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authorTon Roosendaal <ton@blender.org>2009-01-22 17:59:49 +0300
committerTon Roosendaal <ton@blender.org>2009-01-22 17:59:49 +0300
commit9cc59fb0c329bb788defe9c56b69d0919caaba96 (patch)
treef6f1c48441ba6de4f2ff1faf19a0540ce1dc6ba5 /source/blender/render/intern/source/zbuf.c
parenta017982074b3b11fd0157d8d604e02858411db70 (diff)
2.5
Added WM Jobs manager - WM can manage threaded jobs for you; just provide a couple of components to get it work: - customdata, free callback for it - timer step, notifier code - start callback, update callback - Once started, each job runs an own timer, and will for every time step check necessary updates, or close the job when ready. - No drawing happens in jobs, that's for notifiers! - Every job stores an owner pointer, and based on this owner it will prevent multiple jobs to enter the stack. Instead it will re-use a running job, signal it to stop and allow caller to re-initialize it even. - Check new wm_jobs.c for more explanation. Jobs API is still under construction. Fun: BLI_addtail(&wm->jobs, steve); :) Put Node shader previews back using wmJobs - Preview calculating is now fully threaded (1 thread still) - Thanks to new event system + notifiers, you can see previews update even while dragging sliders! - Currently it only starts when you change a node setting. Warning: the thread render shares Node data, so don't delete nodes while it renders! This topic is on the todo to make safe. Also: - bug in region initialize (do_versions) showed channel list in node editor wrong. - flagged the channel list 'hidden' now, it was really in the way! This is for later to work on anyway. - recoded Render API callbacks so it gets handlers passed on, no globals to use anymore, remember? - previewrender code gets now so much nicer! Will remove a lot of stuff from code soon.
Diffstat (limited to 'source/blender/render/intern/source/zbuf.c')
-rw-r--r--source/blender/render/intern/source/zbuf.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/render/intern/source/zbuf.c b/source/blender/render/intern/source/zbuf.c
index 509ac81c58b..b68cecce7bd 100644
--- a/source/blender/render/intern/source/zbuf.c
+++ b/source/blender/render/intern/source/zbuf.c
@@ -2495,7 +2495,7 @@ void zbuffer_shadow(Render *re, float winmat[][4], LampRen *lar, int *rectz, int
}
}
- if((a & 255)==255 && re->test_break())
+ if((a & 255)==255 && re->test_break(re->tbh))
break;
}
@@ -2544,13 +2544,13 @@ void zbuffer_shadow(Render *re, float winmat[][4], LampRen *lar, int *rectz, int
}
}
- if((a & 255)==255 && re->test_break())
+ if((a & 255)==255 && re->test_break(re->tbh))
break;
}
}
}
- if(re->test_break())
+ if(re->test_break(re->tbh))
break;
}
@@ -3512,13 +3512,13 @@ static int zbuffer_abuf(RenderPart *pa, APixstr *APixbuf, ListBase *apsmbase, Re
}
}
if((v & 255)==255)
- if(R.test_break())
+ if(R.test_break(R.tbh))
break;
}
}
}
- if(R.test_break()) break;
+ if(R.test_break(R.tbh)) break;
}
for(zsample=0; zsample<samples; zsample++) {
@@ -4013,7 +4013,7 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas
unsigned short *ztramask= NULL, filled;
/* looks nicer for calling code */
- if(R.test_break())
+ if(R.test_break(R.tbh))
return NULL;
if(R.osa>16) { /* MAX_OSA */
@@ -4096,7 +4096,7 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas
apstrand= aprectstrand;
od= offs;
- if(R.test_break())
+ if(R.test_break(R.tbh))
break;
for(x=pa->disprect.xmin+crop; x<pa->disprect.xmax-crop; x++, ap++, apstrand++, pass+=4, od++) {