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2010-05-27Progress indicators for threaded jobsMatt Ebb
Now, rather than the bit-too-alarming stop sign, threaded wmJobs display a progress indicator in the header. This is an optional feature for each job type and still uses the same hardcoded ui template (could use further work here...). Currently implemented for: Render - parts completed, then nodes comped Compositor - nodes comped Fluid Sim - frames simulated Texture Bake - faces baked Example: http://mke3.net/blender/devel/2.5/progress.mov
2010-04-15Merge various small changes from render branch:Brecht Van Lommel
* Division by zero fix for TNT SVD code. * Sound fix, in case ffmpeg decode fails, don't use the samples. * Fix for incorrect bounds of transformed objects in new raytracing code. * Gave memory arena's a name used for allocations for easier memory usage debugging. * Dupligroup no_draw option was using layers but not restrict view/render setting. (not a bugfix exactly but would do display list context switching while drawing for no reason). * Fix objects instanced on hair particles not giving consistent results when the object is transformed. * New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4, mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4. * mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple arguments. * endjob callback for WM jobs system. * Geometry node uv/color layer now has search list/autocomplete. * Various small buildsystem tweaks, not strictly needed yet in trunk.
2010-03-24remove unused includes UI_*.h, WM_*.h, ED_*.hCampbell Barton
2010-03-24remove unused rna includesCampbell Barton
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-03-21Fix syntax for ID keyword.Guillermo S. Romero
2010-03-10filebrowser:Andrea Weikert
* move own thread handling for thumbnails to WM_jobs * cleanup of thumbnail creation code * added function to kill the job, which actually allows thread to terminate gracefully vc9 projectfiles: * fixed some missing includes for release target!
2010-02-12correct fsf addressCampbell Barton
2009-10-20Bugfix for use of freed memory in jobs manager.Brecht Van Lommel
2009-10-20Auto SaveBrecht Van Lommel
Auto save is now working again in 2.5. It will also remember now what the location of the original file was when recovering it, so that library links still work and saving the restored file does not save to the temp directory. There is also a new Recover Auto Save operator which will open the filebrowser in the temp directory and show the auto saved .blends. Implemenation Notes: * Timer storage was moved from window to windowmanager, so we can have windowmanager level timers too now, doesn't make sense to have autosave timer attached to a particular window. * FileGlobal now has a filename field storing where the file was saved. Note that this is only used when loading a file through the recover operators, regular file read doesn't use it, so copying the quit.blend manually over the original file will still work as expected. * Jobs timer no longer uses operator now, this seems more like an internal thing, changing keymaps should not make it possible to break the jobs manager. * Autosave is postponed by 10 seconds when a modal operator is running, e.g. transform or file browsing. * Moved setting G.sce in setup_app_data before depsgraph updates, these can use the filename for pointcaches.
2009-10-19Fix for a preview render crash that happened sometimes, whenBrecht Van Lommel
the thread was marked as ready while it had not started yet.
2009-09-30Render & Compositing Thread FixesBrecht Van Lommel
* Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-12many docstrings from Ron Walker and Luca (mindrones on IRC),Campbell Barton
only did a spot check on these, may need adjusting later.
2009-07-242.5Ton Roosendaal
New feature: allowing to open temporarily windows for output. Implemented for: - Render output (use output menu "new window" option). - User Preferences (alt+U, plus added in 'File' menu) Currently the window opens where your mouse is. The Render window works as usual, with ESC or F11 moving it to back or front again. That allows the window position to remain where you moved it on new renders. If you close a render window when it renders, the render thread will be killed. User prefs show 'info window' now... i thought we'd use outliner? Anyhoo, I've made the 'save settings' to close the 2nd window as well. Opening a secondary file window for save I'll check on later, this has to be checked with the current event system still. the WM_window_open_temp() api call for this maintains currently a *single* temp window. If you have a render window open, and call for the preferences, the render window will be used for it. And the other way around. On closing the blender window, the temp windows close automatically when there's no regular window open, and blender quits.
2009-06-072.5Ton Roosendaal
Nice goodie: Preview renders! - Added new preview.blend, allowing super wide cinemascope previews - Draws nicely blended inside widget type, rounded corners - Preview now renders using all available cpus/cores. - Uses - hopefully rock stable - method, which doesn't copy or allocate anything for previews, but just uses render API calls. - Multiple previews are possible! But, added provision in Jobs manager to only render one preview job at a time. If you start more preview jobs, they're suspended until it's their turn. Bugfix: new buttons context code crashed when going full-window. Tweaks are still needed for notifiers. I have to figure out still how to retrieve SpaceButs button view types...
2009-02-182.5Ton Roosendaal
Several things in one commit; could not split this up easily, one job invoked another, and so on. :) - Added pulldowns for save/load .blend file in top bar. - To enable "Save" without further popups (save over) I've added a signaling function in window header to indicate a succesful save. - On any undo push it now signals 'file changed'. This goes by notifiers nicely, but now registers only the undopushes, which is quite unreliable. "Changed" state shows in header as "Blender*" and for OSX with the standard close button black dot. - Made screencast show a button in top bar indicating such, and allowing quit. No hotkey for quit yet... but ESC will keep casting now. - Fixed new BLF_init(), which should be in WM_init() and not on any .B.blend read. - Fixed CTRL+F3 "Save Screenshot", which was still using old fileselect code.
2009-01-272.5Ton Roosendaal
Compositor now uses threaded jobs. - updates happen per preview node! Check this file for fun: http://www.blender.org/bf/composite_image.blend (any compo node could get preview!) - had to ensure the composite data gets fully copied before it executes thread, so editing is not frustrated. - put back node buttons (missing init) - added WM_jobs api call to check for running job, illustrated with red light icon in 'use nodes' button. - added another callback to WM_jobs, to initialize. use this init to ensure you only do it when job really starts. - added an extra notifier option for WM_jobs, to signal finished job (like redraw image view) - fixed file read error, it copied the screen it read, instead of using it. - commented out annoying prints for missing ops in imagewin
2009-01-222.5Ton Roosendaal
- warning cleanup (wrong casts, unused vars, missing protos) - removed old cruft from node_edit.c - cleaned wm_jobs.c a bit
2009-01-222.5Ton Roosendaal
Added WM Jobs manager - WM can manage threaded jobs for you; just provide a couple of components to get it work: - customdata, free callback for it - timer step, notifier code - start callback, update callback - Once started, each job runs an own timer, and will for every time step check necessary updates, or close the job when ready. - No drawing happens in jobs, that's for notifiers! - Every job stores an owner pointer, and based on this owner it will prevent multiple jobs to enter the stack. Instead it will re-use a running job, signal it to stop and allow caller to re-initialize it even. - Check new wm_jobs.c for more explanation. Jobs API is still under construction. Fun: BLI_addtail(&wm->jobs, steve); :) Put Node shader previews back using wmJobs - Preview calculating is now fully threaded (1 thread still) - Thanks to new event system + notifiers, you can see previews update even while dragging sliders! - Currently it only starts when you change a node setting. Warning: the thread render shares Node data, so don't delete nodes while it renders! This topic is on the todo to make safe. Also: - bug in region initialize (do_versions) showed channel list in node editor wrong. - flagged the channel list 'hidden' now, it was really in the way! This is for later to work on anyway. - recoded Render API callbacks so it gets handlers passed on, no globals to use anymore, remember? - previewrender code gets now so much nicer! Will remove a lot of stuff from code soon.