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authorJacques Lucke <jacques@blender.org>2022-01-12 13:07:31 +0300
committerJacques Lucke <jacques@blender.org>2022-01-12 13:07:31 +0300
commit145f1d1e0a59c1de311a0511e05541563296d879 (patch)
tree7a5ffb4d884ab011a53761fdd937c70ac405f77d
parent7a2b18159170b91694fd7c64825a699314fae3ca (diff)
Fix T94812: render layer sockets are missing after file load
The main issue was the use of `G_MAIN` during file load. This patch refactors the code so that iterating over `G_MAIN` is not necessary anymore. See D13800 for more details. Differential Revision: https://developer.blender.org/D13800
-rw-r--r--source/blender/blenkernel/BKE_node.h8
-rw-r--r--source/blender/nodes/composite/node_composite_tree.cc17
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_image.cc28
3 files changed, 14 insertions, 39 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 71d1728a870..ef86804cc3b 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -1373,18 +1373,12 @@ void ntreeCompositTagRender(struct Scene *scene);
* - Each render layer node calls the update function of the
* render engine that's used for its scene.
* - The render engine calls RE_engine_register_pass for each pass.
- * - #RE_engine_register_pass calls #ntreeCompositRegisterPass,
- * which calls #node_cmp_rlayers_register_pass for every render layer node.
+ * - #RE_engine_register_pass calls #node_cmp_rlayers_register_pass.
*
* TODO: This is *not* part of `blenkernel`, it's defined under "source/blender/nodes/".
* This declaration should be moved out of BKE.
*/
void ntreeCompositUpdateRLayers(struct bNodeTree *ntree);
-void ntreeCompositRegisterPass(struct bNodeTree *ntree,
- struct Scene *scene,
- struct ViewLayer *view_layer,
- const char *name,
- eNodeSocketDatatype type);
void ntreeCompositClearTags(struct bNodeTree *ntree);
struct bNodeSocket *ntreeCompositOutputFileAddSocket(struct bNodeTree *ntree,
diff --git a/source/blender/nodes/composite/node_composite_tree.cc b/source/blender/nodes/composite/node_composite_tree.cc
index 08dbd4ad6f0..c54382cc1ad 100644
--- a/source/blender/nodes/composite/node_composite_tree.cc
+++ b/source/blender/nodes/composite/node_composite_tree.cc
@@ -249,23 +249,6 @@ void ntreeCompositUpdateRLayers(bNodeTree *ntree)
}
}
-void ntreeCompositRegisterPass(bNodeTree *ntree,
- Scene *scene,
- ViewLayer *view_layer,
- const char *name,
- eNodeSocketDatatype type)
-{
- if (ntree == nullptr) {
- return;
- }
-
- LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
- if (node->type == CMP_NODE_R_LAYERS) {
- node_cmp_rlayers_register_pass(ntree, node, scene, view_layer, name, type);
- }
- }
-}
-
void ntreeCompositTagRender(Scene *scene)
{
/* XXX Think using G_MAIN here is valid, since you want to update current file's scene nodes,
diff --git a/source/blender/nodes/composite/nodes/node_composite_image.cc b/source/blender/nodes/composite/nodes/node_composite_image.cc
index 6f4f9d7e597..f2b9fbc2215 100644
--- a/source/blender/nodes/composite/nodes/node_composite_image.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_image.cc
@@ -269,7 +269,12 @@ void node_cmp_rlayers_register_pass(bNodeTree *ntree,
}
}
-static void cmp_node_rlayer_create_outputs_cb(void *UNUSED(userdata),
+struct CreateOutputUserData {
+ bNodeTree &ntree;
+ bNode &node;
+};
+
+static void cmp_node_rlayer_create_outputs_cb(void *userdata,
Scene *scene,
ViewLayer *view_layer,
const char *name,
@@ -277,18 +282,8 @@ static void cmp_node_rlayer_create_outputs_cb(void *UNUSED(userdata),
const char *UNUSED(chanid),
eNodeSocketDatatype type)
{
- /* Register the pass in all scenes that have a render layer node for this layer.
- * Since multiple scenes can be used in the compositor, the code must loop over all scenes
- * and check whether their nodetree has a node that needs to be updated. */
- /* NOTE: using G_MAIN seems valid here,
- * unless we want to register that for every other temp Main we could generate??? */
- ntreeCompositRegisterPass(scene->nodetree, scene, view_layer, name, type);
-
- for (Scene *sce = (Scene *)G_MAIN->scenes.first; sce; sce = (Scene *)sce->id.next) {
- if (sce->nodetree && sce != scene) {
- ntreeCompositRegisterPass(sce->nodetree, scene, view_layer, name, type);
- }
- }
+ CreateOutputUserData &data = *(CreateOutputUserData *)userdata;
+ node_cmp_rlayers_register_pass(&data.ntree, &data.node, scene, view_layer, name, type);
}
static void cmp_node_rlayer_create_outputs(bNodeTree *ntree,
@@ -308,14 +303,17 @@ static void cmp_node_rlayer_create_outputs(bNodeTree *ntree,
data->prev_index = -1;
node->storage = data;
+ CreateOutputUserData userdata = {*ntree, *node};
+
RenderEngine *engine = RE_engine_create(engine_type);
RE_engine_update_render_passes(
- engine, scene, view_layer, cmp_node_rlayer_create_outputs_cb, nullptr);
+ engine, scene, view_layer, cmp_node_rlayer_create_outputs_cb, &userdata);
RE_engine_free(engine);
if ((scene->r.mode & R_EDGE_FRS) &&
(view_layer->freestyle_config.flags & FREESTYLE_AS_RENDER_PASS)) {
- ntreeCompositRegisterPass(ntree, scene, view_layer, RE_PASSNAME_FREESTYLE, SOCK_RGBA);
+ node_cmp_rlayers_register_pass(
+ ntree, node, scene, view_layer, RE_PASSNAME_FREESTYLE, SOCK_RGBA);
}
MEM_freeN(data);