Blender V4.3
blender/output_driver.cpp
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1/* SPDX-FileCopyrightText: 2021-2022 Blender Foundation
2 *
3 * SPDX-License-Identifier: Apache-2.0 */
4
6
8
9BlenderOutputDriver::BlenderOutputDriver(BL::RenderEngine &b_engine) : b_engine_(b_engine) {}
10
12
14{
15 /* Get render result. */
16 BL::RenderResult b_rr = b_engine_.begin_result(tile.offset.x,
17 tile.offset.y,
18 tile.size.x,
19 tile.size.y,
20 tile.layer.c_str(),
21 tile.view.c_str());
22
23 /* Can happen if the intersected rectangle gives 0 width or height. */
24 if (b_rr.ptr.data == NULL) {
25 return false;
26 }
27
28 BL::RenderResult::layers_iterator b_single_rlay;
29 b_rr.layers.begin(b_single_rlay);
30
31 /* layer will be missing if it was disabled in the UI */
32 if (b_single_rlay == b_rr.layers.end()) {
33 return false;
34 }
35
36 BL::RenderLayer b_rlay = *b_single_rlay;
37
38 /* Copy each pass.
39 * TODO:copy only the required ones for better performance? */
40 for (BL::RenderPass &b_pass : b_rlay.passes) {
41 tile.set_pass_pixels(b_pass.name(), b_pass.channels(), (float *)b_pass.rect());
42 }
43
44 b_engine_.end_result(b_rr, false, false, false);
45
46 return true;
47}
48
50{
51 /* Use final write for preview renders, otherwise render result wouldn't be updated
52 * quickly on Blender side. For all other cases we use the display driver. */
53 if (b_engine_.is_preview()) {
55 return true;
56 }
57
58 /* Don't highlight full-frame tile. */
59 if (!(tile.size == tile.full_size)) {
60 b_engine_.tile_highlight_clear_all();
61 b_engine_.tile_highlight_set(tile.offset.x, tile.offset.y, tile.size.x, tile.size.y, true);
62 }
63
64 return false;
65}
66
68{
69 b_engine_.tile_highlight_clear_all();
70
71 /* Get render result. */
72 BL::RenderResult b_rr = b_engine_.begin_result(tile.offset.x,
73 tile.offset.y,
74 tile.size.x,
75 tile.size.y,
76 tile.layer.c_str(),
77 tile.view.c_str());
78
79 /* Can happen if the intersected rectangle gives 0 width or height. */
80 if (b_rr.ptr.data == NULL) {
81 return;
82 }
83
84 BL::RenderResult::layers_iterator b_single_rlay;
85 b_rr.layers.begin(b_single_rlay);
86
87 /* Layer will be missing if it was disabled in the UI. */
88 if (b_single_rlay == b_rr.layers.end()) {
89 return;
90 }
91
92 BL::RenderLayer b_rlay = *b_single_rlay;
93
94 vector<float> pixels(static_cast<size_t>(tile.size.x) * tile.size.y * 4);
95
96 /* Copy each pass. */
97 for (BL::RenderPass &b_pass : b_rlay.passes) {
98 if (!tile.get_pass_pixels(b_pass.name(), b_pass.channels(), &pixels[0])) {
99 memset(&pixels[0], 0, pixels.size() * sizeof(float));
100 }
101
102 b_pass.rect(&pixels[0]);
103 }
104
105 b_engine_.end_result(b_rr, false, false, true);
106}
107
virtual void write_render_tile(const Tile &tile) override
virtual bool update_render_tile(const Tile &tile) override
BlenderOutputDriver(BL::RenderEngine &b_engine)
virtual bool read_render_tile(const Tile &tile) override
#define CCL_NAMESPACE_END
#define NULL
ccl_global const KernelWorkTile * tile