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blender-archive/source/blender/editors/include/ED_render.h
Brecht Van Lommel 0e37d3efc0 Fix T84717: missing 3D viewport updates when changing shading settings
Previously this relied on the dependency graph to detect changes in the screen
datablock, which would then notify the renderers. This was rather indirect an
not even really by design. Instead use notifiers to tag specific 3D viewports
to be updated.

Includes changes to BKE_scene_get_depsgraph to accept a const Scene pointer.

Testing if this works correctly requires adding back commits 81d444c and 088904d,
since those have been temporarily reverted.

Differential Revision: https://developer.blender.org/D10235
2021-01-29 15:52:53 +01:00

118 lines
3.7 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup editors
*/
#pragma once
#include "DNA_vec_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct bContext;
struct bScreen;
struct DEGEditorUpdateContext;
struct Depsgraph;
struct ID;
struct Main;
struct MTex;
struct Render;
struct Scene;
struct ScrArea;
struct wmWindow;
struct wmWindowManager;
/* render_ops.c */
void ED_operatortypes_render(void);
/* render_update.c */
void ED_render_engine_changed(struct Main *bmain, const bool update_scene_data);
void ED_render_engine_area_exit(struct Main *bmain, struct ScrArea *area);
void ED_render_view_layer_changed(struct Main *bmain, struct bScreen *screen);
/* Callbacks handling data update events coming from depsgraph. */
void ED_render_id_flush_update(const struct DEGEditorUpdateContext *update_ctx, struct ID *id);
void ED_render_scene_update(const struct DEGEditorUpdateContext *update_ctx, const bool updated);
void ED_render_view3d_update(struct Depsgraph *depsgraph,
struct wmWindow *window,
struct ScrArea *area,
const bool updated);
struct Scene *ED_render_job_get_scene(const struct bContext *C);
struct Scene *ED_render_job_get_current_scene(const struct bContext *C);
/* Render the preview
*
* pr_method:
* - PR_BUTS_RENDER: preview is rendered for buttons window
* - PR_ICON_RENDER: preview is rendered for icons. hopefully fast enough for at least 32x32
* - PR_NODE_RENDER: preview is rendered for node editor
* - PR_ICON_DEFERRED: No render, we just ensure deferred icon data gets generated.
*/
enum {
PR_BUTS_RENDER = 0,
PR_ICON_RENDER = 1,
PR_NODE_RENDER = 2,
PR_ICON_DEFERRED = 3,
};
void ED_preview_ensure_dbase(void);
void ED_preview_free_dbase(void);
void ED_preview_shader_job(const struct bContext *C,
void *owner,
struct ID *id,
struct ID *parent,
struct MTex *slot,
int sizex,
int sizey,
int method);
void ED_preview_icon_render(struct Main *bmain,
struct Scene *scene,
struct ID *id,
unsigned int *rect,
int sizex,
int sizey);
void ED_preview_icon_job(const struct bContext *C,
void *owner,
struct ID *id,
unsigned int *rect,
int sizex,
int sizey,
const bool delay);
void ED_preview_kill_jobs(struct wmWindowManager *wm, struct Main *bmain);
void ED_preview_draw(const struct bContext *C, void *idp, void *parentp, void *slot, rcti *rect);
void ED_render_clear_mtex_copybuf(void);
void ED_render_internal_init(void);
#ifdef __cplusplus
}
#endif