Merge branch 'master' into blender2.8
This commit is contained in:
@@ -224,7 +224,7 @@ ccl_device_inline bool isfinite_safe(float f)
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{
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/* By IEEE 754 rule, 2*Inf equals Inf */
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unsigned int x = __float_as_uint(f);
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return (f == f) && (x == 0 || (f != 2.0f*f)) && !((x << 1) > 0xff000000u);
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return (f == f) && (x == 0 || x == (1 << 31) || (f != 2.0f*f)) && !((x << 1) > 0xff000000u);
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}
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ccl_device_inline float ensure_finite(float v)
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@@ -21,7 +21,7 @@
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Subject to the provisions of the GNU GPL license, BF grants You a
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non-exclusive right to use the Software at any computer You own or use.
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Artwork you create with the Software - whether it is images, movies,
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scripts, exported 3d files or the .blend files themselves - is your sole
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exported 3d files or the .blend files themselves - is your sole
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property, and can be licensed or sold under any conditions you prefer.
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2. Permitted copying and electronic distribution of Software
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@@ -703,6 +703,7 @@ void ED_view3d_draw_depth(
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const EvaluationContext *eval_ctx, struct Depsgraph *graph,
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ARegion *ar, View3D *v3d, bool alphaoverride)
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{
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struct bThemeState theme_state;
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Scene *scene = DEG_get_evaluated_scene(graph);
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RegionView3D *rv3d = ar->regiondata;
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@@ -716,6 +717,10 @@ void ED_view3d_draw_depth(
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U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */
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U.obcenter_dia = 0;
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/* Tools may request depth outside of regular drawing code. */
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UI_Theme_Store(&theme_state);
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UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
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ED_view3d_draw_setup_view(NULL, eval_ctx, scene, ar, v3d, NULL, NULL, NULL);
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glClear(GL_DEPTH_BUFFER_BIT);
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@@ -751,6 +756,8 @@ void ED_view3d_draw_depth(
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U.glalphaclip = glalphaclip;
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v3d->flag = flag;
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U.obcenter_dia = obcenter_dia;
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UI_Theme_Restore(&theme_state);
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}
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/* ******************** background plates ***************** */
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@@ -135,7 +135,7 @@ static int bpy_bm_elem_hflag_set(BPy_BMElem *self, PyObject *value, void *flag)
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else {
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BM_elem_flag_set(self->ele, hflag, param);
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}
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return -1;
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return 0;
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}
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PyDoc_STRVAR(bpy_bm_elem_index_doc,
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@@ -497,6 +497,10 @@ void wm_close_and_free_all(bContext *C, ListBase *wmlist)
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void WM_main(bContext *C)
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{
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/* Single refresh before handling events.
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* This ensures we don't run operators before the depsgraph has been evaluated. */
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wm_event_do_refresh_wm_and_depsgraph(C);
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while (1) {
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/* get events from ghost, handle window events, add to window queues */
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@@ -264,13 +264,61 @@ static void wm_notifier_clear(wmNotifier *note)
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memset(((char *)note) + sizeof(Link), 0, sizeof(*note) - sizeof(Link));
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}
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/**
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* Was part of #wm_event_do_notifiers, split out so it can be called once before entering the #WM_main loop.
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* This ensures operators don't run before the UI and depsgraph are initialized.
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*/
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void wm_event_do_refresh_wm_and_depsgraph(bContext *C)
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{
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wmWindowManager *wm = CTX_wm_manager(C);
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uint64_t win_combine_v3d_datamask = 0;
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/* combine datamasks so 1 win doesn't disable UV's in another [#26448] */
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for (wmWindow *win = wm->windows.first; win; win = win->next) {
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const Scene *scene = WM_window_get_active_scene(win);
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const bScreen *screen = WM_window_get_active_screen(win);
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win_combine_v3d_datamask |= ED_view3d_screen_datamask(scene, screen);
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}
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/* cached: editor refresh callbacks now, they get context */
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for (wmWindow *win = wm->windows.first; win; win = win->next) {
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const bScreen *screen = WM_window_get_active_screen(win);
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Scene *scene = WM_window_get_active_scene(win);
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ScrArea *sa;
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CTX_wm_window_set(C, win);
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for (sa = screen->areabase.first; sa; sa = sa->next) {
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if (sa->do_refresh) {
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CTX_wm_area_set(C, sa);
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ED_area_do_refresh(C, sa);
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}
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}
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/* XXX make lock in future, or separated derivedmesh users in scene */
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if (G.is_rendering == false) {
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/* depsgraph & animation: update tagged datablocks */
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Main *bmain = CTX_data_main(C);
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/* copied to set's in scene_update_tagged_recursive() */
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scene->customdata_mask = win_combine_v3d_datamask;
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/* XXX, hack so operators can enforce datamasks [#26482], gl render */
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scene->customdata_mask |= scene->customdata_mask_modal;
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BKE_scene_update_tagged(bmain->eval_ctx, bmain, scene);
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}
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}
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CTX_wm_window_set(C, NULL);
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}
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/* called in mainloop */
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void wm_event_do_notifiers(bContext *C)
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{
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wmWindowManager *wm = CTX_wm_manager(C);
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wmNotifier *note, *next;
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wmWindow *win;
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uint64_t win_combine_v3d_datamask = 0;
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if (wm == NULL)
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return;
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@@ -397,44 +445,7 @@ void wm_event_do_notifiers(bContext *C)
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MEM_freeN(note);
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}
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/* combine datamasks so 1 win doesn't disable UV's in another [#26448] */
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for (win = wm->windows.first; win; win = win->next) {
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const Scene *scene = WM_window_get_active_scene(win);
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const bScreen *screen = WM_window_get_active_screen(win);
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win_combine_v3d_datamask |= ED_view3d_screen_datamask(scene, screen);
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}
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/* cached: editor refresh callbacks now, they get context */
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for (win = wm->windows.first; win; win = win->next) {
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const bScreen *screen = WM_window_get_active_screen(win);
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Scene *scene = WM_window_get_active_scene(win);
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ScrArea *sa;
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CTX_wm_window_set(C, win);
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for (sa = screen->areabase.first; sa; sa = sa->next) {
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if (sa->do_refresh) {
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CTX_wm_area_set(C, sa);
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ED_area_do_refresh(C, sa);
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}
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}
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/* XXX make lock in future, or separated derivedmesh users in scene */
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if (G.is_rendering == false) {
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/* depsgraph & animation: update tagged datablocks */
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Main *bmain = CTX_data_main(C);
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/* copied to set's in scene_update_tagged_recursive() */
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scene->customdata_mask = win_combine_v3d_datamask;
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/* XXX, hack so operators can enforce datamasks [#26482], gl render */
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scene->customdata_mask |= scene->customdata_mask_modal;
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BKE_scene_update_tagged(bmain->eval_ctx, bmain, scene);
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}
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}
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CTX_wm_window_set(C, NULL);
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wm_event_do_refresh_wm_and_depsgraph(C);
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}
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static int wm_event_always_pass(const wmEvent *event)
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@@ -88,7 +88,8 @@ void wm_event_do_handlers (bContext *C);
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void wm_event_add_ghostevent (wmWindowManager *wm, wmWindow *win, int type, int time, void *customdata);
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void wm_event_do_notifiers (bContext *C);
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void wm_event_do_refresh_wm_and_depsgraph(bContext *C);
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void wm_event_do_notifiers(bContext *C);
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/* wm_keymap.c */
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