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authorClément Foucault <foucault.clem@gmail.com>2018-02-26 21:41:17 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-02-26 21:41:17 +0300
commit13261304a331b4cff37de477ddf19c915ed64b2c (patch)
tree3660f94436af2e4d44d8310247280ab456243543 /source/blender/editors/render/render_internal.c
parent0940e89e604d85d717f792b73e30e5e96a42e7c6 (diff)
DRW: Add new Draw Manager OpenGL Context.
This separate context allows two things: - It allows viewports in multi-windows configuration. - F12 render can use this context in a separate thread and do a non-blocking render. The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future. Under the hood what does that mean: - Not adding more mess with VAOs management in gawain. - Doing depth only draw for operators / selection needs to be done in an offscreen buffer. - The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it. - All FBOs needed by the drawmanager must to be created/destroyed with its context active. - We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
Diffstat (limited to 'source/blender/editors/render/render_internal.c')
-rw-r--r--source/blender/editors/render/render_internal.c9
1 files changed, 0 insertions, 9 deletions
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index 0130b93babf..98d37eedb1b 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -869,15 +869,6 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
return OPERATOR_CANCELLED;
}
- /* XXX FIXME If engine is an OpenGL engine do not run modal.
- * This is a problem for animation rendering since you cannot abort them.
- * This also does not open an image editor space. */
- if (RE_engine_is_opengl(re_type)) {
- /* ensure at least 1 area shows result */
- render_view_open(C, event->x, event->y, op->reports);
- return screen_render_exec(C, op);
- }
-
/* only one render job at a time */
if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
return OPERATOR_CANCELLED;