add wm job types they are not used yet, so this just defines them for new jobs add add argument to search by job type.
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@@ -457,7 +457,7 @@ static int screen_render_modal(bContext *C, wmOperator *op, wmEvent *event)
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Scene *scene = (Scene *) op->customdata;
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/* no running blender, remove handler and pass through */
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if (0 == WM_jobs_test(CTX_wm_manager(C), scene)) {
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if (0 == WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_ANY)) {
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return OPERATOR_FINISHED | OPERATOR_PASS_THROUGH;
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}
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@@ -489,7 +489,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, wmEvent *event)
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const char *name;
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/* only one render job at a time */
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if (WM_jobs_test(CTX_wm_manager(C), scene))
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if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_ANY))
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return OPERATOR_CANCELLED;
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if (!RE_is_rendering_allowed(scene, camera_override, op->reports)) {
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@@ -564,7 +564,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, wmEvent *event)
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if (RE_seq_render_active(scene, &scene->r)) name = "Sequence Render";
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else name = "Render";
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steve = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag);
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steve = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), scene, name, jobflag, WM_JOB_TYPE_RENDER);
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WM_jobs_customdata_set(steve, rj, render_freejob);
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WM_jobs_timer(steve, 0.2, NC_SCENE | ND_RENDER_RESULT, 0);
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WM_jobs_callbacks(steve, render_startjob, NULL, NULL, render_endjob);
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