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2017-11-28Depsgraph: Wrap context used for editors update callback into a structureSergey Sharybin
This way we can extend it much easier.
2017-11-28Depsgraph: Remove workaround for Blender Internal in viewportSergey Sharybin
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.
2015-08-27Fix T45702: Editing smoke while viewport render and blender bugSergey Sharybin
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.
2015-07-22Render preview: Make preview render database lazily loadedSergey Sharybin
Gives about 5-10% of startup time improvement here.
2015-06-08Cycles: Fix crash doing render preview of external OSL scriptSergey Sharybin
2015-05-11Expose PreviewImage & custom icons to py API.Bastien Montagne
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
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2015-03-17Fix T44021: Crash switching Rendering Engines while viewport rendering + ↵Sergey Sharybin
animating Make sure preview render job is cancelled before freeing the render engine associated to the viewport.
2015-03-10Fix T43831: Image Editor: Render info not displayedSergey Sharybin
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.
2015-01-12Second try to fix missing previews of mat/tex/etc. in .blend files.Bastien Montagne
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
2015-01-07Ensure mat/tex/etc. previews are generated/saved in .blend files when ↵Bastien Montagne
enabled in userprefs. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D970
2014-11-18Make it possible to use preview/viewport render job kill without contextSergey Sharybin
2014-10-06Cleanup: remove old preview codeCampbell Barton
2014-02-04Code cleanup: declarations for removed functionsCampbell Barton
2013-10-31Fix #37261 Rendering a Render Layer from another scene doesn't update.Lukas Toenne
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.
2013-10-04Fix #36948: blender internal viewport render crashes holding shift+Z pressedBrecht Van Lommel
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.
2013-07-10Fix #36075: editing shading nodes could still crash blender internal renderedBrecht Van Lommel
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.
2013-07-09Fix #35979, #35937, #35739: undo crashes and missing updates with blenderBrecht Van Lommel
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.
2013-04-16Blender Internal Render in viewportTon Roosendaal
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.
2012-09-06code cleanup: remove deprecated defines and some struct membersCampbell Barton
2012-05-13code cleanup: header cleanup and remove some duplicate defines.Campbell Barton
2012-04-26Fix #31066: cycles keeps rendering in viewport after window closed.Brecht Van Lommel
2012-03-03style cleanup - use aligned * prefixed blocks for descriptive comments (was ↵Campbell Barton
already used a lot and part of proposed style guide).
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2011-11-28Fix #29389: cycles viewport render not updating on frame changes. This sort ofBrecht Van Lommel
worked by accident before, because of flags that weren't cleared properly. Now moved the call to update render engines into scene_update_* itself.
2011-11-03correct spelling mistakesCampbell Barton
2011-11-02RenderEngine api: support for viewport rendering, details here:Brecht Van Lommel
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.
2011-02-21doxygen: editor entryNathan Letwory
2011-01-15remove/comment unused defines.Campbell Barton
2010-07-04Fix #21062 and #22175: crash with node previews being calculated whileBrecht Van Lommel
editing nodes. Now preview jobs are killed before making any node edits.
2010-03-29Fix [#21708] Copy/Paste Texture channels for Lamps/World not workingMatt Ebb
2010-02-12correct fsf addressCampbell Barton
2009-10-07Preview Render:Brecht Van Lommel
* Fixes for texture and material nodes. * Texture node previews now work more like materials.
2009-09-29Sorry, three commits in one, became difficult to untangle..Brecht Van Lommel
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.