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authorTon Roosendaal <ton@blender.org>2009-01-27 20:12:40 +0300
committerTon Roosendaal <ton@blender.org>2009-01-27 20:12:40 +0300
commitc0ee40ab1077de07741344b163ccd8de046db0fe (patch)
tree8469c10210578f650141ce0717212a4a608db806 /source/blender/editors/preview
parentb602fd8b1c7c3f492ba91ff7dc85a0aafd5c3ee7 (diff)
2.5
Compositor now uses threaded jobs. - updates happen per preview node! Check this file for fun: http://www.blender.org/bf/composite_image.blend (any compo node could get preview!) - had to ensure the composite data gets fully copied before it executes thread, so editing is not frustrated. - put back node buttons (missing init) - added WM_jobs api call to check for running job, illustrated with red light icon in 'use nodes' button. - added another callback to WM_jobs, to initialize. use this init to ensure you only do it when job really starts. - added an extra notifier option for WM_jobs, to signal finished job (like redraw image view) - fixed file read error, it copied the screen it read, instead of using it. - commented out annoying prints for missing ops in imagewin
Diffstat (limited to 'source/blender/editors/preview')
-rw-r--r--source/blender/editors/preview/previewrender.c11
1 files changed, 2 insertions, 9 deletions
diff --git a/source/blender/editors/preview/previewrender.c b/source/blender/editors/preview/previewrender.c
index 7fbac0a77c2..407674163a6 100644
--- a/source/blender/editors/preview/previewrender.c
+++ b/source/blender/editors/preview/previewrender.c
@@ -1060,13 +1060,6 @@ static void shader_preview_free(void *customdata)
MEM_freeN(sp);
}
-static void shader_preview_update(void *customdata)
-{
-// ShaderPreview *sp= customdata;
-
-}
-
-
void ED_preview_shader_job(const bContext *C, void *owner, ID *id, int sizex, int sizey)
{
wmJob *steve= WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner);
@@ -1082,8 +1075,8 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, int sizex, in
/* setup job */
WM_jobs_customdata(steve, sp, shader_preview_free);
- WM_jobs_timer(steve, 0.1, NC_MATERIAL);
- WM_jobs_callbacks(steve, shader_preview_startjob, shader_preview_update);
+ WM_jobs_timer(steve, 0.1, NC_MATERIAL, NC_MATERIAL);
+ WM_jobs_callbacks(steve, shader_preview_startjob, NULL, NULL);
WM_jobs_start(steve);
}