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blender-archive/source/blender/editors/include/ED_render.h
Julian Eisel 3850fdd5b9 Assets: Sanitize threaded preview creation with undo
Basically, this fixes disappearing previews when editing asset metadata
or performing undo/redo actions.

The preview generation in a background job will eventually modify ID
data, but the undo push was done prior to that. So obviously, an undo
then would mean the preview is lost.

This patch makes it so undo/redo will regenerate the preview, if the preview
rendering was invoked but not finished in the undone/redone state.

The preview flag PRV_UNFINISHED wasn't entirely what we needed. So I had to
change it to a slightly different flag, with different semantics.
2021-11-24 11:26:37 +01:00

125 lines
4.0 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 DEGEditorUpdateContext;
struct Depsgraph;
struct ID;
struct MTex;
struct Main;
struct Render;
struct Scene;
struct ScrArea;
struct bContext;
struct bScreen;
struct wmWindow;
struct wmWindowManager;
enum eIconSizes;
/* 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.
*/
typedef enum ePreviewRenderMethod {
PR_BUTS_RENDER = 0,
PR_ICON_RENDER = 1,
PR_NODE_RENDER = 2,
PR_ICON_DEFERRED = 3,
} ePreviewRenderMethod;
void ED_preview_ensure_dbase(void);
void ED_preview_free_dbase(void);
bool ED_preview_id_is_supported(const struct ID *id);
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(const struct bContext *C,
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_restart_queue_free(void);
void ED_preview_restart_queue_add(struct ID *id, enum eIconSizes size);
void ED_preview_restart_queue_work(const struct bContext *C);
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