diff options
author | Omar Emara <mail@OmarEmara.dev> | 2022-07-29 09:30:51 +0300 |
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committer | Omar Emara <mail@OmarEmara.dev> | 2022-07-29 09:30:51 +0300 |
commit | c3ca4874985d33b5515989b1e4e2e75cd0382d5b (patch) | |
tree | 5be48c2c23a69ef7a04b48869555b6b8b086bf2a /source/blender | |
parent | 4815772fdaf2a9c4980c0d76aff78faebdbda17a (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')
-rw-r--r-- | source/blender/editors/render/render_update.cc | 26 |
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); } } |