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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-06 11:55:11 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-13 15:17:32 +0300
commiteec5d3a8a8a26256fbae39d4f1fb01de6a648eea (patch)
tree892d48df436e59d2895251df1699a5f8b5fe8b58 /source/blender/blenkernel/BKE_sequencer.h
parent340bfdef2e424c59e85785c1660db805b3255882 (diff)
Depsgraph: remove engine type from evaluation context.
This was only used for viewport rendering, where we can just pass the engine type directly. There is no technical reason why we can't draw the same depsgrpah with different render engines. It also led to some weird things like requiring a render engine for snapping and raycast API functions. Differential Revision: https://developer.blender.org/D3145
Diffstat (limited to 'source/blender/blenkernel/BKE_sequencer.h')
-rw-r--r--source/blender/blenkernel/BKE_sequencer.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_sequencer.h b/source/blender/blenkernel/BKE_sequencer.h
index 140f3dd513d..21f3f344e64 100644
--- a/source/blender/blenkernel/BKE_sequencer.h
+++ b/source/blender/blenkernel/BKE_sequencer.h
@@ -40,6 +40,7 @@ struct GPUFX;
struct ImBuf;
struct Main;
struct Mask;
+struct RenderEngineType;
struct Scene;
struct Sequence;
struct SequenceModifierData;
@@ -435,7 +436,8 @@ enum {
typedef struct ImBuf *(*SequencerDrawView)(
const struct EvaluationContext *eval_ctx, struct Scene *scene,
- struct ViewLayer *view_layer, struct Object *camera, int width, int height,
+ struct ViewLayer *view_layer, struct RenderEngineType *engine_type,
+ struct Object *camera, int width, int height,
unsigned int flag, unsigned int draw_flags, int drawtype, int alpha_mode,
int samples, const char *viewname,
struct GPUOffScreen *ofs, char err_out[256]);