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authorSergey Sharybin <sergey.vfx@gmail.com>2018-11-07 15:07:34 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-11-07 16:04:47 +0300
commitee201d8a5036207416946f1cf57c106cc2969243 (patch)
treecb3efe9d28daaa85afdbaced5ebc8830b59be667
parent48488b7106a32bdc4bcf589dd3043d7101fe7054 (diff)
Cleanup, more meaningful and up to date comments
-rw-r--r--source/blender/windowmanager/intern/wm_event_system.c14
1 files changed, 3 insertions, 11 deletions
diff --git a/source/blender/windowmanager/intern/wm_event_system.c b/source/blender/windowmanager/intern/wm_event_system.c
index cff221b3b64..129d8ab1f8e 100644
--- a/source/blender/windowmanager/intern/wm_event_system.c
+++ b/source/blender/windowmanager/intern/wm_event_system.c
@@ -299,7 +299,6 @@ static void wm_notifier_clear(wmNotifier *note)
void wm_event_do_depsgraph(bContext *C)
{
wmWindowManager *wm = CTX_wm_manager(C);
-
/* The whole idea of locked interface is to prevent viewport and whatever
* thread to modify the same data. Because of this, we can not perform
* dependency graph update.
@@ -307,8 +306,7 @@ void wm_event_do_depsgraph(bContext *C)
if (wm->is_interface_locked) {
return;
}
-
- /* combine datamasks so 1 win doesn't disable UV's in another [#26448] */
+ /* Combine datamasks so 1 win doesn't disable UV's in another [#26448]. */
uint64_t win_combine_v3d_datamask = 0;
for (wmWindow *win = wm->windows.first; win; win = win->next) {
const Scene *scene = WM_window_get_active_scene(win);
@@ -316,21 +314,15 @@ void wm_event_do_depsgraph(bContext *C)
win_combine_v3d_datamask |= ED_view3d_screen_datamask(scene, screen);
}
-
- /* cached: editor refresh callbacks now, they get context */
+ /* Update all the dependency graphs of visible vew layers. */
for (wmWindow *win = wm->windows.first; win; win = win->next) {
Scene *scene = WM_window_get_active_scene(win);
ViewLayer *view_layer = WM_window_get_active_view_layer(win);
-
- /* depsgraph & animation: update tagged datablocks */
Main *bmain = CTX_data_main(C);
-
- /* copied to set's in scene_update_tagged_recursive() */
+ /* Copied to set's in scene_update_tagged_recursive() */
scene->customdata_mask = win_combine_v3d_datamask;
-
/* XXX, hack so operators can enforce datamasks [#26482], gl render */
scene->customdata_mask |= scene->customdata_mask_modal;
-
/* TODO(sergey): For now all dependency graphs which are evaluated from
* workspace are considered active. This will work all fine with "locked"
* view layer and time across windows. This is to be granted separately,