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authorBrecht Van Lommel <brecht@blender.org>2021-04-19 20:38:05 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-04-19 21:00:00 +0300
commitcedd8b8c56b944ffdabadc4339d2d1e5c6651dd6 (patch)
tree2a248a245ade585858997b8418fdabb33c6960d9 /source/blender/blenkernel/intern/scene.c
parentd7caae56c4e33c21453fdeebab6c519e7cb99de6 (diff)
Fix T87535, T87295: issues with new persistent data option
Some persistent data code was disable due to a deeper design issue, which meant some updates were not communicated to renderers. Dependency graph updates work in two passes, once where Blender scene animation updates are done, then app handler scripts can run to make further scene modifications, and then the depsgraph is updated again to take those into account. Previously the viewport would update renderers twice when such app handler scripts were present. Now both viewport and persistent data rendering update the renderers only once, accumulating updates from both passes.
Diffstat (limited to 'source/blender/blenkernel/intern/scene.c')
-rw-r--r--source/blender/blenkernel/intern/scene.c26
1 files changed, 21 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c
index 44c0fd5144b..47b6817d429 100644
--- a/source/blender/blenkernel/intern/scene.c
+++ b/source/blender/blenkernel/intern/scene.c
@@ -2636,6 +2636,7 @@ static void scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain, bool on
Scene *scene = DEG_get_input_scene(depsgraph);
ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
+ bool used_multiple_passes = false;
bool run_callbacks = DEG_id_type_any_updated(depsgraph);
if (run_callbacks) {
@@ -2672,8 +2673,6 @@ static void scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain, bool on
* If there are no relations changed by the callback this call will do nothing. */
DEG_graph_relations_update(depsgraph);
}
- /* Inform editors about possible changes. */
- DEG_editors_update(bmain, depsgraph, scene, view_layer, false);
/* If user callback did not tag anything for update we can skip second iteration.
* Otherwise we update scene once again, but without running callbacks to bring
@@ -2682,8 +2681,17 @@ static void scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain, bool on
break;
}
+ /* Clear recalc flags for second pass, but back them up for editors update. */
+ DEG_ids_clear_recalc(depsgraph, true);
+ used_multiple_passes = true;
run_callbacks = false;
}
+
+ /* Inform editors about changes, using recalc flags from both passes. */
+ if (used_multiple_passes) {
+ DEG_ids_restore_recalc(depsgraph);
+ }
+ DEG_editors_update(depsgraph, false);
}
void BKE_scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain)
@@ -2702,6 +2710,7 @@ void BKE_scene_graph_update_for_newframe(Depsgraph *depsgraph)
Scene *scene = DEG_get_input_scene(depsgraph);
ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
Main *bmain = DEG_get_bmain(depsgraph);
+ bool used_multiple_passes = false;
/* Keep this first. */
BKE_callback_exec_id(bmain, &scene->id, BKE_CB_EVT_FRAME_CHANGE_PRE);
@@ -2738,16 +2747,23 @@ void BKE_scene_graph_update_for_newframe(Depsgraph *depsgraph)
DEG_graph_relations_update(depsgraph);
}
- /* Inform editors about possible changes. */
- DEG_editors_update(bmain, depsgraph, scene, view_layer, true);
-
/* If user callback did not tag anything for update we can skip second iteration.
* Otherwise we update scene once again, but without running callbacks to bring
* scene to a fully evaluated state with user modifications taken into account. */
if (DEG_is_fully_evaluated(depsgraph)) {
break;
}
+
+ /* Clear recalc flags for second pass, but back them up for editors update. */
+ DEG_ids_clear_recalc(depsgraph, true);
+ used_multiple_passes = true;
+ }
+
+ /* Inform editors about changes, using recalc flags from both passes. */
+ if (used_multiple_passes) {
+ DEG_ids_restore_recalc(depsgraph);
}
+ DEG_editors_update(depsgraph, true);
}
/**