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Diffstat (limited to 'source/blender/editors/render/render_update.c')
-rw-r--r--source/blender/editors/render/render_update.c363
1 files changed, 80 insertions, 283 deletions
diff --git a/source/blender/editors/render/render_update.c b/source/blender/editors/render/render_update.c
index ceb4c0b27ba..b7e6508117e 100644
--- a/source/blender/editors/render/render_update.c
+++ b/source/blender/editors/render/render_update.c
@@ -38,9 +38,12 @@
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
+#include "DNA_workspace_types.h"
#include "DNA_world_types.h"
#include "DNA_windowmanager_types.h"
+#include "DRW_engine.h"
+
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
@@ -48,14 +51,15 @@
#include "BKE_context.h"
#include "BKE_DerivedMesh.h"
#include "BKE_icons.h"
+#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
+#include "BKE_workspace.h"
#include "GPU_material.h"
-#include "GPU_buffers.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
@@ -64,16 +68,23 @@
#include "ED_render.h"
#include "ED_view3d.h"
+#include "DEG_depsgraph.h"
+
+#include "WM_api.h"
+
#include "render_intern.h" // own include
extern Material defmaterial;
/***************************** Render Engines ********************************/
-void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
+void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, int updated)
{
/* viewport rendering update on data changes, happens after depsgraph
* updates if there was any change. context is set to the 3d view */
+ Main *bmain = update_ctx->bmain;
+ Scene *scene = update_ctx->scene;
+ ViewLayer *view_layer = update_ctx->view_layer;
bContext *C;
wmWindowManager *wm;
wmWindow *win;
@@ -102,26 +113,23 @@ void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
wm = bmain->wm.first;
for (win = wm->windows.first; win; win = win->next) {
- bScreen *sc = win->screen;
+ bScreen *sc = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
CTX_wm_window_set(C, win);
for (sa = sc->areabase.first; sa; sa = sa->next) {
- if (sa->spacetype != SPACE_VIEW3D)
+ if (sa->spacetype != SPACE_VIEW3D) {
continue;
-
+ }
+ View3D *v3d = sa->spacedata.first;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
- RegionView3D *rv3d;
- RenderEngine *engine;
-
- if (ar->regiontype != RGN_TYPE_WINDOW)
+ if (ar->regiontype != RGN_TYPE_WINDOW) {
continue;
-
- rv3d = ar->regiondata;
- engine = rv3d->render_engine;
-
+ }
+ RegionView3D *rv3d = ar->regiondata;
+ RenderEngine *engine = rv3d->render_engine;
/* call update if the scene changed, or if the render engine
* tagged itself for update (e.g. because it was busy at the
* time of the last update) */
@@ -133,6 +141,23 @@ void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
engine->flag &= ~RE_ENGINE_DO_UPDATE;
engine->type->view_update(engine, C);
+
+ }
+ else {
+ RenderEngineType *engine_type =
+ ED_view3d_engine_type(scene, v3d->drawtype);
+ if (updated) {
+ DRW_notify_view_update(
+ (&(DRWUpdateContext){
+ .bmain = bmain,
+ .depsgraph = update_ctx->depsgraph,
+ .scene = scene,
+ .view_layer = view_layer,
+ .ar = ar,
+ .v3d = (View3D *)sa->spacedata.first,
+ .engine_type = engine_type
+ }));
+ }
}
}
}
@@ -143,23 +168,6 @@ 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 */
@@ -179,18 +187,23 @@ void ED_render_engine_area_exit(Main *bmain, ScrArea *sa)
void ED_render_engine_changed(Main *bmain)
{
/* on changing the render engine type, clear all running render engines */
- bScreen *sc;
- ScrArea *sa;
- Scene *scene;
-
- for (sc = bmain->screen.first; sc; sc = sc->id.next)
- for (sa = sc->areabase.first; sa; sa = sa->next)
+ for (bScreen *sc = bmain->screen.first; sc; sc = sc->id.next) {
+ for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) {
ED_render_engine_area_exit(bmain, sa);
-
+ }
+ }
RE_FreePersistentData();
-
- for (scene = bmain->scene.first; scene; scene = scene->id.next) {
- ED_render_id_flush_update(bmain, &scene->id);
+ /* Inform all render engines and draw managers. */
+ DEGEditorUpdateContext update_ctx = {NULL};
+ update_ctx.bmain = bmain;
+ for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
+ update_ctx.scene = scene;
+ LISTBASE_FOREACH(ViewLayer *, view_layer, &scene->view_layers) {
+ /* TDODO(sergey): Iterate over depsgraphs instead? */
+ update_ctx.depsgraph = BKE_scene_get_depsgraph(scene, view_layer, true);
+ update_ctx.view_layer = view_layer;
+ ED_render_id_flush_update(&update_ctx, &scene->id);
+ }
if (scene->nodetree) {
ntreeCompositUpdateRLayers(scene->nodetree);
}
@@ -198,7 +211,7 @@ void ED_render_engine_changed(Main *bmain)
}
/***************************** Updates ***********************************
- * ED_render_id_flush_update gets called from DAG_id_tag_update, to do *
+ * ED_render_id_flush_update gets called from DEG_id_tag_update, to do *
* editor level updates when the ID changes. when these ID blocks are in *
* the dependency graph, we can get rid of the manual dependency checks */
@@ -228,209 +241,44 @@ static void render_engine_flag_changed(Main *bmain, int update_flag)
}
}
-static int mtex_use_tex(MTex **mtex, int tot, Tex *tex)
-{
- int a;
-
- if (!mtex)
- return 0;
-
- for (a = 0; a < tot; a++)
- if (mtex[a] && mtex[a]->tex == tex)
- return 1;
-
- return 0;
-}
-
-static int nodes_use_tex(bNodeTree *ntree, Tex *tex)
-{
- bNode *node;
-
- for (node = ntree->nodes.first; node; node = node->next) {
- if (node->id) {
- if (node->id == (ID *)tex) {
- return 1;
- }
- else if (GS(node->id->name) == ID_MA) {
- if (mtex_use_tex(((Material *)node->id)->mtex, MAX_MTEX, tex))
- return 1;
- }
- else if (node->type == NODE_GROUP) {
- if (nodes_use_tex((bNodeTree *)node->id, tex))
- return 1;
- }
- }
- }
-
- return 0;
-}
-
-static int nodes_use_material(bNodeTree *ntree, Material *ma)
+static void material_changed(Main *UNUSED(bmain), Material *ma)
{
- bNode *node;
-
- for (node = ntree->nodes.first; node; node = node->next) {
- if (node->id) {
- if (node->id == (ID *)ma) {
- return 1;
- }
- else if (node->type == NODE_GROUP) {
- if (nodes_use_material((bNodeTree *)node->id, ma))
- return 1;
- }
- }
- }
-
- return 0;
-}
-
-static void material_changed(Main *bmain, Material *ma)
-{
- Material *parent;
- Object *ob;
- Scene *scene;
- int texture_draw = false;
-
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
/* glsl */
- if (ma->gpumaterial.first)
- GPU_material_free(&ma->gpumaterial);
-
- /* find node materials using this */
- for (parent = bmain->mat.first; parent; parent = parent->id.next) {
- if (parent->use_nodes && parent->nodetree && nodes_use_material(parent->nodetree, ma)) {
- /* pass */
- }
- else {
- continue;
- }
-
- BKE_icon_changed(BKE_icon_id_ensure(&parent->id));
-
- if (parent->gpumaterial.first)
- GPU_material_free(&parent->gpumaterial);
- }
-
- /* find if we have a scene with textured display */
- for (scene = bmain->scene.first; scene; scene = scene->id.next) {
- if (scene->customdata_mask & CD_MASK_MTFACE) {
- texture_draw = true;
- break;
- }
- }
-
- /* find textured objects */
- if (texture_draw) {
- for (ob = bmain->object.first; ob; ob = ob->id.next) {
- DerivedMesh *dm = ob->derivedFinal;
- Material ***material = give_matarar(ob);
- short a, *totmaterial = give_totcolp(ob);
-
- if (dm && totmaterial && material) {
- for (a = 0; a < *totmaterial; a++) {
- if ((*material)[a] == ma) {
- GPU_drawobject_free(dm);
- break;
- }
- }
- }
+ if (ma->id.recalc & ID_RECALC) {
+ if (!BLI_listbase_is_empty(&ma->gpumaterial)) {
+ GPU_material_free(&ma->gpumaterial);
}
}
-
}
-static void lamp_changed(Main *bmain, Lamp *la)
+static void lamp_changed(Main *UNUSED(bmain), Lamp *la)
{
- Object *ob;
- Material *ma;
-
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&la->id));
- /* glsl */
- for (ob = bmain->object.first; ob; ob = ob->id.next)
- if (ob->data == la && ob->gpulamp.first)
- GPU_lamp_free(ob);
-
- for (ma = bmain->mat.first; ma; ma = ma->id.next)
- if (ma->gpumaterial.first)
- GPU_material_free(&ma->gpumaterial);
-
if (defmaterial.gpumaterial.first)
GPU_material_free(&defmaterial.gpumaterial);
}
-static int material_uses_texture(Material *ma, Tex *tex)
-{
- if (mtex_use_tex(ma->mtex, MAX_MTEX, tex))
- return true;
- else if (ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex))
- return true;
-
- return false;
-}
-
static void texture_changed(Main *bmain, Tex *tex)
{
- Material *ma;
- Lamp *la;
- World *wo;
Scene *scene;
- Object *ob;
+ ViewLayer *view_layer;
bNode *node;
- bool texture_draw = false;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&tex->id));
/* paint overlays */
- for (scene = bmain->scene.first; scene; scene = scene->id.next)
- BKE_paint_invalidate_overlay_tex(scene, tex);
-
- /* find materials */
- for (ma = bmain->mat.first; ma; ma = ma->id.next) {
- if (!material_uses_texture(ma, tex))
- continue;
-
- BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
-
- if (ma->gpumaterial.first)
- GPU_material_free(&ma->gpumaterial);
- }
-
- /* find lamps */
- for (la = bmain->lamp.first; la; la = la->id.next) {
- if (mtex_use_tex(la->mtex, MAX_MTEX, tex)) {
- lamp_changed(bmain, la);
- }
- else if (la->nodetree && nodes_use_tex(la->nodetree, tex)) {
- lamp_changed(bmain, la);
- }
- else {
- continue;
+ for (scene = bmain->scene.first; scene; scene = scene->id.next) {
+ for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
+ BKE_paint_invalidate_overlay_tex(scene, view_layer, tex);
}
}
- /* find worlds */
- for (wo = bmain->world.first; wo; wo = wo->id.next) {
- if (mtex_use_tex(wo->mtex, MAX_MTEX, tex)) {
- /* pass */
- }
- else if (wo->nodetree && nodes_use_tex(wo->nodetree, tex)) {
- /* pass */
- }
- else {
- continue;
- }
-
- BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
-
- if (wo->gpumaterial.first)
- GPU_material_free(&wo->gpumaterial);
- }
-
/* find compositing nodes */
for (scene = bmain->scene.first; scene; scene = scene->id.next) {
if (scene->use_nodes && scene->nodetree) {
@@ -439,52 +287,26 @@ static void texture_changed(Main *bmain, Tex *tex)
ED_node_tag_update_id(&scene->id);
}
}
-
- if (scene->customdata_mask & CD_MASK_MTFACE)
- texture_draw = true;
- }
-
- /* find textured objects */
- if (texture_draw) {
- for (ob = bmain->object.first; ob; ob = ob->id.next) {
- DerivedMesh *dm = ob->derivedFinal;
- Material ***material = give_matarar(ob);
- short a, *totmaterial = give_totcolp(ob);
-
- if (dm && totmaterial && material) {
- for (a = 0; a < *totmaterial; a++) {
- if (ob->matbits && ob->matbits[a])
- ma = ob->mat[a];
- else
- ma = (*material)[a];
-
- if (ma && material_uses_texture(ma, tex)) {
- GPU_drawobject_free(dm);
- break;
- }
- }
- }
- }
}
}
-static void world_changed(Main *bmain, World *wo)
+static void world_changed(Main *UNUSED(bmain), World *wo)
{
- Material *ma;
-
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
- /* glsl */
- for (ma = bmain->mat.first; ma; ma = ma->id.next)
- if (ma->gpumaterial.first)
- GPU_material_free(&ma->gpumaterial);
-
- if (defmaterial.gpumaterial.first)
- GPU_material_free(&defmaterial.gpumaterial);
+ /* XXX temporary flag waiting for depsgraph proper tagging */
+ wo->update_flag = 1;
- if (wo->gpumaterial.first)
- GPU_material_free(&wo->gpumaterial);
+ /* glsl */
+ if (wo->id.recalc & ID_RECALC) {
+ if (!BLI_listbase_is_empty(&defmaterial.gpumaterial)) {
+ GPU_material_free(&defmaterial.gpumaterial);
+ }
+ if (!BLI_listbase_is_empty(&wo->gpumaterial)) {
+ GPU_material_free(&wo->gpumaterial);
+ }
+ }
}
static void image_changed(Main *bmain, Image *ima)
@@ -503,41 +325,26 @@ static void image_changed(Main *bmain, Image *ima)
static void scene_changed(Main *bmain, Scene *scene)
{
Object *ob;
- Material *ma;
- World *wo;
/* glsl */
for (ob = bmain->object.first; ob; ob = ob->id.next) {
- if (ob->gpulamp.first)
- GPU_lamp_free(ob);
-
if (ob->mode & OB_MODE_TEXTURE_PAINT) {
BKE_texpaint_slots_refresh_object(scene, ob);
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
- GPU_drawobject_free(ob->derivedFinal);
}
}
-
- for (ma = bmain->mat.first; ma; ma = ma->id.next)
- if (ma->gpumaterial.first)
- GPU_material_free(&ma->gpumaterial);
-
- for (wo = bmain->world.first; wo; wo = wo->id.next)
- if (wo->gpumaterial.first)
- GPU_material_free(&wo->gpumaterial);
-
- if (defmaterial.gpumaterial.first)
- GPU_material_free(&defmaterial.gpumaterial);
}
-void ED_render_id_flush_update(Main *bmain, ID *id)
+void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id)
{
/* this can be called from render or baking thread when a python script makes
* changes, in that case we don't want to do any editor updates, and making
* GPU changes is not possible because OpenGL only works in the main thread */
- if (!BLI_thread_is_main())
+ if (!BLI_thread_is_main()) {
return;
-
+ }
+ Main *bmain = update_ctx->bmain;
+ /* Internal ID update handlers. */
switch (GS(id->name)) {
case ID_MA:
material_changed(bmain, (Material *)id);
@@ -563,15 +370,5 @@ void ED_render_id_flush_update(Main *bmain, ID *id)
render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER);
break;
}
-
}
-
-void ED_render_internal_init(void)
-{
- RenderEngineType *ret = RE_engines_find(RE_engine_id_BLENDER_RENDER);
-
- ret->view_update = render_view3d_update;
- ret->view_draw = render_view3d_draw;
-
-}