Backend initialization needs to be delayed until after the OpenGL context is created. This worked fine in foreground mode because the OpenGL context already exists for the window at the point GPU_backend_init_once was called, but not for background mode. Create the backend just in time in GPU_context_create as before, and automatically free it when the last context id discarded. But check if any GPU backend is supported before creating the OpenGL context. Ref D15463, D15465
667 lines
18 KiB
C
667 lines
18 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2007 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup wm
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*
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* Manage initializing resources and correctly shutting down.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#ifdef _WIN32
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# define WIN32_LEAN_AND_MEAN
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# include <windows.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "CLG_log.h"
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#include "DNA_genfile.h"
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#include "DNA_scene_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BLI_listbase.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "BLI_task.h"
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#include "BLI_threads.h"
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#include "BLI_timer.h"
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#include "BLI_utildefines.h"
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#include "BLO_undofile.h"
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#include "BLO_writefile.h"
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#include "BKE_blender.h"
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#include "BKE_blendfile.h"
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#include "BKE_callbacks.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_icons.h"
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#include "BKE_image.h"
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#include "BKE_keyconfig.h"
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#include "BKE_lib_remap.h"
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#include "BKE_main.h"
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#include "BKE_mball_tessellate.h"
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#include "BKE_node.h"
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#include "BKE_report.h"
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#include "BKE_scene.h"
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#include "BKE_screen.h"
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#include "BKE_sound.h"
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#include "BKE_vfont.h"
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#include "BKE_addon.h"
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#include "BKE_appdir.h"
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#include "BKE_mask.h" /* free mask clipboard */
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#include "BKE_material.h" /* BKE_material_copybuf_clear */
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#include "BKE_studiolight.h"
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#include "BKE_subdiv.h"
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#include "BKE_tracking.h" /* free tracking clipboard */
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#include "RE_engine.h"
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#include "RE_pipeline.h" /* RE_ free stuff */
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#include "SEQ_clipboard.h" /* free seq clipboard */
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#include "IMB_thumbs.h"
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#ifdef WITH_PYTHON
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# include "BPY_extern.h"
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# include "BPY_extern_python.h"
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# include "BPY_extern_run.h"
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#endif
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#include "GHOST_C-api.h"
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#include "GHOST_Path-api.h"
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#include "RNA_define.h"
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#include "WM_api.h"
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#include "WM_message.h"
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#include "WM_types.h"
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#include "wm.h"
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#include "wm_cursors.h"
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#include "wm_event_system.h"
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#include "wm_files.h"
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#include "wm_platform_support.h"
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#include "wm_surface.h"
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#include "wm_window.h"
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#include "ED_anim_api.h"
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#include "ED_armature.h"
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#include "ED_asset.h"
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#include "ED_gpencil.h"
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#include "ED_keyframes_edit.h"
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#include "ED_keyframing.h"
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#include "ED_node.h"
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#include "ED_render.h"
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#include "ED_screen.h"
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#include "ED_space_api.h"
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#include "ED_undo.h"
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#include "ED_util.h"
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#include "ED_view3d.h"
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#include "BLF_api.h"
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#include "BLT_lang.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "GPU_context.h"
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#include "GPU_init_exit.h"
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#include "GPU_material.h"
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#include "COM_compositor.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "DRW_engine.h"
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_OPERATORS, "wm.operator");
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_HANDLERS, "wm.handler");
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_EVENTS, "wm.event");
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_KEYMAPS, "wm.keymap");
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_TOOLS, "wm.tool");
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_MSGBUS_PUB, "wm.msgbus.pub");
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CLG_LOGREF_DECLARE_GLOBAL(WM_LOG_MSGBUS_SUB, "wm.msgbus.sub");
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static void wm_init_reports(bContext *C)
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{
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ReportList *reports = CTX_wm_reports(C);
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BLI_assert(!reports || BLI_listbase_is_empty(&reports->list));
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BKE_reports_init(reports, RPT_STORE);
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}
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static void wm_free_reports(wmWindowManager *wm)
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{
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BKE_reports_clear(&wm->reports);
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}
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static bool wm_start_with_console = false;
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void WM_init_state_start_with_console_set(bool value)
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{
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wm_start_with_console = value;
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}
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/**
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* Since we cannot know in advance if we will require the draw manager
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* context when starting blender in background mode (specially true with
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* scripts) we defer the ghost initialization the most as possible
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* so that it does not break anything that can run in headless mode (as in
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* without display server attached).
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*/
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static bool opengl_is_init = false;
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void WM_init_opengl(void)
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{
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/* Must be called only once. */
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BLI_assert(opengl_is_init == false);
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if (G.background) {
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/* Ghost is still not initialized elsewhere in background mode. */
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wm_ghost_init(NULL);
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}
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if (!GPU_backend_supported()) {
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return;
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}
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/* Needs to be first to have an OpenGL context bound. */
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DRW_opengl_context_create();
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GPU_init();
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GPU_pass_cache_init();
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opengl_is_init = true;
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}
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static void sound_jack_sync_callback(Main *bmain, int mode, double time)
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{
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/* Ugly: Blender doesn't like it when the animation is played back during rendering. */
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if (G.is_rendering) {
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return;
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}
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wmWindowManager *wm = bmain->wm.first;
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LISTBASE_FOREACH (wmWindow *, window, &wm->windows) {
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Scene *scene = WM_window_get_active_scene(window);
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if ((scene->audio.flag & AUDIO_SYNC) == 0) {
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continue;
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}
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ViewLayer *view_layer = WM_window_get_active_view_layer(window);
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Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer);
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if (depsgraph == NULL) {
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continue;
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}
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BKE_sound_lock();
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Scene *scene_eval = DEG_get_evaluated_scene(depsgraph);
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BKE_sound_jack_scene_update(scene_eval, mode, time);
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BKE_sound_unlock();
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}
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}
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void WM_init(bContext *C, int argc, const char **argv)
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{
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if (!G.background) {
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wm_ghost_init(C); /* NOTE: it assigns C to ghost! */
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wm_init_cursor_data();
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BKE_sound_jack_sync_callback_set(sound_jack_sync_callback);
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}
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GHOST_CreateSystemPaths();
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BKE_addon_pref_type_init();
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BKE_keyconfig_pref_type_init();
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wm_operatortype_init();
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wm_operatortypes_register();
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WM_paneltype_init(); /* Lookup table only. */
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WM_menutype_init();
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WM_uilisttype_init();
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wm_gizmotype_init();
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wm_gizmogrouptype_init();
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ED_undosys_type_init();
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BKE_library_callback_free_notifier_reference_set(WM_main_remove_notifier_reference);
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BKE_region_callback_free_gizmomap_set(wm_gizmomap_remove);
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BKE_region_callback_refresh_tag_gizmomap_set(WM_gizmomap_tag_refresh);
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BKE_library_callback_remap_editor_id_reference_set(WM_main_remap_editor_id_reference);
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BKE_spacedata_callback_id_remap_set(ED_spacedata_id_remap_single);
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DEG_editors_set_update_cb(ED_render_id_flush_update, ED_render_scene_update);
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ED_spacetypes_init();
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ED_node_init_butfuncs();
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BLF_init();
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BLT_lang_init();
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/* Must call first before doing any `.blend` file reading,
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* since versioning code may create new IDs. See T57066. */
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BLT_lang_set(NULL);
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/* Init icons before reading .blend files for preview icons, which can
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* get triggered by the depsgraph. This is also done in background mode
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* for scripts that do background processing with preview icons. */
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BKE_icons_init(BIFICONID_LAST);
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/* Reports can't be initialized before the window-manager,
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* but keep before file reading, since that may report errors */
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wm_init_reports(C);
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WM_msgbus_types_init();
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/* Studio-lights needs to be init before we read the home-file,
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* otherwise the versioning cannot find the default studio-light. */
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BKE_studiolight_init();
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BLI_assert((G.fileflags & G_FILE_NO_UI) == 0);
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/**
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* NOTE(@campbellbarton): Startup file and order of initialization.
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*
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* Loading #BLENDER_STARTUP_FILE, #BLENDER_USERPREF_FILE, starting Python and other sub-systems,
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* have inter-dependencies, for example.
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*
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* - Some sub-systems depend on the preferences (initializing icons depend on the theme).
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* - Add-ons depends on the preferences to know what has been enabled.
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* - Add-ons depends on the window-manger to register their key-maps.
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* - Evaluating the startup file depends on Python for animation-drivers (see T89046).
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* - Starting Python depends on the startup file so key-maps can be added in the window-manger.
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*
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* Loading preferences early, then application subsystems and finally the startup data would
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* simplify things if it weren't for key-maps being part of the window-manager
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* which is blend file data.
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* Creating a dummy window-manager early, or moving the key-maps into the preferences
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* would resolve this and may be worth looking into long-term, see: D12184 for details.
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*/
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struct wmFileReadPost_Params *params_file_read_post = NULL;
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wm_homefile_read_ex(C,
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&(const struct wmHomeFileRead_Params){
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.use_data = true,
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.use_userdef = true,
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.use_factory_settings = G.factory_startup,
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.use_empty_data = false,
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.filepath_startup_override = NULL,
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.app_template_override = WM_init_state_app_template_get(),
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},
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NULL,
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¶ms_file_read_post);
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/* NOTE: leave `G_MAIN->filepath` set to an empty string since this
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* matches behavior after loading a new file. */
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BLI_assert(G_MAIN->filepath[0] == '\0');
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/* Call again to set from preferences. */
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BLT_lang_set(NULL);
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/* For file-system. Called here so can include user preference paths if needed. */
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ED_file_init();
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/* That one is generated on demand, we need to be sure it's clear on init. */
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IMB_thumb_clear_translations();
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if (!G.background) {
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GPU_render_begin();
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#ifdef WITH_INPUT_NDOF
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/* Sets 3D mouse dead-zone. */
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WM_ndof_deadzone_set(U.ndof_deadzone);
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#endif
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WM_init_opengl();
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if (!WM_platform_support_perform_checks()) {
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/* No attempt to avoid memory leaks here. */
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exit(-1);
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}
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GPU_context_begin_frame(GPU_context_active_get());
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UI_init();
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GPU_context_end_frame(GPU_context_active_get());
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GPU_render_end();
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}
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BKE_subdiv_init();
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ED_spacemacros_init();
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#ifdef WITH_PYTHON
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BPY_python_start(C, argc, argv);
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BPY_python_reset(C);
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#else
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UNUSED_VARS(argc, argv);
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#endif
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if (!G.background) {
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if (wm_start_with_console) {
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GHOST_setConsoleWindowState(GHOST_kConsoleWindowStateShow);
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}
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else {
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GHOST_setConsoleWindowState(GHOST_kConsoleWindowStateHideForNonConsoleLaunch);
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}
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}
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BKE_material_copybuf_clear();
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ED_render_clear_mtex_copybuf();
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wm_history_file_read();
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BLI_strncpy(G.lib, BKE_main_blendfile_path_from_global(), sizeof(G.lib));
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wm_homefile_read_post(C, params_file_read_post);
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}
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void WM_init_splash(bContext *C)
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{
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if ((U.uiflag & USER_SPLASH_DISABLE) == 0) {
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wmWindowManager *wm = CTX_wm_manager(C);
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wmWindow *prevwin = CTX_wm_window(C);
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if (wm->windows.first) {
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CTX_wm_window_set(C, wm->windows.first);
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WM_operator_name_call(C, "WM_OT_splash", WM_OP_INVOKE_DEFAULT, NULL, NULL);
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CTX_wm_window_set(C, prevwin);
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}
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}
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}
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/* free strings of open recent files */
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static void free_openrecent(void)
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{
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LISTBASE_FOREACH (RecentFile *, recent, &G.recent_files) {
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MEM_freeN(recent->filepath);
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}
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BLI_freelistN(&(G.recent_files));
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}
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#ifdef WIN32
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/* Read console events until there is a key event. Also returns on any error. */
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static void wait_for_console_key(void)
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{
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HANDLE hConsoleInput = GetStdHandle(STD_INPUT_HANDLE);
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if (!ELEM(hConsoleInput, NULL, INVALID_HANDLE_VALUE) && FlushConsoleInputBuffer(hConsoleInput)) {
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for (;;) {
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INPUT_RECORD buffer;
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DWORD ignored;
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if (!ReadConsoleInput(hConsoleInput, &buffer, 1, &ignored)) {
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break;
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}
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if (buffer.EventType == KEY_EVENT) {
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break;
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}
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}
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}
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}
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#endif
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static int wm_exit_handler(bContext *C, const wmEvent *event, void *userdata)
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{
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WM_exit(C);
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UNUSED_VARS(event, userdata);
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return WM_UI_HANDLER_BREAK;
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}
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void wm_exit_schedule_delayed(const bContext *C)
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{
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/* What we do here is a little bit hacky, but quite simple and doesn't require bigger
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* changes: Add a handler wrapping WM_exit() to cause a delayed call of it. */
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wmWindow *win = CTX_wm_window(C);
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/* Use modal UI handler for now.
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* Could add separate WM handlers or so, but probably not worth it. */
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WM_event_add_ui_handler(C, &win->modalhandlers, wm_exit_handler, NULL, NULL, 0);
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WM_event_add_mousemove(win); /* ensure handler actually gets called */
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}
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void WM_exit_ex(bContext *C, const bool do_python)
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{
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wmWindowManager *wm = C ? CTX_wm_manager(C) : NULL;
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/* first wrap up running stuff, we assume only the active WM is running */
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/* modal handlers are on window level freed, others too? */
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/* NOTE: same code copied in `wm_files.c`. */
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if (C && wm) {
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if (!G.background) {
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struct MemFile *undo_memfile = wm->undo_stack ?
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ED_undosys_stack_memfile_get_active(wm->undo_stack) :
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NULL;
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if (undo_memfile != NULL) {
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/* save the undo state as quit.blend */
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Main *bmain = CTX_data_main(C);
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char filepath[FILE_MAX];
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bool has_edited;
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const int fileflags = G.fileflags & ~G_FILE_COMPRESS;
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BLI_join_dirfile(filepath, sizeof(filepath), BKE_tempdir_base(), BLENDER_QUIT_FILE);
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has_edited = ED_editors_flush_edits(bmain);
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if ((has_edited &&
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BLO_write_file(
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bmain, filepath, fileflags, &(const struct BlendFileWriteParams){0}, NULL)) ||
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(BLO_memfile_write_file(undo_memfile, filepath))) {
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printf("Saved session recovery to '%s'\n", filepath);
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}
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}
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}
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WM_jobs_kill_all(wm);
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LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
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CTX_wm_window_set(C, win); /* needed by operator close callbacks */
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WM_event_remove_handlers(C, &win->handlers);
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WM_event_remove_handlers(C, &win->modalhandlers);
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ED_screen_exit(C, win, WM_window_get_active_screen(win));
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}
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if (!G.background) {
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if ((U.pref_flag & USER_PREF_FLAG_SAVE) && ((G.f & G_FLAG_USERPREF_NO_SAVE_ON_EXIT) == 0)) {
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if (U.runtime.is_dirty) {
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BKE_blendfile_userdef_write_all(NULL);
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}
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}
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/* Free the callback data used on file-open
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* (will be set when a recover operation has run). */
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wm_test_autorun_revert_action_set(NULL, NULL);
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}
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}
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#if defined(WITH_PYTHON) && !defined(WITH_PYTHON_MODULE)
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/* Without this, we there isn't a good way to manage false-positive resource leaks
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* where a #PyObject references memory allocated with guarded-alloc, T71362.
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*
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* This allows add-ons to free resources when unregistered (which is good practice anyway).
|
|
*
|
|
* Don't run this code when built as a Python module as this runs when Python is in the
|
|
* process of shutting down, where running a snippet like this will crash, see T82675.
|
|
* Instead use the `atexit` module, installed by #BPY_python_start */
|
|
BPY_run_string_eval(C, (const char *[]){"addon_utils", NULL}, "addon_utils.disable_all()");
|
|
#endif
|
|
|
|
BLI_timer_free();
|
|
|
|
WM_paneltype_clear();
|
|
|
|
BKE_addon_pref_type_free();
|
|
BKE_keyconfig_pref_type_free();
|
|
BKE_materials_exit();
|
|
|
|
wm_operatortype_free();
|
|
wm_surfaces_free();
|
|
wm_dropbox_free();
|
|
WM_menutype_free();
|
|
|
|
/* all non-screen and non-space stuff editors did, like editmode */
|
|
if (C) {
|
|
Main *bmain = CTX_data_main(C);
|
|
ED_editors_exit(bmain, true);
|
|
}
|
|
|
|
ED_undosys_type_free();
|
|
|
|
free_openrecent();
|
|
|
|
BKE_mball_cubeTable_free();
|
|
|
|
/* render code might still access databases */
|
|
RE_FreeAllRender();
|
|
RE_engines_exit();
|
|
|
|
ED_preview_free_dbase(); /* frees a Main dbase, before BKE_blender_free! */
|
|
ED_preview_restart_queue_free();
|
|
ED_assetlist_storage_exit();
|
|
|
|
if (wm) {
|
|
/* Before BKE_blender_free! - since the ListBases get freed there. */
|
|
wm_free_reports(wm);
|
|
}
|
|
|
|
SEQ_clipboard_free(); /* sequencer.c */
|
|
BKE_tracking_clipboard_free();
|
|
BKE_mask_clipboard_free();
|
|
BKE_vfont_clipboard_free();
|
|
BKE_node_clipboard_free();
|
|
|
|
#ifdef WITH_COMPOSITOR
|
|
COM_deinitialize();
|
|
#endif
|
|
|
|
BKE_subdiv_exit();
|
|
|
|
if (opengl_is_init) {
|
|
BKE_image_free_unused_gpu_textures();
|
|
}
|
|
|
|
BKE_blender_free(); /* blender.c, does entire library and spacetypes */
|
|
// BKE_material_copybuf_free();
|
|
|
|
/* Free the GPU subdivision data after the database to ensure that subdivision structs used by
|
|
* the modifiers were garbage collected. */
|
|
if (opengl_is_init) {
|
|
DRW_subdiv_free();
|
|
}
|
|
|
|
ANIM_fcurves_copybuf_free();
|
|
ANIM_drivers_copybuf_free();
|
|
ANIM_driver_vars_copybuf_free();
|
|
ANIM_fmodifiers_copybuf_free();
|
|
ED_gpencil_anim_copybuf_free();
|
|
ED_gpencil_strokes_copybuf_free();
|
|
|
|
/* free gizmo-maps after freeing blender,
|
|
* so no deleted data get accessed during cleaning up of areas. */
|
|
wm_gizmomaptypes_free();
|
|
wm_gizmogrouptype_free();
|
|
wm_gizmotype_free();
|
|
/* Same for UI-list types. */
|
|
WM_uilisttype_free();
|
|
|
|
BLF_exit();
|
|
|
|
BLT_lang_free();
|
|
|
|
ANIM_keyingset_infos_exit();
|
|
|
|
// free_txt_data();
|
|
|
|
#ifdef WITH_PYTHON
|
|
/* option not to close python so we can use 'atexit' */
|
|
if (do_python && ((C == NULL) || CTX_py_init_get(C))) {
|
|
/* NOTE: (old note)
|
|
* before BKE_blender_free so Python's garbage-collection happens while library still exists.
|
|
* Needed at least for a rare crash that can happen in python-drivers.
|
|
*
|
|
* Update for Blender 2.5, move after #BKE_blender_free because Blender now holds references
|
|
* to #PyObject's so #Py_DECREF'ing them after Python ends causes bad problems every time
|
|
* the python-driver bug can be fixed if it happens again we can deal with it then. */
|
|
BPY_python_end();
|
|
}
|
|
#else
|
|
(void)do_python;
|
|
#endif
|
|
|
|
ED_file_exit(); /* for fsmenu */
|
|
|
|
/* Delete GPU resources and context. The UI also uses GPU resources and so
|
|
* is also deleted with the context active. */
|
|
if (opengl_is_init) {
|
|
DRW_opengl_context_enable_ex(false);
|
|
UI_exit();
|
|
GPU_pass_cache_free();
|
|
GPU_exit();
|
|
DRW_opengl_context_disable_ex(false);
|
|
DRW_opengl_context_destroy();
|
|
}
|
|
else {
|
|
UI_exit();
|
|
}
|
|
|
|
BKE_blender_userdef_data_free(&U, false);
|
|
|
|
RNA_exit(); /* should be after BPY_python_end so struct python slots are cleared */
|
|
|
|
wm_ghost_exit();
|
|
|
|
CTX_free(C);
|
|
|
|
GHOST_DisposeSystemPaths();
|
|
|
|
DNA_sdna_current_free();
|
|
|
|
BLI_threadapi_exit();
|
|
BLI_task_scheduler_exit();
|
|
|
|
/* No need to call this early, rather do it late so that other
|
|
* pieces of Blender using sound may exit cleanly, see also T50676. */
|
|
BKE_sound_exit();
|
|
|
|
BKE_appdir_exit();
|
|
CLG_exit();
|
|
|
|
BKE_blender_atexit();
|
|
|
|
wm_autosave_delete();
|
|
|
|
BKE_tempdir_session_purge();
|
|
}
|
|
|
|
void WM_exit(bContext *C)
|
|
{
|
|
WM_exit_ex(C, true);
|
|
|
|
printf("\nBlender quit\n");
|
|
|
|
#ifdef WIN32
|
|
/* ask user to press a key when in debug mode */
|
|
if (G.debug & G_DEBUG) {
|
|
printf("Press any key to exit . . .\n\n");
|
|
wait_for_console_key();
|
|
}
|
|
#endif
|
|
|
|
exit(G.is_break == true);
|
|
}
|
|
|
|
void WM_script_tag_reload(void)
|
|
{
|
|
UI_interface_tag_script_reload();
|
|
}
|