Merged changes in the trunk up to revision 27817.
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@@ -129,6 +129,9 @@ typedef struct RenderResult {
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/* for render results in Image, verify validity for sequences */
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int framenr;
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/* render info text */
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char *text;
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} RenderResult;
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@@ -146,21 +149,8 @@ typedef struct RenderStats {
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/* the name is used as identifier, so elsewhere in blender the result can retrieved */
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/* calling a new render with same name, frees automatic existing render */
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struct Render *RE_NewRender (const char *name, int slot);
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struct Render *RE_GetRender(const char *name, int slot);
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/* render slots. for most cases like baking or preview render this will
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always be default, for actual render multiple slots can be used. in
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that case 'rendering' is the slot being rendered to, and 'view' is the
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slot being viewed. these are always the same except if the currently
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viewed slot is changed during render, at the end they will be synced. */
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#define RE_SLOT_RENDERING -2
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#define RE_SLOT_VIEW -1
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#define RE_SLOT_DEFAULT 0
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#define RE_SLOT_MAX 10
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void RE_SetViewSlot(int slot);
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int RE_GetViewSlot(void);
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struct Render *RE_NewRender (const char *name);
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struct Render *RE_GetRender(const char *name);
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/* returns 1 while render is working (or renders called from within render) */
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int RE_RenderInProgress(struct Render *re);
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@@ -177,6 +167,7 @@ struct RenderResult *RE_AcquireResultWrite(struct Render *re);
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void RE_ReleaseResult(struct Render *re);
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void RE_AcquireResultImage(struct Render *re, struct RenderResult *rr);
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void RE_ReleaseResultImage(struct Render *re);
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void RE_SwapResult(struct Render *re, struct RenderResult **rr);
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struct RenderStats *RE_GetStats(struct Render *re);
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void RE_ResultGet32(struct Render *re, unsigned int *rect);
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struct RenderLayer *RE_GetRenderLayer(struct RenderResult *rr, const char *name);
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@@ -211,13 +202,16 @@ void RE_set_max_threads(int threads);
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void RE_init_threadcount(Render *re);
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/* the main processor, assumes all was set OK! */
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void RE_TileProcessor(struct Render *re, int firsttile, int threaded);
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void RE_TileProcessor(struct Render *re);
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/* only RE_NewRender() needed, main Blender render calls */
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void RE_BlenderFrame(struct Render *re, struct Scene *scene, struct SceneRenderLayer *srl, unsigned int lay, int frame);
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void RE_BlenderAnim(struct Render *re, struct Scene *scene, unsigned int lay, int sfra, int efra, int tfra, struct ReportList *reports);
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void RE_RenderFreestyleStrokes(struct Render *re, struct Scene *scene);
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/* main preview render call */
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void RE_PreviewRender(struct Render *re, struct Scene *scene);
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void RE_ReadRenderResult(struct Scene *scene, struct Scene *scenode);
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void RE_WriteRenderResult(RenderResult *rr, char *filename, int compress);
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struct RenderResult *RE_MultilayerConvert(void *exrhandle, int rectx, int recty);
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@@ -260,8 +254,10 @@ struct Scene *RE_GetScene(struct Render *re);
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/* External Engine */
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#define RE_INTERNAL 1
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#define RE_GAME 2
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#define RE_INTERNAL 1
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#define RE_GAME 2
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#define RE_DO_PREVIEW 4
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#define RE_DO_ALL 8
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extern ListBase R_engines;
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