diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-11-28 14:56:01 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-11-28 16:24:56 +0300 |
commit | db2a603f6ef8ffc6f0b72fe108710d88ccd2f85d (patch) | |
tree | 7492e592b577bbb0cea3721e33ae5ffb3a27835e /source/blender/editors/render | |
parent | 86bfce6794a527e553b3a9a294dda89f035ed3b6 (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.c | 17 |
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 */ |