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authorDalai Felinto <dfelinto@gmail.com>2018-02-20 16:14:23 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-02-20 17:03:26 +0300
commitc14925bddf9bb446e4b8435d2fa0530b2d0b31b8 (patch)
treef39d05a047f0ba816e9975c469c7171539d50e63 /source/blender/draw/intern/DRW_render.h
parenta16c0ebc59033b0b26b8e1d832a28739cfbd9ecd (diff)
Proper implementation of compositor support for Draw Manager
We need to move the render result logic outside the render engine code. It makes no sense for Eevee/Clay/... to have to re-implement the render resilt creation logic. Beside the original implementation really got it wrong, by ignoring the different render layers needed for the final render. Finally, there is no need to re-create the logic for views. So this was also fixed. Note 1: This will break still if the depsgraph of the needed view layers is not updated / created. We need to address this separately. For now if users want to test this, just show each view layer in the viewport at least once. Note 2: We are still getting depsgraph from scene and creating if needed. `BKE_scene_get_depsgraph(scene, view_layer, true);` according to Sergey we need to move the render depsgraph for the Render struct instead. I will do it separately as well.
Diffstat (limited to 'source/blender/draw/intern/DRW_render.h')
-rw-r--r--source/blender/draw/intern/DRW_render.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 811e807af67..f62b224b094 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -140,7 +140,7 @@ typedef struct DrawEngineType {
void (*view_update)(void *vedata);
void (*id_update)(void *vedata, struct ID *id);
- void (*render_to_image)(void *vedata, struct RenderEngine *engine, struct Depsgraph *graph);
+ void (*render_to_image)(void *vedata, struct RenderEngine *engine, struct RenderResult *result, struct RenderLayer *layer);
} DrawEngineType;
#ifndef __DRW_ENGINE_H__