Issue was happening when removal of custom icons was done while they
were still being rendered by preview job.
Now add a 'deffered deletion' system, to prevent main thread to delete
preview image until loading thread is done with them.
Note that ideally, calling `ED_preview_kill_jobs()` on custom icon
removal would have been simpler, but we don't have easy access to
context here...
Apparently, the whole G.is_break is not used by OpenGL render, meaning
this flag will not be clear before running the operator. This was
causing missing file output after pressing Esc once for the rest of
Blender session.
Previously if the rendering is much faster than saving (for example,
when transcoding stuff via VSE) it was possible to have 100s of frames
in memory.
This isn't ideal because of limited amount of RAM, so need to have
some sort of limit. This is exactly what is implemented in this commit.
By the design of task scheduler it was possible that tasks from somewhere
in the middle of scheduled list will be handled first.
For example, one thread might be iterating over the scheduled list and
ignore tasks because there is other thread is working on task from the
same pool. However, if that other thread finishes task before iteration
is over current thread will pick up task from somewhere in in the middle
of the list.
This isn't a problem in general case, but for movie rendering we do need
to have strict order of frames.
We were calling BLI_remlink and then BLI_insertlinkbefore/after quite often. BLI_listbase_link_move simplifies code a bit and makes it easier to follow. It also returns if link position has changed which can be used to avoid unnecessary updates.
Added it to a number of list reorder operators for now and made use of return value. Behavior shouldn't be changed.
Also some minor cleanup.
Crashes occured immediately when clicking on "OpenGL render image" because there was only a task pool created previously when it was an animation. Solved it by introducing a variable is_animation to the openglrender and omitting the task_pool call when it's no animation.
@sergey: Please check my changes, moved the pool_ok and the lock into the is_animation clause.
These may be exposed in UI (keymap editor & redo panel), so better avoid using identifiers like "UP" "DOWN". They are redundant anyway (already displayed).
The idea is to have a dedicated thread which is responsive for all the
file writing to a separate thread, so slow disk will not slow down
OpenGL itself.
Gives really nice speedup around 1.5x when exporting barber shop layout
file to h264 video.
It was annoyingly slow to do roundtrip from byte OpenGL render to
float render result and back to byte image format (which is used
in 99% of cases for the OpenGL previews),
Now we use render result's rect32 to store render result which is
already supposed to be in the display space.
Gives about 30% speed improvement for OpenGL previews here.
Our usercount handling was really... infuriating :|
Here, localization (i.e. 'shalow' copy that should not touch to usercounts) was incrementing
usercounts of the sole Textures IDs of lamps and worlds (on the weak and fallacious pretext
that related BKE_free... functions would decrement those counts)... Seriously...
So now, localize funcs do not increment any usercount anymore (since matching BKE_free... ones do
not decrement any either), and we do not call anymore that stupid unlink when freeing temp
localized copies of lamps/materials at end of preview generation.
Note that we probably still have a lot to do to cleanup that copy/localize code, pretty sure
we can dedpulicate a lot more.
For now use 'brute force' and refresh whole UI when new icons get rendered.
See comment of T48813 for ideas about how to handle that in future (2.8 project ?).
Main issue was that BKE_libblock_relink_ex was pretty much ignoring all those...
Also, unlinking of objects was not handling correctly indirect-related flags.
Refactored code into helper functions to avoid too much duplicated code.
This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing
processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock
was pretty much impossible, except for a few special cases.
Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite
a few ID usages were missed or wrongly handled that way).
One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling
by using library_query utils to allow generic handling of those, which is now the case
(now, generic ID links handling is only "knwon" from readfile.c and library_query.c).
This commit also adds backends to allow live replacement and deletion of datablocks in Blender
(so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one,
or NULL one in case of unlinking).
This will allow nice new features, like ability to easily reload or relocate libraries, real immediate
deletion of datablocks in blender, replacement of one datablock by another, etc.
Some of those are for next commits.
A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core.
Though it was tested rather deeply, being totally impossible to check all possible ID usage cases,
it's likely there are some remaining issues and bugs in new code... Please report them! ;)
Review task: D2027 (https://developer.blender.org/D2027).
Reviewed by campbellbarton, thanks a bunch.
Steps to reproduce fixed glitches were:
* Change any editor to be file browser from menu, Ctrl+O *from the file browser area*, Esc -> area reset to what it was before changing to file browser initially
* Ctrl+O from any area, F12, Esc -> returns to initial editor in full-screen (expected is file browser in full-screen)
Fixes T46229
Core of the fix is removing old area from spacedata list when going back to previous area (see ED_area_prevspace -> BKE_spacedata_remove). Also, when creating a new temp area we now don't exit old area anymore (needed so SpaceFile->op is kept, but it also makes sense in general)
Aaand finally removes some ugly hacks.
Tested quite a bit, so I think it's safe to apply (besides of remark below), just would like to get things double checked and confirmed. After all, this full-screen stuff finally starts to feel like it's working :P
Note, there's still a memory leak when quitting Blender with temp area open. Haven't found out how to solve yet, but it's not that important for review anyway.
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Subscribers: plyczkowski, Blendify
Maniphest Tasks: T46229
Differential Revision: https://developer.blender.org/D1531
Such configuration used to cause quite confusing situation when
stamp will use actual scene's statistics but metadata from strip
will be used for the saved file (basically, causing different
information stamped and saved as metadata).
Don't think it was desired behavior and it's something what
artists here in the studio wants to be fixed.