Split the depsgraph allocation into a separate function `BKE_scene_ensure_depsgraph()`. Parameters are only passed to those functions that actually need them. This removes the the "if that boolean is `false` this pointer is allowed to be `NULL`" logic and more cleanly decouples code. No functional changes.
		
			
				
	
	
		
			323 lines
		
	
	
		
			9.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			323 lines
		
	
	
		
			9.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2009 Blender Foundation.
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 * All rights reserved.
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 */
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/** \file
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 * \ingroup edrend
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 */
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#include <stdlib.h>
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#include <string.h>
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#include "DNA_light_types.h"
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#include "DNA_material_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_windowmanager_types.h"
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#include "DNA_workspace_types.h"
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#include "DNA_world_types.h"
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#include "DRW_engine.h"
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#include "BLI_listbase.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BKE_context.h"
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#include "BKE_icons.h"
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#include "BKE_layer.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_paint.h"
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#include "BKE_scene.h"
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#include "BKE_workspace.h"
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#include "RE_engine.h"
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#include "RE_pipeline.h"
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#include "ED_node.h"
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#include "ED_render.h"
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#include "ED_view3d.h"
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#include "DEG_depsgraph.h"
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#include "WM_api.h"
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#include "render_intern.h"  // own include
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/***************************** Render Engines ********************************/
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void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, int updated)
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{
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  /* viewport rendering update on data changes, happens after depsgraph
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   * updates if there was any change. context is set to the 3d view */
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  Main *bmain = update_ctx->bmain;
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  Scene *scene = update_ctx->scene;
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  ViewLayer *view_layer = update_ctx->view_layer;
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  bContext *C;
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  wmWindowManager *wm;
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  wmWindow *win;
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  static bool recursive_check = false;
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  /* don't do this render engine update if we're updating the scene from
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   * other threads doing e.g. rendering or baking jobs */
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  if (!BLI_thread_is_main()) {
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    return;
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  }
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  /* don't call this recursively for frame updates */
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  if (recursive_check) {
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    return;
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  }
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  /* Do not call if no WM available, see T42688. */
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  if (BLI_listbase_is_empty(&bmain->wm)) {
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    return;
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  }
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  recursive_check = true;
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  C = CTX_create();
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  CTX_data_main_set(C, bmain);
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  CTX_data_scene_set(C, scene);
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  CTX_wm_manager_set(C, bmain->wm.first);
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  wm = bmain->wm.first;
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  for (win = wm->windows.first; win; win = win->next) {
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    bScreen *screen = WM_window_get_active_screen(win);
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    ScrArea *area;
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    ARegion *region;
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    CTX_wm_window_set(C, win);
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    for (area = screen->areabase.first; area; area = area->next) {
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      if (area->spacetype != SPACE_VIEW3D) {
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        continue;
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      }
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      View3D *v3d = area->spacedata.first;
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      for (region = area->regionbase.first; region; region = region->next) {
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        if (region->regiontype != RGN_TYPE_WINDOW) {
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          continue;
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        }
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        RegionView3D *rv3d = region->regiondata;
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        RenderEngine *engine = rv3d->render_engine;
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        /* call update if the scene changed, or if the render engine
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         * tagged itself for update (e.g. because it was busy at the
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         * time of the last update) */
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        if (engine && (updated || (engine->flag & RE_ENGINE_DO_UPDATE))) {
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          CTX_wm_screen_set(C, screen);
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          CTX_wm_area_set(C, area);
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          CTX_wm_region_set(C, region);
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          engine->flag &= ~RE_ENGINE_DO_UPDATE;
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          /* NOTE: Important to pass non-updated depsgraph, This is because this function is called
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           * from inside dependency graph evaluation. Additionally, if we pass fully evaluated one
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           * we will loose updates stored in the graph. */
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          engine->type->view_update(engine, C, CTX_data_depsgraph_pointer(C));
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        }
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        else {
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          RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
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          if (updated) {
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            DRW_notify_view_update((&(DRWUpdateContext){
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                .bmain = bmain,
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                .depsgraph = update_ctx->depsgraph,
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                .scene = scene,
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                .view_layer = view_layer,
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                .region = region,
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                .v3d = (View3D *)area->spacedata.first,
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                .engine_type = engine_type,
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            }));
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          }
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        }
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      }
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    }
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  }
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  CTX_free(C);
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  recursive_check = false;
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}
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void ED_render_engine_area_exit(Main *bmain, ScrArea *area)
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{
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  /* clear all render engines in this area */
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  ARegion *region;
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  wmWindowManager *wm = bmain->wm.first;
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  if (area->spacetype != SPACE_VIEW3D) {
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    return;
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  }
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  for (region = area->regionbase.first; region; region = region->next) {
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    if (region->regiontype != RGN_TYPE_WINDOW || !(region->regiondata)) {
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      continue;
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    }
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    ED_view3d_stop_render_preview(wm, region);
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  }
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}
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void ED_render_engine_changed(Main *bmain, const bool update_scene_data)
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{
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  /* on changing the render engine type, clear all running render engines */
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  for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) {
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    LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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      ED_render_engine_area_exit(bmain, area);
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    }
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  }
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  RE_FreePersistentData();
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  /* Inform all render engines and draw managers. */
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  DEGEditorUpdateContext update_ctx = {NULL};
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  update_ctx.bmain = bmain;
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  for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
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    update_ctx.scene = scene;
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    LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
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      /* TDODO(sergey): Iterate over depsgraphs instead? */
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      update_ctx.depsgraph = BKE_scene_ensure_depsgraph(bmain, scene, view_layer);
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      update_ctx.view_layer = view_layer;
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      ED_render_id_flush_update(&update_ctx, &scene->id);
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    }
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    if (scene->nodetree && update_scene_data) {
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      ntreeCompositUpdateRLayers(scene->nodetree);
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    }
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  }
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}
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void ED_render_view_layer_changed(Main *bmain, bScreen *screen)
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{
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  LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
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    ED_render_engine_area_exit(bmain, area);
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  }
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}
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/***************************** Updates ***********************************
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 * ED_render_id_flush_update gets called from DEG_id_tag_update, to do   *
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 * editor level updates when the ID changes. when these ID blocks are in *
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 * the dependency graph, we can get rid of the manual dependency checks  */
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static void material_changed(Main *UNUSED(bmain), Material *ma)
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{
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  /* icons */
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  BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
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}
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static void lamp_changed(Main *UNUSED(bmain), Light *la)
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{
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  /* icons */
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  BKE_icon_changed(BKE_icon_id_ensure(&la->id));
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}
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static void texture_changed(Main *bmain, Tex *tex)
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{
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  Scene *scene;
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  ViewLayer *view_layer;
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  bNode *node;
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  /* icons */
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  BKE_icon_changed(BKE_icon_id_ensure(&tex->id));
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  for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
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    /* paint overlays */
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    for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
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      BKE_paint_invalidate_overlay_tex(scene, view_layer, tex);
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    }
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    /* find compositing nodes */
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    if (scene->use_nodes && scene->nodetree) {
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      for (node = scene->nodetree->nodes.first; node; node = node->next) {
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        if (node->id == &tex->id) {
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          ED_node_tag_update_id(&scene->id);
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        }
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      }
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    }
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  }
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}
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static void world_changed(Main *UNUSED(bmain), World *wo)
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{
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  /* icons */
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  BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
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}
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static void image_changed(Main *bmain, Image *ima)
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{
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  Tex *tex;
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  /* icons */
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  BKE_icon_changed(BKE_icon_id_ensure(&ima->id));
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  /* textures */
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  for (tex = bmain->textures.first; tex; tex = tex->id.next) {
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    if (tex->type == TEX_IMAGE && tex->ima == ima) {
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      texture_changed(bmain, tex);
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    }
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  }
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}
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static void scene_changed(Main *bmain, Scene *scene)
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{
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  Object *ob;
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  /* glsl */
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  for (ob = bmain->objects.first; ob; ob = ob->id.next) {
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    if (ob->mode & OB_MODE_TEXTURE_PAINT) {
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      BKE_texpaint_slots_refresh_object(scene, ob);
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      BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
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    }
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  }
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}
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void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id)
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{
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  /* this can be called from render or baking thread when a python script makes
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   * changes, in that case we don't want to do any editor updates, and making
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   * GPU changes is not possible because OpenGL only works in the main thread */
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  if (!BLI_thread_is_main()) {
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    return;
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  }
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  Main *bmain = update_ctx->bmain;
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  /* Internal ID update handlers. */
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  switch (GS(id->name)) {
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    case ID_MA:
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      material_changed(bmain, (Material *)id);
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      break;
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    case ID_TE:
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      texture_changed(bmain, (Tex *)id);
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      break;
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    case ID_WO:
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      world_changed(bmain, (World *)id);
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      break;
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    case ID_LA:
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      lamp_changed(bmain, (Light *)id);
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      break;
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    case ID_IM:
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      image_changed(bmain, (Image *)id);
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      break;
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    case ID_SCE:
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      scene_changed(bmain, (Scene *)id);
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      break;
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    default:
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      break;
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  }
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}
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