Fix T94169: Missing grease pencil render with tiled rendering

Delay grease pencil for until after the render result is written
to the Blender side.

Differential Revision: https://developer.blender.org/D13740
This commit is contained in:
2022-01-05 17:11:16 +01:00
parent 3c04b44913
commit 8cd6d0fe68

View File

@@ -922,8 +922,10 @@ static void engine_render_view_layer(Render *re,
}
}
/* Optionally composite grease pencil over render result. */
if (engine->has_grease_pencil && use_grease_pencil) {
/* Optionally composite grease pencil over render result.
* Only do it if the passes are allocated (and the engine will not override the grease pencil
* when reading its result from EXR file and writing to the Blender side. */
if (engine->has_grease_pencil && use_grease_pencil && re->result->passes_allocated) {
/* NOTE: External engine might have been requested to free its
* dependency graph, which is only allowed if there is no grease
* pencil (pipeline is taking care of that). */
@@ -1022,10 +1024,18 @@ bool RE_engine_render(Render *re, bool do_all)
re->draw_lock(re->dlh, false);
}
/* Render view layers. */
bool delay_grease_pencil = false;
if (type->render) {
FOREACH_VIEW_LAYER_TO_RENDER_BEGIN (re, view_layer_iter) {
engine_render_view_layer(re, engine, view_layer_iter, true, true);
/* If render passes are not allocated the render engine deferred final pixels write for
* later. Need to defer the grease pencil for until after the engine has written the
* render result to Blender. */
delay_grease_pencil = engine->has_grease_pencil && !re->result->passes_allocated;
if (RE_engine_test_break(engine)) {
break;
}
@@ -1037,6 +1047,17 @@ bool RE_engine_render(Render *re, bool do_all)
type->render_frame_finish(engine);
}
/* Perform delayed grease pencil rendering. */
if (delay_grease_pencil) {
FOREACH_VIEW_LAYER_TO_RENDER_BEGIN (re, view_layer_iter) {
engine_render_view_layer(re, engine, view_layer_iter, false, true);
if (RE_engine_test_break(engine)) {
break;
}
}
FOREACH_VIEW_LAYER_TO_RENDER_END;
}
/* Clear tile data */
engine->flag &= ~RE_ENGINE_RENDERING;