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authorOmar Emara <mail@OmarEmara.dev>2022-07-29 09:30:51 +0300
committerOmar Emara <mail@OmarEmara.dev>2022-07-29 09:30:51 +0300
commitc3ca4874985d33b5515989b1e4e2e75cd0382d5b (patch)
tree5be48c2c23a69ef7a04b48869555b6b8b086bf2a /source/blender/editors/render
parent4815772fdaf2a9c4980c0d76aff78faebdbda17a (diff)
Render: Propagate view updates to draw engines
Currently, draw engines are not notified of view updates if a render engine is active and was updated. It is unclear why this is the case currently, but this behavior was part of the initial commit. This patch propagates view updates regardless if the update was handled by an active render engine. This is needed by the realtime compositor as it implements logic for view updates, which currently does not execute if Cycles is rendering for instance. Differential Revision: https://developer.blender.org/D15207 Reviewed By: Brecht
Diffstat (limited to 'source/blender/editors/render')
-rw-r--r--source/blender/editors/render/render_update.cc26
1 files changed, 13 insertions, 13 deletions
diff --git a/source/blender/editors/render/render_update.cc b/source/blender/editors/render/render_update.cc
index 3d26e764211..7cefcf9815e 100644
--- a/source/blender/editors/render/render_update.cc
+++ b/source/blender/editors/render/render_update.cc
@@ -95,20 +95,20 @@ void ED_render_view3d_update(Depsgraph *depsgraph,
CTX_free(C);
}
- else {
- RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
- if (updated) {
- DRWUpdateContext drw_context = {nullptr};
- drw_context.bmain = bmain;
- drw_context.depsgraph = depsgraph;
- drw_context.scene = scene;
- drw_context.view_layer = view_layer;
- drw_context.region = region;
- drw_context.v3d = v3d;
- drw_context.engine_type = engine_type;
- DRW_notify_view_update(&drw_context);
- }
+
+ if (!updated) {
+ continue;
}
+
+ DRWUpdateContext drw_context = {nullptr};
+ drw_context.bmain = bmain;
+ drw_context.depsgraph = depsgraph;
+ drw_context.scene = scene;
+ drw_context.view_layer = view_layer;
+ drw_context.region = region;
+ drw_context.v3d = v3d;
+ drw_context.engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
+ DRW_notify_view_update(&drw_context);
}
}