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authorSergey Sharybin <sergey.vfx@gmail.com>2017-11-28 14:56:01 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-11-28 16:24:56 +0300
commitdb2a603f6ef8ffc6f0b72fe108710d88ccd2f85d (patch)
tree7492e592b577bbb0cea3721e33ae5ffb3a27835e /source/blender/editors/render
parent86bfce6794a527e553b3a9a294dda89f035ed3b6 (diff)
Depsgraph: Remove workaround for Blender Internal in viewport
This commit effectively reverts fix T45702 done in 067fe2719a99. Reasoning: - Blender Internal is being replaced with Eevee, and will be removed entirely rather soon. - All render engines are planned to have own depsgraph, so such threading conflicts should no longer be an issue. - We don't want to spend time on porting workarounds for EOL things to a new design. Less code -- faster the work :) - If such notifications will end up needed for some other cases, we would need to re-implement this a more proper depsgraph tagging/flushing and make it to work with all copy-on-write datablocks and everything.
Diffstat (limited to 'source/blender/editors/render')
-rw-r--r--source/blender/editors/render/render_update.c17
1 files changed, 0 insertions, 17 deletions
diff --git a/source/blender/editors/render/render_update.c b/source/blender/editors/render/render_update.c
index 8956ef79958..2a316e1c793 100644
--- a/source/blender/editors/render/render_update.c
+++ b/source/blender/editors/render/render_update.c
@@ -163,23 +163,6 @@ void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
recursive_check = false;
}
-void ED_render_scene_update_pre(Main *bmain, Scene *scene, bool time)
-{
- /* Blender internal might access to the data which is gonna to be freed
- * by the scene update functions. This applies for example to simulation
- * data like smoke and fire.
- */
- if (time && !BKE_scene_use_new_shading_nodes(scene)) {
- bScreen *sc;
- ScrArea *sa;
- for (sc = bmain->screen.first; sc; sc = sc->id.next) {
- for (sa = sc->areabase.first; sa; sa = sa->next) {
- ED_render_engine_area_exit(bmain, sa);
- }
- }
- }
-}
-
void ED_render_engine_area_exit(Main *bmain, ScrArea *sa)
{
/* clear all render engines in this area */