Render: Create a separate gl context for rendering.
This should take care of all the threading stability issues some people are reporting.
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@@ -94,6 +94,9 @@
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#include "RE_pipeline.h"
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#include "RE_render_ext.h"
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#include "../../../windowmanager/WM_api.h" /* XXX */
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#include "../../../intern/gawain/gawain/gwn_context.h"
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#ifdef WITH_FREESTYLE
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# include "FRS_freestyle.h"
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#endif
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@@ -1020,6 +1023,40 @@ void RE_test_break_cb(Render *re, void *handle, int (*f)(void *handle))
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re->tbh = handle;
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}
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/* ********* GL Context ******** */
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void RE_gl_context_create(Render *re)
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{
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/* Needs to be created in the main ogl thread. */
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re->gl_context = WM_opengl_context_create();
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}
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void RE_gl_context_destroy(Render *re)
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{
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/* Needs to be called from the thread which used the ogl context for rendering. */
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if (re->gwn_context) {
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GWN_context_active_set(re->gwn_context);
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GWN_context_discard(re->gwn_context);
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re->gwn_context = NULL;
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}
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if (re->gl_context) {
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WM_opengl_context_dispose(re->gl_context);
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re->gl_context = NULL;
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}
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}
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void *RE_gl_context_get(Render *re)
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{
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return re->gl_context;
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}
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void *RE_gwn_context_get(Render *re)
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{
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if (re->gwn_context == NULL) {
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re->gwn_context = GWN_context_create();
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}
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return re->gwn_context;
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}
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/* ********* add object data (later) ******** */
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@@ -2224,6 +2261,9 @@ void RE_BlenderFrame(Render *re, Main *bmain, Scene *scene, ViewLayer *single_la
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BLI_callback_exec(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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/* UGLY WARNING */
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G.is_rendering = false;
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}
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@@ -2779,6 +2819,9 @@ void RE_BlenderAnim(Render *re, Main *bmain, Scene *scene, Object *camera_overri
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BLI_callback_exec(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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/* UGLY WARNING */
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G.is_rendering = false;
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}
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