forked from blender/blender
Fix rendering of Final render for Storm delegate #61
@ -92,6 +92,9 @@ class HydraRenderEngine(bpy.types.RenderEngine):
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# final render
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def update(self, data, depsgraph):
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# Note: if bl_use_gpu_context = True, leave this function empty and move engine creation
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# and syncing to render() function
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engine_type = 'PREVIEW' if self.is_preview else 'FINAL'
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self.engine_ptr = _bpy_hydra.engine_create(self.as_pointer(), engine_type, self.delegate_id)
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if not self.engine_ptr:
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@ -1,7 +1,7 @@
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/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include <pxr/imaging/glf/drawTarget.h>
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#include <pxr/imaging/garch/glApi.h>
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#include <pxr/imaging/hd/light.h>
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#include "BKE_lib_id.h"
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@ -115,7 +115,7 @@ void FinalEngine::prepare_for_render(Depsgraph *depsgraph)
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std::vector<float>(resolution_[0] * resolution_[1] * 4)); /* 4 - number of channels. */
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}
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void FinalEngineGL::render(Depsgraph *depsgraph)
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void FinalEngineGPU::render(Depsgraph *depsgraph)
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{
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prepare_for_render(depsgraph);
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@ -155,10 +155,11 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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}
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GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0f);
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// Generate vertex array
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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/* Important: we have to create and bind at least one Vertex Array Object (VAO) before render
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execution: More info at https://open.gl/drawing */
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GLuint VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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engine_->Execute(render_index_.get(), &tasks_);
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@ -197,6 +198,7 @@ void FinalEngineGL::render(Depsgraph *depsgraph)
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MEM_freeN(data);
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update_render_result();
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glDeleteVertexArrays(1, &VAO);
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GPU_framebuffer_free(framebuffer);
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GPU_texture_free(tex_color);
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GPU_texture_free(tex_depth);
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@ -26,7 +26,7 @@ class FinalEngine : public Engine {
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pxr::GfVec2i resolution_;
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};
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class FinalEngineGL : public FinalEngine {
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class FinalEngineGPU : public FinalEngine {
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public:
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using FinalEngine::FinalEngine;
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@ -75,7 +75,7 @@ static PyObject *engine_create_func(PyObject * /*self*/, PyObject *args)
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}
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else {
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if (bl_engine->type->flag & RE_USE_GPU_CONTEXT) {
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engine = new FinalEngineGL(bl_engine, render_delegate_id);
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engine = new FinalEngineGPU(bl_engine, render_delegate_id);
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}
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else {
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engine = new FinalEngine(bl_engine, render_delegate_id);
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Reference in New Issue
Block a user
is bl_use_gpu_context is true why not just automatically use render()
Then say something here like "if use gpu context is true, this function is ignored and render() is used"