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authorDalai Felinto <dfelinto@gmail.com>2017-11-22 15:52:39 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-11-23 12:48:23 +0300
commit3abe8b3292cf7a50a9200b95401993384df24d9a (patch)
tree6c7a853710f1a4264dd1bb4d7b9bf14f44b75f33 /source/blender/editors/render/render_internal.c
parentfb7d23bdb2a5c0ed00067045e4acdf6593258b52 (diff)
Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
Diffstat (limited to 'source/blender/editors/render/render_internal.c')
-rw-r--r--source/blender/editors/render/render_internal.c40
1 files changed, 20 insertions, 20 deletions
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index 8119e88eeaa..2c659d2b985 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -101,7 +101,7 @@ static int render_break(void *rjv);
typedef struct RenderJob {
Main *main;
Scene *scene;
- SceneLayer *scene_layer;
+ ViewLayer *view_layer;
Scene *current_scene;
/* TODO(sergey): Should not be needed once engine will have own
* depsgraph and copy-on-write will be implemented.
@@ -260,7 +260,7 @@ static void image_buffer_rect_update(RenderJob *rj, RenderResult *rr, ImBuf *ibu
/* set callbacks, exported to sequence render too.
* Only call in foreground (UI) renders. */
-static void screen_render_scene_layer_set(wmOperator *op, Main *mainp, Scene **scene, SceneLayer **scene_layer)
+static void screen_render_view_layer_set(wmOperator *op, Main *mainp, Scene **scene, ViewLayer **view_layer)
{
/* single layer re-render */
if (RNA_struct_property_is_set(op->ptr, "scene")) {
@@ -280,14 +280,14 @@ static void screen_render_scene_layer_set(wmOperator *op, Main *mainp, Scene **s
}
if (RNA_struct_property_is_set(op->ptr, "layer")) {
- SceneLayer *rl;
+ ViewLayer *rl;
char rl_name[RE_MAXNAME];
RNA_string_get(op->ptr, "layer", rl_name);
- rl = (SceneLayer *)BLI_findstring(&(*scene)->render_layers, rl_name, offsetof(SceneLayer, name));
+ rl = (ViewLayer *)BLI_findstring(&(*scene)->view_layers, rl_name, offsetof(ViewLayer, name));
if (rl)
- *scene_layer = rl;
+ *view_layer = rl;
}
}
@@ -295,7 +295,7 @@ static void screen_render_scene_layer_set(wmOperator *op, Main *mainp, Scene **s
static int screen_render_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
- SceneLayer *scene_layer = NULL;
+ ViewLayer *view_layer = NULL;
Depsgraph *depsgraph = CTX_data_depsgraph(C);
Render *re;
Image *ima;
@@ -307,7 +307,7 @@ static int screen_render_exec(bContext *C, wmOperator *op)
struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
/* custom scene and single layer re-render */
- screen_render_scene_layer_set(op, mainp, &scene, &scene_layer);
+ screen_render_view_layer_set(op, mainp, &scene, &view_layer);
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
@@ -337,13 +337,13 @@ static int screen_render_exec(bContext *C, wmOperator *op)
if (is_animation)
RE_BlenderAnim(re, mainp, scene, camera_override, lay_override, scene->r.sfra, scene->r.efra, scene->r.frame_step);
else
- RE_BlenderFrame(re, mainp, scene, scene_layer, camera_override, lay_override, scene->r.cfra, is_write_still);
+ RE_BlenderFrame(re, mainp, scene, view_layer, camera_override, lay_override, scene->r.cfra, is_write_still);
BLI_end_threaded_malloc();
RE_SetReports(re, NULL);
// no redraw needed, we leave state as we entered it
- ED_update_for_newframe(mainp, scene, scene_layer, depsgraph);
+ ED_update_for_newframe(mainp, scene, view_layer, depsgraph);
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, scene);
@@ -614,7 +614,7 @@ static void render_startjob(void *rjv, short *stop, short *do_update, float *pro
if (rj->anim)
RE_BlenderAnim(rj->re, rj->main, rj->scene, rj->camera_override, rj->lay_override, rj->scene->r.sfra, rj->scene->r.efra, rj->scene->r.frame_step);
else
- RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->scene_layer, rj->camera_override, rj->lay_override, rj->scene->r.cfra, rj->write_still);
+ RE_BlenderFrame(rj->re, rj->main, rj->scene, rj->view_layer, rj->camera_override, rj->lay_override, rj->scene->r.cfra, rj->write_still);
RE_SetReports(rj->re, NULL);
}
@@ -657,7 +657,7 @@ static void render_endjob(void *rjv)
if (rj->anim && !(rj->scene->r.scemode & R_NO_FRAME_UPDATE)) {
/* possible this fails of loading new file while rendering */
if (G.main->wm.first) {
- ED_update_for_newframe(G.main, rj->scene, rj->scene_layer, rj->depsgraph);
+ ED_update_for_newframe(G.main, rj->scene, rj->view_layer, rj->depsgraph);
}
}
@@ -667,7 +667,7 @@ static void render_endjob(void *rjv)
/* potentially set by caller */
rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE;
- if (rj->scene_layer) {
+ if (rj->view_layer) {
nodeUpdateID(rj->scene->nodetree, &rj->scene->id);
WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene);
}
@@ -697,7 +697,7 @@ static void render_endjob(void *rjv)
* engine API, so lets use simple and robust way for now
* - sergey -
*/
- if (rj->scene->render_layers.first != rj->scene->render_layers.last ||
+ if (rj->scene->view_layers.first != rj->scene->view_layers.last ||
rj->image_outdated)
{
void *lock;
@@ -824,9 +824,9 @@ static void clean_viewport_memory(Main *bmain, Scene *scene)
for (wmWindowManager *wm = bmain->wm.first; wm; wm = wm->id.next) {
for (wmWindow *win = wm->windows.first; win; win = win->next) {
WorkSpace *workspace = BKE_workspace_active_get(win->workspace_hook);
- SceneLayer *scene_layer = BKE_scene_layer_from_workspace_get(scene, workspace);
+ ViewLayer *view_layer = BKE_view_layer_from_workspace_get(scene, workspace);
- for (base = scene_layer->object_bases.first; base; base = base->next) {
+ for (base = view_layer->object_bases.first; base; base = base->next) {
clean_viewport_memory_base(base);
}
}
@@ -842,7 +842,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
{
/* new render clears all callbacks */
Main *mainp;
- SceneLayer *scene_layer = NULL;
+ ViewLayer *view_layer = NULL;
Scene *scene = CTX_data_scene(C);
Render *re;
wmJob *wm_job;
@@ -910,7 +910,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS;
/* custom scene and single layer re-render */
- screen_render_scene_layer_set(op, mainp, &scene, &scene_layer);
+ screen_render_view_layer_set(op, mainp, &scene, &view_layer);
if (RNA_struct_property_is_set(op->ptr, "layer"))
jobflag |= WM_JOB_SUSPEND;
@@ -920,7 +920,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
rj->main = mainp;
rj->scene = scene;
rj->current_scene = rj->scene;
- rj->scene_layer = scene_layer;
+ rj->view_layer = view_layer;
/* TODO(sergey): Render engine should be using own depsgraph. */
rj->depsgraph = CTX_data_depsgraph(C);
rj->camera_override = camera_override;
@@ -1280,10 +1280,10 @@ static void render_view3d_startjob(void *customdata, short *stop, short *do_upda
/* initalize always */
if (use_border) {
rdata.mode |= R_BORDER;
- RE_InitState(re, NULL, &rdata, &rp->scene->render_layers, rp->scene->active_layer, &rp->scene->view_render, NULL, rp->ar->winx, rp->ar->winy, &cliprct);
+ RE_InitState(re, NULL, &rdata, &rp->scene->view_layers, rp->scene->active_view_layer, &rp->scene->view_render, NULL, rp->ar->winx, rp->ar->winy, &cliprct);
}
else
- RE_InitState(re, NULL, &rdata, &rp->scene->render_layers, rp->scene->active_layer, &rp->scene->view_render, NULL, rp->ar->winx, rp->ar->winy, NULL);
+ RE_InitState(re, NULL, &rdata, &rp->scene->view_layers, rp->scene->active_view_layer, &rp->scene->view_render, NULL, rp->ar->winx, rp->ar->winy, NULL);
}
if (orth)