//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Update the rendered image, with or without passes
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void BlenderSession::do_write_update_render_img(bool do_update_only) {
	int x = 0;
	int y = 0;
	int w = width;
	int h = height;

	// Get render result
	BL::RenderResult b_rr = begin_render_result(b_engine, x, y, w, h, b_rlay_name.c_str());

	// Can happen if the intersected rectangle gives 0 width or height
	if (!b_rr.ptr.data) return;

	BL::RenderResult::layers_iterator b_single_rlay;
	b_rr.layers.begin(b_single_rlay);
	BL::RenderLayer b_rlay = *b_single_rlay;

    if(do_update_only) {
		// Update only needed
		update_render_result(b_rr, b_rlay);
		end_render_result(b_engine, b_rr, true, true);
	}
	else {
		// Write result
		write_render_result(b_rr, b_rlay);
		end_render_result(b_engine, b_rr, false, true);
	}
} //do_write_update_render_img()
void BlenderSession::do_write_update_render_tile(RenderTile& rtile, bool do_update_only)
{
	BufferParams& params = rtile.buffers->params;
	int x = params.full_x - session->tile_manager.params.full_x;
	int y = params.full_y - session->tile_manager.params.full_y;
	int w = params.width;
	int h = params.height;

	/* get render result */
	BL::RenderResult b_rr = begin_render_result(b_engine, x, y, w, h, b_rlay_name.c_str(), b_rview_name.c_str());

	/* can happen if the intersected rectangle gives 0 width or height */
	if(b_rr.ptr.data == NULL) {
		return;
	}

	BL::RenderResult::layers_iterator b_single_rlay;
	b_rr.layers.begin(b_single_rlay);

	/* layer will be missing if it was disabled in the UI */
	if(b_single_rlay == b_rr.layers.end())
		return;

	BL::RenderLayer b_rlay = *b_single_rlay;

	if(do_update_only) {
		/* update only needed */

		if(rtile.sample != 0) {
			/* sample would be zero at initial tile update, which is only needed
			 * to tag tile form blender side as IN PROGRESS for proper highlight
			 * no buffers should be sent to blender yet
			 */
			update_render_result(b_rr, b_rlay, rtile);
		}

		end_render_result(b_engine, b_rr, true, true);
	}
	else {
		/* write result */
		write_render_result(b_rr, b_rlay, rtile);
		end_render_result(b_engine, b_rr, false, true);
	}
}
void BlenderSession::render()
{
	/* set callback to write out render results */
	session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
	session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1);

	/* get buffer parameters */
	SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
	BufferParams buffer_params = BlenderSync::get_buffer_params(b_render, b_v3d, b_rv3d, scene->camera, width, height);

	/* render each layer */
	BL::RenderSettings r = b_scene.render();
	BL::RenderSettings::layers_iterator b_layer_iter;
	BL::RenderResult::views_iterator b_view_iter;
	
	for(r.layers.begin(b_layer_iter); b_layer_iter != r.layers.end(); ++b_layer_iter) {
		b_rlay_name = b_layer_iter->name();

		/* temporary render result to find needed passes and views */
		BL::RenderResult b_rr = begin_render_result(b_engine, 0, 0, 1, 1, b_rlay_name.c_str(), NULL);
		BL::RenderResult::layers_iterator b_single_rlay;
		b_rr.layers.begin(b_single_rlay);

		/* layer will be missing if it was disabled in the UI */
		if(b_single_rlay == b_rr.layers.end()) {
			end_render_result(b_engine, b_rr, true, false);
			continue;
		}

		BL::RenderLayer b_rlay = *b_single_rlay;

		/* add passes */
		vector<Pass> passes;
		Pass::add(PASS_COMBINED, passes);
#ifdef WITH_CYCLES_DEBUG
		Pass::add(PASS_BVH_TRAVERSAL_STEPS, passes);
#endif

		if(session_params.device.advanced_shading) {

			/* loop over passes */
			BL::RenderLayer::passes_iterator b_pass_iter;

			for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
				BL::RenderPass b_pass(*b_pass_iter);
				PassType pass_type = get_pass_type(b_pass);

				if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
					continue;
				if(pass_type != PASS_NONE)
					Pass::add(pass_type, passes);
			}
		}

		buffer_params.passes = passes;
		scene->film->pass_alpha_threshold = b_layer_iter->pass_alpha_threshold();
		scene->film->tag_passes_update(scene, passes);
		scene->film->tag_update(scene);
		scene->integrator->tag_update(scene);

		for(b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter) {
			b_rview_name = b_view_iter->name();

			/* set the current view */
			b_engine.active_view_set(b_rview_name.c_str());

			/* update scene */
			sync->sync_camera(b_render, b_engine.camera_override(), width, height);
			sync->sync_data(b_v3d, b_engine.camera_override(), &python_thread_state, b_rlay_name.c_str());

			/* update number of samples per layer */
			int samples = sync->get_layer_samples();
			bool bound_samples = sync->get_layer_bound_samples();

			if(samples != 0 && (!bound_samples || (samples < session_params.samples)))
				session->reset(buffer_params, samples);
			else
				session->reset(buffer_params, session_params.samples);

			/* render */
			session->start();
			session->wait();

			if(session->progress.get_cancel())
				break;
		}

		/* free result without merging */
		end_render_result(b_engine, b_rr, true, false);

		if(session->progress.get_cancel())
			break;
	}

	/* clear callback */
	session->write_render_tile_cb = function_null;
	session->update_render_tile_cb = function_null;

	/* free all memory used (host and device), so we wouldn't leave render
	 * engine with extra memory allocated
	 */

	session->device_free();

	delete sync;
	sync = NULL;
}
void BlenderSession::render()
{
	/* set callback to write out render results */
	session->write_render_tile_cb = function_bind(&BlenderSession::write_render_tile, this, _1);
	session->update_render_tile_cb = function_bind(&BlenderSession::update_render_tile, this, _1);

	/* get buffer parameters */
	SessionParams session_params = BlenderSync::get_session_params(b_engine, b_userpref, b_scene, background);
	BufferParams buffer_params = BlenderSync::get_buffer_params(b_scene, b_v3d, b_rv3d, scene->camera, width, height);

	/* render each layer */
	BL::RenderSettings r = b_scene.render();
	BL::RenderSettings::layers_iterator b_iter;
	
	for(r.layers.begin(b_iter); b_iter != r.layers.end(); ++b_iter) {
		b_rlay_name = b_iter->name();

		/* temporary render result to find needed passes */
		BL::RenderResult b_rr = begin_render_result(b_engine, 0, 0, 1, 1, b_rlay_name.c_str());
		BL::RenderResult::layers_iterator b_single_rlay;
		b_rr.layers.begin(b_single_rlay);

		/* layer will be missing if it was disabled in the UI */
		if(b_single_rlay == b_rr.layers.end()) {
			end_render_result(b_engine, b_rr, true);
			continue;
		}

		BL::RenderLayer b_rlay = *b_single_rlay;

		/* add passes */
		vector<Pass> passes;
		Pass::add(PASS_COMBINED, passes);

		if(session_params.device.advanced_shading) {

			/* loop over passes */
			BL::RenderLayer::passes_iterator b_pass_iter;

			for(b_rlay.passes.begin(b_pass_iter); b_pass_iter != b_rlay.passes.end(); ++b_pass_iter) {
				BL::RenderPass b_pass(*b_pass_iter);
				PassType pass_type = get_pass_type(b_pass);

				if(pass_type == PASS_MOTION && scene->integrator->motion_blur)
					continue;
				if(pass_type != PASS_NONE)
					Pass::add(pass_type, passes);
			}
		}

		/* free result without merging */
		end_render_result(b_engine, b_rr, true);

		buffer_params.passes = passes;
		scene->film->tag_passes_update(scene, passes);
		scene->film->tag_update(scene);
		scene->integrator->tag_update(scene);

		/* update scene */
		sync->sync_data(b_v3d, b_engine.camera_override(), b_rlay_name.c_str());

		/* update session */
		int samples = sync->get_layer_samples();
		session->reset(buffer_params, (samples == 0)? session_params.samples: samples);

		/* render */
		session->start();
		session->wait();

		if(session->progress.get_cancel())
			break;
	}

	/* clear callback */
	session->write_render_tile_cb = NULL;
	session->update_render_tile_cb = NULL;

	/* free all memory used (host and device), so we wouldn't leave render
	 * engine with extra memory allocated
	 */

	session->device_free();

	delete sync;
	sync = NULL;
}