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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-07-10 05:05:56 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-07-10 05:05:56 +0400
commit3f34a88fc821281079712effdc1608169cc37980 (patch)
tree188faff26cc1819f24d32031d3e08f6663e70006 /source/blender/editors/render/render_internal.c
parenta3643ee3d67a823b328b60a0cf08b335be0e147c (diff)
Fix #36075: editing shading nodes could still crash blender internal rendered
draw mode. This happens because it uses node data structures in threads, now it does same as preview render, which is to immediately stop the render thread when e.g. deleting nodes.
Diffstat (limited to 'source/blender/editors/render/render_internal.c')
-rw-r--r--source/blender/editors/render/render_internal.c30
1 files changed, 18 insertions, 12 deletions
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index 7a2ece66ba4..350422c3e83 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -1141,7 +1141,7 @@ void render_view3d_draw(RenderEngine *engine, const bContext *C)
RE_ReleaseResultImage(re);
}
-void ED_viewport_render_kill_jobs(const bContext *C)
+void ED_viewport_render_kill_jobs(const bContext *C, bool free_database)
{
wmWindowManager *wm = CTX_wm_manager(C);
Main *bmain = CTX_data_main(C);
@@ -1172,17 +1172,23 @@ void ED_viewport_render_kill_jobs(const bContext *C)
if (rv3d->render_engine) {
/* free render database now before we change data, because
* RE_Database_Free will also loop over blender data */
- char name[32];
- Render *re;
-
- sprintf(name, "View3dPreview %p", (void *)ar);
- re = RE_GetRender(name);
-
- if (re)
- RE_Database_Free(re);
-
- /* tag render engine to update entire database */
- rv3d->render_engine->update_flag |= RE_ENGINE_UPDATE_DATABASE;
+ if (free_database) {
+ char name[32];
+ Render *re;
+
+ sprintf(name, "View3dPreview %p", (void *)ar);
+ re = RE_GetRender(name);
+
+ if (re)
+ RE_Database_Free(re);
+
+ /* tag render engine to update entire database */
+ rv3d->render_engine->update_flag |= RE_ENGINE_UPDATE_DATABASE;
+ }
+ else {
+ /* quick shader update */
+ rv3d->render_engine->update_flag |= RE_ENGINE_UPDATE_MA;
+ }
}
}
}