Added WM Jobs manager - WM can manage threaded jobs for you; just provide a couple of components to get it work: - customdata, free callback for it - timer step, notifier code - start callback, update callback - Once started, each job runs an own timer, and will for every time step check necessary updates, or close the job when ready. - No drawing happens in jobs, that's for notifiers! - Every job stores an owner pointer, and based on this owner it will prevent multiple jobs to enter the stack. Instead it will re-use a running job, signal it to stop and allow caller to re-initialize it even. - Check new wm_jobs.c for more explanation. Jobs API is still under construction. Fun: BLI_addtail(&wm->jobs, steve); :) Put Node shader previews back using wmJobs - Preview calculating is now fully threaded (1 thread still) - Thanks to new event system + notifiers, you can see previews update even while dragging sliders! - Currently it only starts when you change a node setting. Warning: the thread render shares Node data, so don't delete nodes while it renders! This topic is on the todo to make safe. Also: - bug in region initialize (do_versions) showed channel list in node editor wrong. - flagged the channel list 'hidden' now, it was really in the way! This is for later to work on anyway. - recoded Render API callbacks so it gets handlers passed on, no globals to use anymore, remember? - previewrender code gets now so much nicer! Will remove a lot of stuff from code soon.
		
			
				
	
	
		
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			80 lines
		
	
	
		
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/**
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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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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 * This program is distributed in the hope that it will be useful,
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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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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 *
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 * The Original Code is Copyright (C) 2005 Blender Foundation.
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 * All rights reserved.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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#ifndef ED_PREVIEWRENDER_H
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#define ED_PREVIEWRENDER_H
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#include "DNA_vec_types.h"
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struct View3D;
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struct SpaceButs;
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struct RenderInfo;
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struct Image;
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struct ScrArea;
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struct uiBlock;
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struct Render;
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struct bContext;
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struct ID;
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#define PREVIEW_RENDERSIZE 140
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typedef void (*VectorDrawFunc)(int x, int y, int w, int h, float alpha);
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/* stores rendered preview  - is also used for icons */
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typedef struct RenderInfo {
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	int pr_rectx;
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	int pr_recty;
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	short curtile, tottile, status;
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	rcti disprect;			/* storage for view3d preview rect */
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	unsigned int* rect;		
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	struct Render *re;		/* persistant render */
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} RenderInfo;
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/* ri->status */
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#define PR_DBASE			1
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#define PR_DISPRECT			2
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#define PR_PROJECTED		4
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#define PR_ROTATED			8
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/* Render the preview
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pr_method:
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- PR_DRAW_RENDER: preview is rendered and drawn, as indicated by called context (buttons panel)
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- PR_ICON_RENDER: the preview is not drawn and the function is not dynamic,
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  so no events are processed. Hopefully fast enough for at least 32x32 
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- PR_DO_RENDER: preview is rendered, not drawn, but events are processed for afterqueue,
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  in use for node editor now.
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*/
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#define PR_DRAW_RENDER	0
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#define PR_ICON_RENDER	1
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#define PR_DO_RENDER	2
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void ED_preview_init_dbase(void);
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void ED_preview_free_dbase(void);
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void ED_preview_shader_job(const struct bContext *C, void *owner, struct ID *id, int sizex, int sizey);
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#endif
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