Пример #1
0
/**
 * \return current job or adds new job, but doesn't run it.
 *
 * \note every owner only gets a single job,
 * adding a new one will stop running job and when stopped it starts the new one.
 */
wmJob *WM_jobs_get(wmWindowManager *wm, wmWindow *win, void *owner, const char *name, int flag, int job_type)
{
	wmJob *wm_job = wm_job_find(wm, owner, job_type);

	if (wm_job == NULL) {
		wm_job = MEM_callocN(sizeof(wmJob), "new job");

		BLI_addtail(&wm->jobs, wm_job);
		wm_job->win = win;
		wm_job->owner = owner;
		wm_job->flag = flag;
		wm_job->job_type = job_type;
		BLI_strncpy(wm_job->name, name, sizeof(wm_job->name));

		wm_job->main_thread_mutex = BLI_ticket_mutex_alloc();
		WM_job_main_thread_lock_acquire(wm_job);
	}
	/* else: a running job, be careful */

	/* prevent creating a job with an invalid type */
	BLI_assert(wm_job->job_type != WM_JOB_TYPE_ANY);

	return wm_job;
}
Пример #2
0
/* stop job, end thread, free data completely */
static void wm_jobs_kill_job(wmWindowManager *wm, wmJob *wm_job)
{
	if (wm_job->running) {
		/* signal job to end */
		wm_job->stop = true;

		WM_job_main_thread_lock_release(wm_job);
		BLI_threadpool_end(&wm_job->threads);
		WM_job_main_thread_lock_acquire(wm_job);

		if (wm_job->endjob)
			wm_job->endjob(wm_job->run_customdata);
	}

	if (wm_job->wt)
		WM_event_remove_timer(wm, wm_job->win, wm_job->wt);
	if (wm_job->customdata)
		wm_job->free(wm_job->customdata);
	if (wm_job->run_customdata)
		wm_job->run_free(wm_job->run_customdata);

	/* remove wm_job */
	wm_job_free(wm, wm_job);
}
Пример #3
0
/* hardcoded to event TIMERJOBS */
void wm_jobs_timer(const bContext *C, wmWindowManager *wm, wmTimer *wt)
{
	wmJob *wm_job, *wm_jobnext;
	float total_progress = 0.f;
	float jobs_progress = 0;

	for (wm_job = wm->jobs.first; wm_job; wm_job = wm_jobnext) {
		wm_jobnext = wm_job->next;

		if (wm_job->wt == wt) {

			/* running threads */
			if (wm_job->threads.first) {

				/* let threads get temporary lock over main thread if needed */
				wm_job_main_thread_yield(wm_job);

				/* always call note and update when ready */
				if (wm_job->do_update || wm_job->ready) {
					if (wm_job->update)
						wm_job->update(wm_job->run_customdata);
					if (wm_job->note)
						WM_event_add_notifier(C, wm_job->note, NULL);

					if (wm_job->flag & WM_JOB_PROGRESS)
						WM_event_add_notifier(C, NC_WM | ND_JOB, NULL);
					wm_job->do_update = false;
				}

				if (wm_job->ready) {
					if (wm_job->endjob)
						wm_job->endjob(wm_job->run_customdata);

					/* free own data */
					wm_job->run_free(wm_job->run_customdata);
					wm_job->run_customdata = NULL;
					wm_job->run_free = NULL;

					// if (wm_job->stop) printf("job ready but stopped %s\n", wm_job->name);
					// else printf("job finished %s\n", wm_job->name);

					if (G.debug & G_DEBUG_JOBS) {
						printf("Job '%s' finished in %f seconds\n", wm_job->name,
						       PIL_check_seconds_timer() - wm_job->start_time);
					}

					wm_job->running = false;

					WM_job_main_thread_lock_release(wm_job);
					BLI_threadpool_end(&wm_job->threads);
					WM_job_main_thread_lock_acquire(wm_job);

					if (wm_job->endnote)
						WM_event_add_notifier(C, wm_job->endnote, NULL);

					WM_event_add_notifier(C, NC_WM | ND_JOB, NULL);

					/* new job added for wm_job? */
					if (wm_job->customdata) {
						// printf("job restarted with new data %s\n", wm_job->name);
						WM_jobs_start(wm, wm_job);
					}
					else {
						WM_event_remove_timer(wm, wm_job->win, wm_job->wt);
						wm_job->wt = NULL;

						/* remove wm_job */
						wm_job_free(wm, wm_job);
					}
				}
				else if (wm_job->flag & WM_JOB_PROGRESS) {
					/* accumulate global progress for running jobs */
					jobs_progress++;
					total_progress += wm_job->progress;
				}
			}
			else if (wm_job->suspended) {
				WM_jobs_start(wm, wm_job);
			}
		}
		else if (wm_job->threads.first && !wm_job->ready) {
			if (wm_job->flag & WM_JOB_PROGRESS) {
				/* accumulate global progress for running jobs */
				jobs_progress++;
				total_progress += wm_job->progress;
			}
		}
	}


	/* if there are running jobs, set the global progress indicator */
	if (jobs_progress > 0) {
		wmWindow *win;
		float progress = total_progress / (float)jobs_progress;

		for (win = wm->windows.first; win; win = win->next)
			WM_progress_set(win, progress);
	}
	else {
		wmWindow *win;

		for (win = wm->windows.first; win; win = win->next)
			WM_progress_clear(win);
	}

}
Пример #4
0
static void render_view3d_startjob(void *customdata, short *stop, short *do_update, float *UNUSED(progress))
{
	RenderPreview *rp = customdata;
	Render *re;
	RenderStats *rstats;
	RenderData rdata;
	rctf viewplane;
	rcti cliprct;
	float clipsta, clipend, pixsize;
	bool orth, restore = 0;
	char name[32];
	int update_flag;

	update_flag = rp->engine->job_update_flag;
	rp->engine->job_update_flag = 0;

	//printf("ma %d res %d view %d db %d\n", update_flag & PR_UPDATE_MATERIAL, update_flag & PR_UPDATE_RENDERSIZE, update_flag & PR_UPDATE_VIEW, update_flag & PR_UPDATE_DATABASE);

	G.is_break = FALSE;
	
	if (false == render_view3d_get_rects(rp->ar, rp->v3d, rp->rv3d, &viewplane, rp->engine, &clipsta, &clipend, &pixsize, &orth))
		return;
	
	rp->stop = stop;
	rp->do_update = do_update;

	// printf("Enter previewrender\n");
	
	/* ok, are we rendering all over? */
	sprintf(name, "View3dPreview %p", (void *)rp->ar);
	re = rp->engine->re = RE_GetRender(name);
	
	/* set this always, rp is different for each job */
	RE_test_break_cb(re, rp, render_view3d_break);
	RE_display_draw_cb(re, rp, render_view3d_draw_update);
	RE_stats_draw_cb(re, rp, render_view3d_renderinfo_cb);
	
	rstats = RE_GetStats(re);

	if ((update_flag & (PR_UPDATE_RENDERSIZE | PR_UPDATE_DATABASE)) || rstats->convertdone == 0) {
		/* no osa, blur, seq, layers, etc for preview render */
		rdata = rp->scene->r;
		rdata.mode &= ~(R_OSA | R_MBLUR | R_BORDER | R_PANORAMA);
		rdata.scemode &= ~(R_DOSEQ | R_DOCOMP | R_FREE_IMAGE);
		rdata.scemode |= R_VIEWPORT_PREVIEW;
		
		/* we do use layers, but only active */
		rdata.scemode |= R_SINGLE_LAYER;

		/* initalize always */
		if (render_view3d_disprect(rp->scene, rp->ar, rp->v3d, rp->rv3d, &cliprct)) {
			rdata.mode |= R_BORDER;
			RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, &cliprct);
		}
		else
			RE_InitState(re, NULL, &rdata, NULL, rp->ar->winx, rp->ar->winy, NULL);
	}

	if (orth)
		RE_SetOrtho(re, &viewplane, clipsta, clipend);
	else
		RE_SetWindow(re, &viewplane, clipsta, clipend);

	RE_SetPixelSize(re, pixsize);
	
	if ((update_flag & PR_UPDATE_DATABASE) || rstats->convertdone == 0) {
		unsigned int lay = rp->scene->lay;

		/* allow localview render for objects with lights in normal layers */
		if (rp->v3d->lay & 0xFF000000)
			lay |= rp->v3d->lay;
		else lay = rp->v3d->lay;
		
		RE_SetView(re, rp->viewmat);

		/* copying blender data while main thread is locked, to avoid crashes */
		WM_job_main_thread_lock_acquire(rp->job);
		RE_Database_Free(re);
		RE_Database_FromScene(re, rp->bmain, rp->scene, lay, 0);		// 0= dont use camera view
		WM_job_main_thread_lock_release(rp->job);

		/* do preprocessing like building raytree, shadows, volumes, SSS */
		RE_Database_Preprocess(re);

		/* conversion not completed, need to do it again */
		if (!rstats->convertdone) {
			if (render_view3d_is_valid(rp)) {
				rp->engine->job_update_flag |= PR_UPDATE_DATABASE;
			}
		}

		// printf("dbase update\n");
	}
	else {
		// printf("dbase rotate\n");
		RE_DataBase_IncrementalView(re, rp->viewmat, 0);
		restore = 1;
	}

	RE_DataBase_ApplyWindow(re);

	/* OK, can we enter render code? */
	if (rstats->convertdone) {
		RE_TileProcessor(re);
		
		/* always rotate back */
		if (restore)
			RE_DataBase_IncrementalView(re, rp->viewmat, 1);
	}
}