Eevee: Render: Add cancel support

You can now cancel your renders that are too long. This will still output the current status of the render. For example if you cancel at 50% rendering progress, you will have a render result with only half the render samples.
This commit is contained in:
Clément Foucault 2018-03-08 15:22:57 +01:00
parent f043365c38
commit c962f7ef77
1 changed files with 17 additions and 25 deletions

View File

@ -163,7 +163,7 @@ static void eevee_render_result_combined(
static void eevee_render_result_subsurface(
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata), int render_samples)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
@ -176,30 +176,24 @@ static void eevee_render_result_subsurface(
if ((view_layer->passflag & SCE_PASS_SUBSURFACE_COLOR) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_SUBSURFACE_COLOR, viewname);
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
DRW_framebuffer_bind(vedata->fbl->sss_accum_fb);
DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 3, 1, rp->rect);
/* This is the accumulated color. Divide by the number of samples. */
for (int i = 0; i < rp->rectx * rp->recty * 3; i++) {
rp->rect[i] /= render_samples;
rp->rect[i] /= (float)render_samples;
}
}
if ((view_layer->passflag & SCE_PASS_SUBSURFACE_DIRECT) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_SUBSURFACE_DIRECT, viewname);
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
DRW_framebuffer_bind(vedata->fbl->sss_accum_fb);
DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 3, 0, rp->rect);
/* This is the accumulated color. Divide by the number of samples. */
for (int i = 0; i < rp->rectx * rp->recty * 3; i++) {
rp->rect[i] /= render_samples;
rp->rect[i] /= (float)render_samples;
}
}
@ -291,7 +285,7 @@ static void eevee_render_result_z(
static void eevee_render_result_mist(
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata), int render_samples)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
@ -299,22 +293,19 @@ static void eevee_render_result_mist(
if ((view_layer->passflag & SCE_PASS_MIST) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_MIST, viewname);
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
DRW_framebuffer_bind(vedata->fbl->mist_accum_fb);
DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 1, 0, rp->rect);
/* This is the accumulated color. Divide by the number of samples. */
for (int i = 0; i < rp->rectx * rp->recty; i++) {
rp->rect[i] /= render_samples;
rp->rect[i] /= (float)render_samples;
}
}
}
static void eevee_render_result_occlusion(
RenderLayer *rl, const char *viewname, const rcti *rect,
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata))
EEVEE_Data *vedata, EEVEE_ViewLayerData *UNUSED(sldata), int render_samples)
{
const DRWContextState *draw_ctx = DRW_context_state_get();
ViewLayer *view_layer = draw_ctx->view_layer;
@ -327,15 +318,12 @@ static void eevee_render_result_occlusion(
if ((view_layer->passflag & SCE_PASS_AO) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_AO, viewname);
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
float render_samples = (float)BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
DRW_framebuffer_bind(vedata->fbl->ao_accum_fb);
DRW_framebuffer_read_data(rect->xmin, rect->ymin, BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), 3, 0, rp->rect);
/* This is the accumulated color. Divide by the number of samples. */
for (int i = 0; i < rp->rectx * rp->recty * 3; i += 3) {
rp->rect[i] = rp->rect[i + 1] = rp->rect[i+2] = min_ff(1.0f, rp->rect[i] / render_samples);
rp->rect[i] = rp->rect[i + 1] = rp->rect[i+2] = min_ff(1.0f, rp->rect[i] / (float)render_samples);
}
}
}
@ -408,9 +396,13 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl
IDProperty *props = BKE_view_layer_engine_evaluated_get(view_layer, COLLECTION_MODE_NONE, RE_engine_id_BLENDER_EEVEE);
unsigned int tot_sample = BKE_collection_engine_property_value_get_int(props, "taa_render_samples");
unsigned int render_samples = tot_sample;
unsigned int render_samples = 0;
while (render_samples-- > 0) {
if (RE_engine_test_break(engine)) {
return;
}
while (render_samples < tot_sample && !RE_engine_test_break(engine)) {
float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
unsigned int primes[3] = {2, 3, 7};
double offset[3] = {0.0, 0.0, 0.0};
@ -487,13 +479,13 @@ void EEVEE_render_draw(EEVEE_Data *vedata, RenderEngine *engine, RenderLayer *rl
/* Post Process */
EEVEE_draw_effects(sldata, vedata);
RE_engine_update_progress(engine, (float)(tot_sample - render_samples) / (float)tot_sample);
RE_engine_update_progress(engine, (float)(render_samples++) / (float)tot_sample);
}
eevee_render_result_combined(rl, viewname, rect, vedata, sldata);
eevee_render_result_subsurface(rl, viewname, rect, vedata, sldata);
eevee_render_result_mist(rl, viewname, rect, vedata, sldata);
eevee_render_result_occlusion(rl, viewname, rect, vedata, sldata);
eevee_render_result_subsurface(rl, viewname, rect, vedata, sldata, render_samples);
eevee_render_result_mist(rl, viewname, rect, vedata, sldata, render_samples);
eevee_render_result_occlusion(rl, viewname, rect, vedata, sldata, render_samples);
}
void EEVEE_render_update_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer)