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authorDalai Felinto <dfelinto@gmail.com>2018-02-20 18:55:02 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-02-28 00:25:54 +0300
commit06420c5fe8fda54c543f26f9d95d2c6fcf5161cd (patch)
tree2cb566ad03dd15a34f3d04d0826c33aa096efada /source/blender/render/intern/include/pointdensity.h
parentbd119ab0177a380a1736677278c02790d8235be4 (diff)
Refactor depsgraph/render logic to serve evaluated depsgraph to engines
User notes ---------- Compositing, rendering of multi-layers in Eevee should be fully working now. Development notes ----------------- Up until now we were still using the same depsgraph for rendering and viewport evaluation. And we had to go out of our ways to be sure the depsgraphs were updated. Now we iterate over the (to be rendered) view layers and create a depsgraph to each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with this viewlayer/depsgraph/evaluation context. At this time we are not handling data persistency, Depsgraph is created from scratch prior to rendering each frame. So I got rid of most of the partial update calls we had during the render pipeline. Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles changes but this commit mark these changes as TODOs. Basically Cycles needs to render one layer at a time. Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D3073
Diffstat (limited to 'source/blender/render/intern/include/pointdensity.h')
-rw-r--r--source/blender/render/intern/include/pointdensity.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/render/intern/include/pointdensity.h b/source/blender/render/intern/include/pointdensity.h
index 1d1e808e8d3..f122b3dc4c1 100644
--- a/source/blender/render/intern/include/pointdensity.h
+++ b/source/blender/render/intern/include/pointdensity.h
@@ -37,13 +37,14 @@
* Make point density kd-trees for all point density textures in the scene
*/
+struct EvaluationContext;
struct PointDensity;
struct Render;
struct TexResult;
void free_pointdensity(struct PointDensity *pd);
-void cache_pointdensity(struct Render *re, struct PointDensity *pd);
-void make_pointdensities(struct Render *re);
+void cache_pointdensity(const struct EvaluationContext *eval_ctx, struct Render *re, struct PointDensity *pd);
+void make_pointdensities(const struct EvaluationContext *eval_ctx, struct Render *re);
void free_pointdensities(struct Render *re);
int pointdensitytex(struct Tex *tex, const float texvec[3], struct TexResult *texres);