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2022-08-31Fix T100700: Compositor crashes when disabled then enabledOmar Emara
The viewport compositor crashes when it is disabled then enabled after the compositor node tree is edited. This happens because the compositor engine uses the view_update callback of the draw engine type to detect changes in the node tree and reset its state for future evaluation. However, the draw manager only calls the view_update callback for enabled engines, so the compositor never receives the needed updates to properly reset its state and then crashes at draw time. This patch call the view_update callback for all registered engines regardless if they are enabled or not, that way, they always receive the potentially important updated needed to maintain a correct state. Aside from the compositor engine, this change affects the EEVEE and Workbench engines because they are the only engines that utilizes this callback. However, both of them only reset a flag that is checked at draw time. So the change should have no side effects. For the EEVEE engine, we just add a null check in case it was not instanced, while Workbench already have the appropriate null check. Differential Revision: https://developer.blender.org/D15821 Reviewed By: Clement Foucault
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-01-31Cleanup: use our own conventions for tags in commentsCampbell Barton
2022-01-24Cleanup: sort struct forward declarationsCampbell Barton
2021-12-08Cleanup: move public doc-strings into headers for 'draw'Campbell Barton
Ref T92709
2021-12-07DrawManager: Engine Instance Data.Jeroen Bakker
In the original design draw engines had to copy with a limitation that they were not allowed to reuse complex data structures between drawing calls. Data that could be reused were limited to: - GPUFramebuffers - GPUTextures - Memory that could be removed calling MEM_freeN (storage list) - DRWPass This is fine when the storage list contains arrays or structs but when more complex data types (vectors, maps) etc wasn't possible. This patch adds instance_data that can be reused between drawing calls. The instance_data is controlled by the draw engine and doesn't need to be limited as described above. When an engines stores instance_data it must implement the `DrawEngineType.instance_free` callback to free the data. The patch originates from eevee rewrite. But was added to master as the image engine rewrite also has a need for it. Reviewed By: fclem Differential Revision: https://developer.blender.org/D13425
2021-10-05DRW: Move buffer & temp textures & framebuffer management to DrawManagerClément Foucault
This is a necessary step for EEVEE's new arch. This moves more data to the draw manager. This makes it easier to have the render or draw engines manage their own data. This makes more sense and cleans-up what the GPUViewport holds Also rewrites the Texture pool manager to be in C++. This also move the DefaultFramebuffer/TextureList and the engine related data to a new `DRWViewData` struct. This struct manages the per view (as in stereo view) engine data. There is a bit of cleanup in the way the draw manager is setup. We now use a temporary DRWData instead of creating a dummy viewport. Development: fclem, jbakker Differential Revision: https://developer.blender.org/D11966