Cleanup: Make Render finalization function more generic
Allows to extend that code more easily.
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@@ -307,6 +307,9 @@ void RE_RenderFreestyleStrokes(struct Render *re,
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void RE_RenderFreestyleExternal(struct Render *re);
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#endif
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/* Free memory and clear runtime data which is only needed during rendering. */
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void RE_CleanAfterRender(struct Render *re);
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void RE_SetActiveRenderView(struct Render *re, const char *viewname);
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const char *RE_GetActiveRenderView(struct Render *re);
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@@ -2126,8 +2126,7 @@ void RE_RenderFrame(Render *re,
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BLI_callback_exec(
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re->main, (ID *)scene, G.is_break ? BLI_CB_EVT_RENDER_CANCEL : BLI_CB_EVT_RENDER_COMPLETE);
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/* Destroy the opengl context in the correct thread. */
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RE_gl_context_destroy(re);
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RE_CleanAfterRender(re);
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/* UGLY WARNING */
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G.is_rendering = false;
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@@ -2713,8 +2712,7 @@ void RE_RenderAnim(Render *re,
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re->main, (ID *)scene, G.is_break ? BLI_CB_EVT_RENDER_CANCEL : BLI_CB_EVT_RENDER_COMPLETE);
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BKE_sound_reset_scene_specs(scene);
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/* Destroy the opengl context in the correct thread. */
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RE_gl_context_destroy(re);
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RE_CleanAfterRender(re);
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/* UGLY WARNING */
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G.is_rendering = false;
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@@ -2739,6 +2737,12 @@ void RE_PreviewRender(Render *re, Main *bmain, Scene *sce)
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do_render_3d(re);
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}
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void RE_CleanAfterRender(Render *re)
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{
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/* Destroy the opengl context in the correct thread. */
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RE_gl_context_destroy(re);
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}
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/* note; repeated win/disprect calc... solve that nicer, also in compo */
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/* only the temp file! */
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