Conflicts resolved:
source/blender/makesrna/RNA_enum_types.h
According to the changes in revision 35667, the Freestyle-related code
in release/scripts/ui/ was moved to release/scripts/startup/bl_ui/.
When rendering, during processing scene data, drawing in 3d window
is now locked. Can get extended to more areas in UI easily.
At least this solves all crashes with conflicting memory access in
render && 3d drawing. Deleting objects via operators or delete
modifiers isn't locked yet.
Also fixed: crash on quitting a renderwindow when it was rendering.
This was reverted by Brecht r22541 because its inefficient but there is no way to work around this with povray at the moment so adding it back as optional args.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
The main reason to have this is so renders can be scripted to write to a specific file without having to do annoying tricks like set a dummy start/end frame range, render an animation and work out the current frame image will be written to, then rename after rendering.
Also made some 'char *' args into 'const char *'
The scenes 'Render' is kept by blender while blender runs but the callbacks were not cleared when the render was done.
In this case the callback would reference a freed render job.
This isn't normally a problem because on re-rendering new callbacks are set, however the sequencer can render a previously rendered scene without setting up callbacks.
Simple fix is to to dummy callbacks applied onto the scenes 'Render' struct once its finished.
Now, rather than the bit-too-alarming stop sign, threaded wmJobs
display a progress indicator in the header. This is an optional feature
for each job type and still uses the same hardcoded ui template
(could use further work here...).
Currently implemented for:
Render - parts completed, then nodes comped
Compositor - nodes comped
Fluid Sim - frames simulated
Texture Bake - faces baked
Example: http://mke3.net/blender/devel/2.5/progress.mov
if compositing, sequencer, fields, etc should be rendered, or if the
render does that itself. The weak point is that this only applies to
rendering, so if you open the compositor, it will still run on the
rendered result. Enabled by default, set to False to disable.
rendering.
RE_BlenderFrame() and RE_BlenderAnim() are Blender's internal
top-level rendering API functions for a single frame and a series of
frames, respectively. These functions rely on global variables to
keep render pipeline states. Freestyle's stroke rendering was also
using RE_BlenderFrame to render a temporary scene of stroke meshes.
These nested calls of the top-level rendering API functions were
causing broken render pipeline states and eventually led to a crash.
This commit is intended to fix the issue, by introducing an rendering
API function RE_RenderFreestyleStrokes specifically used for stroke
rendering in Freestyle. The new function does not do anything with
regard to the global variables in the rendering API implementation.
Implementation note: this was done by giving each Render a slot number,
and for every slot a new Render will be created. Not sure if this is
ideal, but it ensures that all passes, render info, etc are separate so
you can also compare render layers and passes, in 2.4x only whatever it
was currently displaying was backed up.
This works with operator properties - if you pass the name of a scene and renderlayer to
the screen.render operator, it will render that layer as a single layer re-render.
for panels it would fail silently but for menu's it meant further references would give errors.
increase the registered class name from 32 to 64 and raise an error if the limit reached.
* Rendering twice or more could crash layer/pass buttons.
* Compositing would crash while drawing the image.
* Rendering animations could also crash drawing the image.
* Compositing could crash
* Starting to rendering while preview render / compo was
still running could crash.
* Exiting while rendering an animation would not abort the
renderer properly, making Blender seemingly freeze.
* Fixes theoretically possible issue with setting malloc
lock with nested threads.
* Drawing previews inside nodes could crash when those nodes
were being rendered at the same time.
There's more crashes, manipulating the scene data or undo can
still crash, this commit only focuses on making sure the image
buffer and render result access is thread safe.
Implementation:
* Rather than assuming the render result does not get freed
during render, which seems to be quite difficult to do given
that e.g. the compositor is allowed to change the size of
the buffer or output different passes, the render result is
now protected with a read/write mutex.
* The read/write mutex allows multiple readers (and pixel
writers) at the same time, but only allows one writer to
manipulate the data structure.
* Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access
images being rendered, cases where this is not needed (most
code) can still use BKE_image_get_ibuf.
* The job manager now allows only one rendering job at the same
time, rather than the G.rendering check which was not reliable.
* Add RenderResult.load_from_file to load whole multilayer exr's at once.
* Removed x/y offset from RenderLayer.load_from_file, better to encourage
using offset in begin_result() to minimize memory usage.
* Added WITH_OPENEXR in some screen/file/image module for scons/make, exr
was not working in some places there.
lay = result.layers[0]
lay.rect_from_file("somefile.png", part.x, part.y)
If the source image is bigger then the render layer x/y offsets can be used to choose the part of the image use.