Depsgraph: Remove workaround for Blender Internal in viewport

This commit effectively reverts fix T45702 done in 067fe2719a.

Reasoning:

- Blender Internal is being replaced with Eevee, and will be removed entirely
  rather soon.

- All render engines are planned to have own depsgraph, so such threading
  conflicts should no longer be an issue.

- We don't want to spend time on porting workarounds for EOL things to a new
  design. Less code -- faster the work :)

- If such notifications will end up needed for some other cases, we would
  need to re-implement this a more proper depsgraph tagging/flushing and make
  it to work with all copy-on-write datablocks and everything.
This commit is contained in:
2017-11-28 12:56:01 +01:00
parent 86bfce6794
commit db2a603f6e
6 changed files with 4 additions and 43 deletions

View File

@@ -1562,11 +1562,7 @@ void BKE_scene_graph_update_for_newframe(EvaluationContext *eval_ctx,
* for example, clearing update tags from bmain.
*/
const float ctime = BKE_scene_frame_get(scene);
/* Inform editors we are starting scene update. */
DEG_editors_update_pre(bmain, scene, true);
/* Keep this first.
* TODO(sergey): Should it be after the editors update?
*/
/* Keep this first. */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_FRAME_CHANGE_PRE);
/* Update animated image textures for particles, modifiers, gpu, etc,
* call this at the start so modifiers with textures don't lag 1 frame.

View File

@@ -252,16 +252,10 @@ typedef void (*DEG_EditorUpdateIDCb)(struct Main *bmain, struct ID *id);
typedef void (*DEG_EditorUpdateSceneCb)(struct Main *bmain,
struct Scene *scene,
int updated);
typedef void (*DEG_EditorUpdateScenePreCb)(struct Main *bmain,
struct Scene *scene,
bool time);
/* Set callbacks which are being called when depsgraph changes. */
void DEG_editors_set_update_cb(DEG_EditorUpdateIDCb id_func,
DEG_EditorUpdateSceneCb scene_func,
DEG_EditorUpdateScenePreCb scene_pre_func);
void DEG_editors_update_pre(struct Main *bmain, struct Scene *scene, bool time);
DEG_EditorUpdateSceneCb scene_func);
#ifdef __cplusplus
} /* extern "C" */

View File

@@ -78,7 +78,6 @@ namespace DEG {
static DEG_EditorUpdateIDCb deg_editor_update_id_cb = NULL;
static DEG_EditorUpdateSceneCb deg_editor_update_scene_cb = NULL;
static DEG_EditorUpdateScenePreCb deg_editor_update_scene_pre_cb = NULL;
Depsgraph::Depsgraph()
: time_source(NULL),
@@ -513,17 +512,8 @@ void DEG_graph_free(Depsgraph *graph)
/* Set callbacks which are being called when depsgraph changes. */
void DEG_editors_set_update_cb(DEG_EditorUpdateIDCb id_func,
DEG_EditorUpdateSceneCb scene_func,
DEG_EditorUpdateScenePreCb scene_pre_func)
DEG_EditorUpdateSceneCb scene_func)
{
DEG::deg_editor_update_id_cb = id_func;
DEG::deg_editor_update_scene_cb = scene_func;
DEG::deg_editor_update_scene_pre_cb = scene_pre_func;
}
void DEG_editors_update_pre(Main *bmain, Scene *scene, bool time)
{
if (DEG::deg_editor_update_scene_pre_cb != NULL) {
DEG::deg_editor_update_scene_pre_cb(bmain, scene, time);
}
}

View File

@@ -49,7 +49,6 @@ void ED_render_id_flush_update(struct Main *bmain, struct ID *id);
void ED_render_engine_changed(struct Main *bmain);
void ED_render_engine_area_exit(struct Main *bmain, struct ScrArea *sa);
void ED_render_scene_update(struct Main *bmain, struct Scene *scene, int updated);
void ED_render_scene_update_pre(struct Main *bmain, struct Scene *scene, bool time);
void ED_viewport_render_kill_jobs(struct wmWindowManager *wm, struct Main *bmain, bool free_database);
struct Scene *ED_render_job_get_scene(const struct bContext *C);

View File

@@ -163,23 +163,6 @@ void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
recursive_check = false;
}
void ED_render_scene_update_pre(Main *bmain, Scene *scene, bool time)
{
/* Blender internal might access to the data which is gonna to be freed
* by the scene update functions. This applies for example to simulation
* data like smoke and fire.
*/
if (time && !BKE_scene_use_new_shading_nodes(scene)) {
bScreen *sc;
ScrArea *sa;
for (sc = bmain->screen.first; sc; sc = sc->id.next) {
for (sa = sc->areabase.first; sa; sa = sa->next) {
ED_render_engine_area_exit(bmain, sa);
}
}
}
}
void ED_render_engine_area_exit(Main *bmain, ScrArea *sa)
{
/* clear all render engines in this area */

View File

@@ -178,8 +178,7 @@ void WM_init(bContext *C, int argc, const char **argv)
BKE_blender_callback_test_break_set(wm_window_testbreak); /* blender.c */
BKE_spacedata_callback_id_remap_set(ED_spacedata_id_remap); /* screen.c */
DEG_editors_set_update_cb(ED_render_id_flush_update,
ED_render_scene_update,
ED_render_scene_update_pre);
ED_render_scene_update);
ED_spacetypes_init(); /* editors/space_api/spacetype.c */