static void dpaint_bake_endjob(void *customdata) { DynamicPaintBakeJob *job = customdata; DynamicPaintCanvasSettings *canvas = job->canvas; canvas->flags &= ~MOD_DPAINT_BAKING; dynamicPaint_freeSurfaceData(job->surface); G.is_rendering = false; BKE_spacedata_draw_locks(false); WM_set_locked_interface(G.main->wm.first, false); /* Bake was successful: * Report for ended bake and how long it took */ if (job->success) { /* Show bake info */ WM_reportf(RPT_INFO, "DynamicPaint: Bake complete! (%.2f)", PIL_check_seconds_timer() - job->start); } else { if (strlen(canvas->error)) { /* If an error occurred */ WM_reportf(RPT_ERROR, "DynamicPaint: Bake failed: %s", canvas->error); } else { /* User canceled the bake */ WM_report(RPT_WARNING, "Baking canceled!"); } } }
static int ptcache_bake_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event)) { bool all = STREQ(op->type->idname, "PTCACHE_OT_bake_all"); PointCacheJob *job = MEM_mallocN(sizeof(PointCacheJob), "PointCacheJob"); job->baker = ptcache_baker_create(C, op, all); job->baker->bake_job = job; job->baker->update_progress = ptcache_job_update; wmJob *wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), CTX_data_scene(C), "Point Cache", WM_JOB_PROGRESS, WM_JOB_TYPE_POINTCACHE); WM_jobs_customdata_set(wm_job, job, ptcache_job_free); WM_jobs_timer(wm_job, 0.1, NC_OBJECT | ND_POINTCACHE, NC_OBJECT | ND_POINTCACHE); WM_jobs_callbacks(wm_job, ptcache_job_startjob, NULL, NULL, ptcache_job_endjob); WM_set_locked_interface(CTX_wm_manager(C), true); WM_jobs_start(CTX_wm_manager(C), wm_job); WM_event_add_modal_handler(C, op); /* we must run modal until the bake job is done, otherwise the undo push * happens before the job ends, which can lead to race conditions between * the baking and file writing code */ return OPERATOR_RUNNING_MODAL; }
/* * Bake Dynamic Paint image sequence surface */ static int dynamicpaint_bake_exec(struct bContext *C, struct wmOperator *op) { DynamicPaintModifierData *pmd = NULL; DynamicPaintCanvasSettings *canvas; Object *ob = ED_object_context(C); Scene *scene = CTX_data_scene(C); DynamicPaintSurface *surface; /* * Get modifier data */ pmd = (DynamicPaintModifierData *)modifiers_findByType(ob, eModifierType_DynamicPaint); if (!pmd) { BKE_report(op->reports, RPT_ERROR, "Bake failed: no Dynamic Paint modifier found"); return OPERATOR_CANCELLED; } /* Make sure we're dealing with a canvas */ canvas = pmd->canvas; if (!canvas) { BKE_report(op->reports, RPT_ERROR, "Bake failed: invalid canvas"); return OPERATOR_CANCELLED; } surface = get_activeSurface(canvas); /* Set state to baking and init surface */ canvas->error[0] = '\0'; canvas->flags |= MOD_DPAINT_BAKING; DynamicPaintBakeJob *job = MEM_mallocN(sizeof(DynamicPaintBakeJob), "DynamicPaintBakeJob"); job->bmain = CTX_data_main(C); job->scene = scene; job->ob = ob; job->canvas = canvas; job->surface = surface; wmJob *wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, "Dynamic Paint Bake", WM_JOB_PROGRESS, WM_JOB_TYPE_DPAINT_BAKE); WM_jobs_customdata_set(wm_job, job, dpaint_bake_free); WM_jobs_timer(wm_job, 0.1, NC_OBJECT | ND_MODIFIER, NC_OBJECT | ND_MODIFIER); WM_jobs_callbacks(wm_job, dpaint_bake_startjob, NULL, NULL, dpaint_bake_endjob); WM_set_locked_interface(CTX_wm_manager(C), true); /* Bake Dynamic Paint */ WM_jobs_start(CTX_wm_manager(C), wm_job); return OPERATOR_FINISHED; }
static void ptcache_job_endjob(void *customdata) { PointCacheJob *job = customdata; Scene *scene = job->baker->scene; G.is_rendering = false; BKE_spacedata_draw_locks(false); WM_set_locked_interface(G.main->wm.first, false); WM_main_add_notifier(NC_SCENE | ND_FRAME, scene); WM_main_add_notifier(NC_OBJECT | ND_POINTCACHE, job->baker->pid.ob); }
/* using context, starts job */ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event) { /* new render clears all callbacks */ Main *mainp; Scene *scene = CTX_data_scene(C); SceneRenderLayer *srl = NULL; Render *re; wmJob *wm_job; RenderJob *rj; Image *ima; int jobflag; const bool is_animation = RNA_boolean_get(op->ptr, "animation"); const bool is_write_still = RNA_boolean_get(op->ptr, "write_still"); const bool use_viewport = RNA_boolean_get(op->ptr, "use_viewport"); View3D *v3d = use_viewport ? CTX_wm_view3d(C) : NULL; struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL; const char *name; ScrArea *sa; /* only one render job at a time */ if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER)) return OPERATOR_CANCELLED; if (RE_force_single_renderlayer(scene)) WM_event_add_notifier(C, NC_SCENE | ND_RENDER_OPTIONS, NULL); if (!RE_is_rendering_allowed(scene, camera_override, op->reports)) { return OPERATOR_CANCELLED; } if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) { BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected"); return OPERATOR_CANCELLED; } /* stop all running jobs, except screen one. currently previews frustrate Render */ WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C)); /* get main */ if (G.debug_value == 101) { /* thread-safety experiment, copy main from the undo buffer */ mainp = BKE_undo_get_main(&scene); } else mainp = CTX_data_main(C); /* cancel animation playback */ if (ED_screen_animation_playing(CTX_wm_manager(C))) ED_screen_animation_play(C, 0, 0); /* handle UI stuff */ WM_cursor_wait(1); /* flush sculpt and editmode changes */ ED_editors_flush_edits(C, true); /* cleanup sequencer caches before starting user triggered render. * otherwise, invalidated cache entries can make their way into * the output rendering. We can't put that into RE_BlenderFrame, * since sequence rendering can call that recursively... (peter) */ BKE_sequencer_cache_cleanup(); // store spare // get view3d layer, local layer, make this nice api call to render // store spare /* ensure at least 1 area shows result */ sa = render_view_open(C, event->x, event->y); jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS; /* custom scene and single layer re-render */ screen_render_scene_layer_set(op, mainp, &scene, &srl); if (RNA_struct_property_is_set(op->ptr, "layer")) jobflag |= WM_JOB_SUSPEND; /* job custom data */ rj = MEM_callocN(sizeof(RenderJob), "render job"); rj->main = mainp; rj->scene = scene; rj->current_scene = rj->scene; rj->srl = srl; rj->camera_override = camera_override; rj->lay_override = 0; rj->anim = is_animation; rj->write_still = is_write_still && !is_animation; rj->iuser.scene = scene; rj->iuser.ok = 1; rj->reports = op->reports; rj->orig_layer = 0; rj->last_layer = 0; rj->sa = sa; BKE_color_managed_display_settings_copy(&rj->display_settings, &scene->display_settings); BKE_color_managed_view_settings_copy(&rj->view_settings, &scene->view_settings); if (sa) { SpaceImage *sima = sa->spacedata.first; rj->orig_layer = sima->iuser.layer; } if (v3d) { if (scene->lay != v3d->lay) { rj->lay_override = v3d->lay; rj->v3d_override = true; } else if (camera_override && camera_override != scene->camera) rj->v3d_override = true; if (v3d->localvd) rj->lay_override |= v3d->localvd->lay; } /* Lock the user interface depending on render settings. */ if (scene->r.use_lock_interface) { int renderlay = rj->lay_override ? rj->lay_override : scene->lay; WM_set_locked_interface(CTX_wm_manager(C), true); /* Set flag interface need to be unlocked. * * This is so because we don't have copy of render settings * accessible from render job and copy is needed in case * of non-locked rendering, so we wouldn't try to unlock * anything if option was initially unset but then was * enabled during rendering. */ rj->interface_locked = true; /* Clean memory used by viewport? */ clean_viewport_memory(rj->main, scene, renderlay); } /* setup job */ if (RE_seq_render_active(scene, &scene->r)) name = "Sequence Render"; else name = "Render"; wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag, WM_JOB_TYPE_RENDER); WM_jobs_customdata_set(wm_job, rj, render_freejob); WM_jobs_timer(wm_job, 0.2, NC_SCENE | ND_RENDER_RESULT, 0); WM_jobs_callbacks(wm_job, render_startjob, NULL, NULL, render_endjob); /* get a render result image, and make sure it is empty */ ima = BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"); BKE_image_signal(ima, NULL, IMA_SIGNAL_FREE); BKE_image_backup_render(rj->scene, ima); rj->image = ima; /* setup new render */ re = RE_NewRender(scene->id.name); RE_test_break_cb(re, rj, render_breakjob); RE_draw_lock_cb(re, rj, render_drawlock); RE_display_update_cb(re, rj, image_rect_update); RE_current_scene_update_cb(re, rj, current_scene_update); RE_stats_draw_cb(re, rj, image_renderinfo_cb); RE_progress_cb(re, rj, render_progress_update); rj->re = re; G.is_break = false; /* store actual owner of job, so modal operator could check for it, * the reason of this is that active scene could change when rendering * several layers from compositor [#31800] */ op->customdata = scene; WM_jobs_start(CTX_wm_manager(C), wm_job); WM_cursor_wait(0); WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene); /* we set G.is_rendering here already instead of only in the job, this ensure * main loop or other scene updates are disabled in time, since they may * have started before the job thread */ G.is_rendering = true; /* add modal handler for ESC */ WM_event_add_modal_handler(C, op); return OPERATOR_RUNNING_MODAL; }
static void render_endjob(void *rjv) { RenderJob *rj = rjv; /* this render may be used again by the sequencer without the active 'Render' where the callbacks * would be re-assigned. assign dummy callbacks to avoid referencing freed renderjobs bug [#24508] */ RE_InitRenderCB(rj->re); if (rj->main != G.main) BKE_main_free(rj->main); /* else the frame will not update for the original value */ if (rj->anim && !(rj->scene->r.scemode & R_NO_FRAME_UPDATE)) { /* possible this fails of loading new file while rendering */ if (G.main->wm.first) { ED_update_for_newframe(G.main, rj->scene, 1); } } /* XXX above function sets all tags in nodes */ ntreeCompositClearTags(rj->scene->nodetree); /* potentially set by caller */ rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE; if (rj->srl) { nodeUpdateID(rj->scene->nodetree, &rj->scene->id); WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene); } if (rj->sa) { render_image_restore_layer(rj); } /* XXX render stability hack */ G.is_rendering = false; WM_main_add_notifier(NC_SCENE | ND_RENDER_RESULT, NULL); /* Partial render result will always update display buffer * for first render layer only. This is nice because you'll * see render progress during rendering, but it ends up in * wrong display buffer shown after rendering. * * The code below will mark display buffer as invalid after * rendering in case multiple layers were rendered, which * ensures display buffer matches render layer after * rendering. * * Perhaps proper way would be to toggle active render * layer in image editor and job, so we always display * layer being currently rendered. But this is not so much * trivial at this moment, especially because of external * engine API, so lets use simple and robust way for now * - sergey - */ if (rj->scene->r.layers.first != rj->scene->r.layers.last || rj->image_outdated) { void *lock; Image *ima = rj->image; ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock); if (ibuf) ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID; BKE_image_release_ibuf(ima, ibuf, lock); } /* Finally unlock the user interface (if it was locked). */ if (rj->interface_locked) { Scene *scene; /* Interface was locked, so window manager couldn't have been changed * and using one from Global will unlock exactly the same manager as * was locked before running the job. */ WM_set_locked_interface(G.main->wm.first, false); /* We've freed all the derived caches before rendering, which is * effectively the same as if we re-loaded the file. * * So let's not try being smart here and just reset all updated * scene layers and use generic DAG_on_visible_update. */ for (scene = G.main->scene.first; scene; scene = scene->id.next) { scene->lay_updated = 0; } DAG_on_visible_update(G.main, false); } }