Age | Commit message (Collapse) | Author |
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This way we can extend it much easier.
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This commit effectively reverts fix T45702 done in 067fe2719a99.
Reasoning:
- Blender Internal is being replaced with Eevee, and will be removed entirely
rather soon.
- All render engines are planned to have own depsgraph, so such threading
conflicts should no longer be an issue.
- We don't want to spend time on porting workarounds for EOL things to a new
design. Less code -- faster the work :)
- If such notifications will end up needed for some other cases, we would
need to re-implement this a more proper depsgraph tagging/flushing and make
it to work with all copy-on-write datablocks and everything.
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Issue was caused by blender internal accessing data from DNA during rendering.
There's no simple solution to make stuff thread safe, so for now simply restart
rendering on frame update.
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Gives about 5-10% of startup time improvement here.
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This commit mainly:
* Exposes PreviewImage struct in RNA, including ways for user to set images data.
* Adds a new kind of PreviewImage, using a file path and IMB_thumb to get image.
* Adds a new kind of custom icon using PreviewImage, unrelated to ID previews system.
* Adds a python API (utils.previews) to allow python scripts to access those custom previews/icons.
Note that loading image from files' thumbnails is done when needed (deferred loading), not
when defining the custom preview/icon.
WARNING: for release addons who would want to use this, please keep it to a strict minimum, really needed level.
We do not want our UI to explode under hundreds of different flashy icons!
For more info, see also the release notes of Blender 2.75 (http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75/Addons)
and the example/templates featured with Blender.
Patch by Campbell (ideasman42), Inês (brita) and Bastien (mont29).
Differential Revision: https://developer.blender.org/D1255
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animating
Make sure preview render job is cancelled before freeing the render engine
associated to the viewport.
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Issue was caused by b62c2a9 and root of it goes to the fact that text
info is stored in the "main" scene, not the currently rendering one.
This is a bit annoying but making it so text and result are coming
from the same scene is a bit dangerous to do now. Will re-visit this
change after the release and see if it might be done in a more clear
fashion.
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This time, it's a dedicated operator user has to run before saving the file.
And it recursively check all IDs linked from each scene, therefore rendering
materials etc. previews using a scene they are used in.
Note the renderengine issue is not completely addressed this way
(existing code for icon previews seems to ignore completely other engines,
and IDs not linked anywhere (fake-user ones) will be rendered with current scene's engine
as fallback, also you can get a material linked to an hidden object in a scene, etc.).
Reviewers: sergey, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D980
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enabled in userprefs.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D970
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The scene pointer used for looking up the appropriate source of render result images in the image editor was always taken from context. This means that render results for a different scene would never be
displayed in the image editor.
To give feedback on running renders, try to get the running render job's scene pointer in the image editor for render result type images. This only happens during rendering, apart from that the regular
context scene result is displayed.
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to quickly toggle it on/off.
Problem is accessing freed data, now the job is ended immediately. Fix based
on patch from Sergey and investigation from Bastien.
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draw mode. This happens because it uses node data structures in threads, now
it does same as preview render, which is to immediately stop the render thread
when e.g. deleting nodes.
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internal viewport rendering. Lots of tweaks here, mainly:
* Stop 3D viewport render and free database before undo.
* Accumulate update flags rather than replace them each time it rerenders, to
avoid previous updates getting lost.
* Don't check against Render struct view parameters for changes, those are set
in the job thread which might not run before the next update call.
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Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.
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already used a lot and part of proposed style guide).
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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worked by accident before, because of flags that weren't cleared properly. Now
moved the call to update render engines into scene_update_* itself.
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http://wiki.blender.org/index.php/Dev:2.6/Source/Render/RenderEngineAPI
* This adds a Rendered draw type in the 3D view, only available when
the render engine implements the view_draw callback.
* 3D view now stores a pointer to a RenderEngine.
* view_draw() callback will do OpenGL drawing instead of the viewport.
* view_update() callback is called after depsgraph updates.
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editing nodes. Now preview jobs are killed before making any node edits.
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* Fixes for texture and material nodes.
* Texture node previews now work more like materials.
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Editors Modules
* render/ module added in editors, moved the preview render code there and
also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
making a single physics_ops.c for operators and keymaps. Also move all
particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
specificially.
Updates & Notifiers
* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
which will go back to a callback in editors. Eventually these should
be in the depsgraph itself, but for now this gives a unified call for
doing updates.
* GLSL materials are now refreshed on changes. There's still various
cases missing,
* Preview icons now hook into this system, solving various update cases
that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
problem is avoided in the new system.
Icon Rendering
* On systems with support for non-power of two textures, an OpenGL texture
is now used instead of glDrawPixels. This avoids problems with icons get
clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
with the default setup. The glDrawPixels implementation on Mac seems to
have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
be used with threads reliably.
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