Commit Graph

7 Commits

Author SHA1 Message Date
2a13ce1e61 Fix T100700: Compositor crashes when disabled then enabled
The viewport compositor crashes when it is disabled then enabled after
the compositor node tree is edited.

This happens because the compositor engine uses the view_update callback
of the draw engine type to detect changes in the node tree and reset its
state for future evaluation. However, the draw manager only calls the
view_update callback for enabled engines, so the compositor never
receives the needed updates to properly reset its state and then crashes
at draw time.

This patch call the view_update callback for all registered engines
regardless if they are enabled or not, that way, they always receive
the potentially important updated needed to maintain a correct state.

Aside from the compositor engine, this change affects the EEVEE and
Workbench engines because they are the only engines that utilizes this
callback. However, both of them only reset a flag that is checked at
draw time. So the change should have no side effects. For the EEVEE
engine, we just add a null check in case it was not instanced, while
Workbench already have the appropriate null check.

Differential Revision: https://developer.blender.org/D15821

Reviewed By: Clement Foucault
2022-08-31 16:59:54 +02:00
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
012e41fc8b Cleanup: use our own conventions for tags in comments 2022-01-31 10:49:59 +11:00
4b1f243e4d Cleanup: sort struct forward declarations 2022-01-24 21:16:06 +11:00
e89d42ddff Cleanup: move public doc-strings into headers for 'draw'
Ref T92709
2021-12-08 20:30:05 +11:00
Jeroen Bakker
b069218a55 DrawManager: Engine Instance Data.
In the original design draw engines had to copy with a limitation that
they were not allowed to reuse complex data structures between drawing
calls. Data that could be reused were limited to:
- GPUFramebuffers
- GPUTextures
- Memory that could be removed calling MEM_freeN (storage list)
- DRWPass

This is fine when the storage list contains arrays or structs but when
more complex data types (vectors, maps) etc wasn't possible.

This patch adds instance_data that can be reused between drawing calls.
The instance_data is controlled by the draw engine and doesn't need to
be limited as described above.

When an engines stores instance_data it must implement the
`DrawEngineType.instance_free` callback to free the data.

The patch originates from eevee rewrite. But was added to master as the
image engine rewrite also has a need for it.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13425
2021-12-07 10:34:38 +01:00
1d49293b80 DRW: Move buffer & temp textures & framebuffer management to DrawManager
This is a necessary step for EEVEE's new arch. This moves more data
to the draw manager. This makes it easier to have the render or draw
engines manage their own data.

This makes more sense and cleans-up what the GPUViewport holds

Also rewrites the Texture pool manager to be in C++.

This also move the DefaultFramebuffer/TextureList and the engine related
data to a new `DRWViewData` struct. This struct manages the per view
(as in stereo view) engine data.

There is a bit of cleanup in the way the draw manager is setup.
We now use a temporary DRWData instead of creating a dummy viewport.

Development: fclem, jbakker

Differential Revision: https://developer.blender.org/D11966
2021-10-05 09:39:54 +02:00