAMPLING_PATTERN_BLUE_NOISE_PURE:
/* Always allowed. */
break;
default:
/* If not using developer UI, default to blue noise for "advanced" patterns. */
if (!use_developer_ui) {
sampling_pattern = SAMPLING_PATTERN_BLUE_NOISE_PURE;
}
break;
}
const bool is_vertex_baking = b_bake_target && b_scene.render().bake().target() !=
BL::BakeSettings::target_IMAGE_TEXTURES;
scene->bake_manager->set_use_seed(is_vertex_baking);
if (is_vertex_baking) {
/* When baking vertex colors, the "pixels" in the output are unrelated to their neighbors,
* so blue-noise sampling makes no sense. */
sampling_pattern = SAMPLING_PATTERN_TABULATED_SOBOL;
}
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");
const 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. */
const bool preview_scrambling_distance = get_boolean(cscene, "preview_scrambling_distance");
if ((preview && !preview_scrambling_distance) ||
sampling_pattern != SAMPLING_PATTERN_TABULATED_SOBOL)
{
scrambling_distance = 1.0f;
}
if (scrambling_distance != 1.0f) {
LOG(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"));
const 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);
const GuidingDirectionalSamplingType guiding_directional_sampling_type =
(GuidingDirectionalSamplingType)get_enum(cscene,
"guiding_directional_sampling_type",
GUIDING_DIRECTIONAL_SAMPLING_NUM_TYPES,
GUIDING_DIRECTIONAL_SAMPLING_TYPE_RIS);
integrator->set_guiding_directional_sampling_type(guiding_directional_sampling_type);
integrator->set_guiding_roughness_threshold(get_float(cscene, "guiding_roughness_threshold"));
}
DenoiseParams denoise_params = get_denoise_params(
b_scene, b_view_layer, background, denoise_device_info);
/* No denoising support for vertex color baking, vertices packed into image
* buffer have no relation to neighbors. */
if (is_vertex_baking) {
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_use_gpu(denoise_params.use_gpu);
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);
integrator->set_denoiser_quality(denoise_params.quality);
}
/* 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));
const 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() || b_bake_target;
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();
/* World override. */
view_layer.world_override = b_view_layer.world_override();
/* Sample override. */
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
const 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) {
const 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) {
const bool is_builtin = image_is_builtin(b_image, b_engine);
if (is_builtin == false) {
b_image.buffers_free();
}
/* TODO(sergey): Free builtin images not used by any shader. */
}
}
/* Passes */
static bool get_known_pass_type(BL::RenderPass &b_pass, PassType &type, PassMode &mode)
{
const string name = b_pass.name();
#define MAP_PASS(passname, passtype, noisy) \
if (name == passname) { \
type = passtype; \
mode = (noisy) ? PassMode::NOISY : PassMode::DENOISED; \
return true; \
} \
((void)0)
/* NOTE: Keep in sync with defined names from engine.py */
MAP_PASS("Combined", PASS_COMBINED, false);
MAP_PASS("Noisy Image", PASS_COMBINED, true);
MAP_PASS("Depth", PASS_DEPTH, false);
MAP_PASS("Mist", PASS_MIST, false);
MAP_PASS("Position", PASS_POSITION, false);
MAP_PASS("Normal", PASS_NORMAL, false);
MAP_PASS("IndexOB", PASS_OBJECT_ID, false);
MAP_PASS("UV", PASS_UV, false);
MAP_PASS("Vector", PASS_MOTION, false);
MAP_PASS("IndexMA", PASS_MATERIAL_ID, false);
MAP_PASS("DiffDir", PASS_DIFFUSE_DIRECT, false);
MAP_PASS("GlossDir", PASS_GLOSSY_DIRECT, false);
MAP_PASS("TransDir", PASS_TRANSMISSION_DIRECT, false);
MAP_PASS("VolumeDir", PASS_VOLUME_DIRECT, false);
MAP_PASS("DiffInd", PASS_DIFFUSE_INDIRECT, false);
MAP_PASS("GlossInd", PASS_GLOSSY_INDIRECT, false);
MAP_PASS("TransInd", PASS_TRANSMISSION_INDIRECT, false);
MAP_PASS("VolumeInd", PASS_VOLUME_INDIRECT, false);
MAP_PASS("DiffCol", PASS_DIFFUSE_COLOR, false);
MAP_PASS("GlossCol", PASS_GLOSSY_COLOR, false);
MAP_PASS("TransCol", PASS_TRANSMISSION_COLOR, false);
MAP_PASS("Emit", PASS_EMISSION, false);
MAP_PASS("Env", PASS_BACKGROUND, false);
MAP_PASS("AO", PASS_AO, false);
MAP_PASS("BakePrimitive", PASS_BAKE_PRIMITIVE, false);
MAP_PASS("BakeSeed", PASS_BAKE_SEED, false);
MAP_PASS("BakeDifferential", PASS_BAKE_DIFFERENTIAL, false);
MAP_PASS("Denoising Normal", PASS_DENOISING_NORMAL, true);
MAP_PASS("Denoising Albedo", PASS_DENOISING_ALBEDO, true);
MAP_PASS("Denoising Depth", PASS_DENOISING_DEPTH, true);
MAP_PASS("Shadow Catcher", PASS_SHADOW_CATCHER, false);
MAP_PASS("Noisy Shadow Catcher", PASS_SHADOW_CATCHER, true);
MAP_PASS("AdaptiveAuxBuffer", PASS_ADAPTIVE_AUX_BUFFER, false);
MAP_PASS("Debug Sample Count", PASS_SAMPLE_COUNT, false);
MAP_PASS("Guiding Color", PASS_GUIDING_COLOR, false);
MAP_PASS("Guiding Probability", PASS_GUIDING_PROBABILITY, false);
MAP_PASS("Guiding Average Roughness", PASS_GUIDING_AVG_ROUGHNESS, false);
if (string_startswith(name, cryptomatte_prefix)) {
type = PASS_CRYPTOMATTE;
mode = PassMode::DENOISED;
return true;
}
#undef MAP_PASS
return false;
}
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)
{
/* Delete all existing passes. */
const vector<Pass *> &scene_passes = scene->passes;
scene->delete_nodes(set<Pass *>(scene_passes.begin(), scene_passes.end()));
/* Always add combined pass. */
pass_add(scene, PASS_COMBINED, "Combined");
/* Cryptomatte stores two ID/weight pairs per RGBA layer.
* User facing parameter is the number of pairs. */
const 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()) {
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_OBJECT);
}
if (b_view_layer.use_pass_cryptomatte_material()) {
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_MATERIAL);
}
if (b_view_layer.use_pass_cryptomatte_asset()) {
cryptomatte_passes = (CryptomatteType)(cryptomatte_passes | CRYPT_ASSET);
}
scene->film->set_cryptomatte_passes(cryptomatte_passes);
unordered_set<string> expected_passes;
/* 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;
}
const string name = b_aov.name();
const PassType type = (b_aov.type() == BL::AOV::type_COLOR) ? PASS_AOV_COLOR : PASS_AOV_VALUE;
pass_add(scene, type, name.c_str());
expected_passes.insert(name);
}
/* 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);
const string name = string_printf("Combined_%s", b_lightgroup.name().c_str());
Pass *pass = pass_add(scene, PASS_COMBINED, name.c_str(), PassMode::NOISY);
pass->set_lightgroup(ustring(b_lightgroup.name()));
expected_passes.insert(name);
}
/* Sync the passes that were defined in engine.py. */
for (BL::RenderPass &b_pass : b_rlay.passes) {
PassType pass_type = PASS_NONE;
PassMode pass_mode = PassMode::DENOISED;
if (!get_known_pass_type(b_pass, pass_type, pass_mode)) {
if (!expected_passes.count(b_pass.name())) {
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(), pass_mode);
}
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 #71012. */
!b_bake_target &&
/* 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) {
/* Grease pencil render requires all evaluated objects available as-is after Cycles is done
* with its part. */
if (b_ob.type() == BL::Object::type_GREASEPENCIL) {
continue;
}
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, b_engine.is_preview(), params.denoise_device);
/* samples */
const int samples = get_int(cscene, "samples");
const int preview_samples = get_int(cscene, "preview_samples");
const bool use_sample_subset = get_boolean(cscene, "use_sample_subset");
const int sample_subset_offset = get_int(cscene, "sample_offset");
const int sample_subset_length = get_int(cscene, "sample_subset_length");
if (background) {
params.samples = samples;
params.use_sample_subset = use_sample_subset;
params.sample_subset_offset = sample_subset_offset;
params.sample_subset_length = sample_subset_length;
}
else {
params.samples = preview_samples;
if (params.samples == 0) {
params.samples = INT_MAX;
}
params.use_sample_subset = false;
params.sample_subset_offset = 0;
params.sample_subset_length = 0;
}
/* 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,
const DeviceInfo &denoise_device_info)
{
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.use_gpu = get_boolean(cscene, "denoising_use_gpu");
denoising.prefilter = (DenoiserPrefilter)get_enum(
cscene, "denoising_prefilter", DENOISER_PREFILTER_NUM, DENOISER_PREFILTER_NONE);
denoising.quality = (DenoiserQuality)get_enum(
cscene, "denoising_quality", DENOISER_QUALITY_NUM, DENOISER_QUALITY_HIGH);
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.use_gpu = get_boolean(cscene, "preview_denoising_use_gpu");
denoising.prefilter = (DenoiserPrefilter)get_enum(
cscene, "preview_denoising_prefilter", DENOISER_PREFILTER_NUM, DENOISER_PREFILTER_FAST);
denoising.quality = (DenoiserQuality)get_enum(
cscene, "preview_denoising_quality", DENOISER_QUALITY_NUM, DENOISER_QUALITY_BALANCED);
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) {
denoising.type = Denoiser::automatic_viewport_denoiser_type(denoise_device_info);
if (denoising.type == DENOISER_NONE) {
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