When FBO failed in a particular way it could cause the opengl draw buffer to be set wrong, effectively disabling all opengl drawing. The FBO error was caused by cycles GLSL materials with no nodes that would still use blender internal materials, which caused issues with lamp shadow buffers FBO. This also fixes a GLSL refresh issue when switching render engines.
427 lines
9.4 KiB
C
427 lines
9.4 KiB
C
/*
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
*
|
|
* 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.
|
|
*
|
|
* 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) 2009 Blender Foundation.
|
|
* All rights reserved.
|
|
*
|
|
* Contributor(s): Blender Foundation
|
|
*
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
*/
|
|
|
|
/** \file blender/editors/render/render_update.c
|
|
* \ingroup edrend
|
|
*/
|
|
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "DNA_lamp_types.h"
|
|
#include "DNA_material_types.h"
|
|
#include "DNA_node_types.h"
|
|
#include "DNA_object_types.h"
|
|
#include "DNA_scene_types.h"
|
|
#include "DNA_screen_types.h"
|
|
#include "DNA_space_types.h"
|
|
#include "DNA_view3d_types.h"
|
|
#include "DNA_world_types.h"
|
|
|
|
#include "BLI_threads.h"
|
|
#include "BLI_utildefines.h"
|
|
|
|
#include "BKE_context.h"
|
|
#include "BKE_depsgraph.h"
|
|
#include "BKE_icons.h"
|
|
#include "BKE_image.h"
|
|
#include "BKE_main.h"
|
|
#include "BKE_material.h"
|
|
#include "BKE_node.h"
|
|
#include "BKE_scene.h"
|
|
#include "BKE_texture.h"
|
|
#include "BKE_world.h"
|
|
|
|
#include "GPU_material.h"
|
|
|
|
#include "RE_engine.h"
|
|
#include "RE_pipeline.h"
|
|
|
|
#include "ED_node.h"
|
|
#include "ED_render.h"
|
|
|
|
#include "render_intern.h" // own include
|
|
|
|
extern Material defmaterial;
|
|
|
|
/***************************** Render Engines ********************************/
|
|
|
|
void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
|
|
{
|
|
/* viewport rendering update on data changes, happens after depsgraph
|
|
* updates if there was any change. context is set to the 3d view */
|
|
bContext *C;
|
|
bScreen *sc;
|
|
ScrArea *sa;
|
|
ARegion *ar;
|
|
static int recursive_check = FALSE;
|
|
|
|
/* don't do this render engine update if we're updating the scene from
|
|
* other threads doing e.g. rendering or baking jobs */
|
|
if (!BLI_thread_is_main())
|
|
return;
|
|
|
|
/* don't call this recursively for frame updates */
|
|
if (recursive_check)
|
|
return;
|
|
|
|
recursive_check = TRUE;
|
|
|
|
C = CTX_create();
|
|
CTX_data_main_set(C, bmain);
|
|
CTX_data_scene_set(C, scene);
|
|
|
|
CTX_wm_manager_set(C, bmain->wm.first);
|
|
|
|
for (sc = bmain->screen.first; sc; sc = sc->id.next) {
|
|
for (sa = sc->areabase.first; sa; sa = sa->next) {
|
|
if (sa->spacetype != SPACE_VIEW3D)
|
|
continue;
|
|
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
RegionView3D *rv3d;
|
|
RenderEngine *engine;
|
|
|
|
if (ar->regiontype != RGN_TYPE_WINDOW)
|
|
continue;
|
|
|
|
rv3d = ar->regiondata;
|
|
engine = rv3d->render_engine;
|
|
|
|
if (engine && (updated || (engine->flag & RE_ENGINE_DO_UPDATE))) {
|
|
CTX_wm_screen_set(C, sc);
|
|
CTX_wm_area_set(C, sa);
|
|
CTX_wm_region_set(C, ar);
|
|
|
|
engine->flag &= ~RE_ENGINE_DO_UPDATE;
|
|
engine->type->view_update(engine, C);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CTX_free(C);
|
|
|
|
recursive_check = FALSE;
|
|
}
|
|
|
|
void ED_render_engine_area_exit(ScrArea *sa)
|
|
{
|
|
/* clear all render engines in this area */
|
|
ARegion *ar;
|
|
|
|
if (sa->spacetype != SPACE_VIEW3D)
|
|
return;
|
|
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
RegionView3D *rv3d;
|
|
|
|
if (ar->regiontype != RGN_TYPE_WINDOW || !(ar->regiondata))
|
|
continue;
|
|
|
|
rv3d = ar->regiondata;
|
|
|
|
if (rv3d->render_engine) {
|
|
RE_engine_free(rv3d->render_engine);
|
|
rv3d->render_engine = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ED_render_engine_changed(Main *bmain)
|
|
{
|
|
/* on changing the render engine type, clear all running render engines */
|
|
bScreen *sc;
|
|
ScrArea *sa;
|
|
Scene *scene;
|
|
|
|
for (sc = bmain->screen.first; sc; sc = sc->id.next)
|
|
for (sa = sc->areabase.first; sa; sa = sa->next)
|
|
ED_render_engine_area_exit(sa);
|
|
|
|
RE_FreePersistentData();
|
|
|
|
for (scene = bmain->scene.first; scene; scene = scene->id.next)
|
|
ED_render_id_flush_update(bmain, &scene->id);
|
|
}
|
|
|
|
/***************************** Updates ***********************************
|
|
* ED_render_id_flush_update gets called from DAG_id_tag_update, to do *
|
|
* editor level updates when the ID changes. when these ID blocks are in *
|
|
* the dependency graph, we can get rid of the manual dependency checks */
|
|
|
|
static int mtex_use_tex(MTex **mtex, int tot, Tex *tex)
|
|
{
|
|
int a;
|
|
|
|
if (!mtex)
|
|
return 0;
|
|
|
|
for (a = 0; a < tot; a++)
|
|
if (mtex[a] && mtex[a]->tex == tex)
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int nodes_use_tex(bNodeTree *ntree, Tex *tex)
|
|
{
|
|
bNode *node;
|
|
|
|
for (node = ntree->nodes.first; node; node = node->next) {
|
|
if (node->id) {
|
|
if (node->id == (ID *)tex) {
|
|
return 1;
|
|
}
|
|
else if (GS(node->id->name) == ID_MA) {
|
|
if (mtex_use_tex(((Material *)node->id)->mtex, MAX_MTEX, tex))
|
|
return 1;
|
|
}
|
|
else if (node->type == NODE_GROUP) {
|
|
if (nodes_use_tex((bNodeTree *)node->id, tex))
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int nodes_use_material(bNodeTree *ntree, Material *ma)
|
|
{
|
|
bNode *node;
|
|
|
|
for (node = ntree->nodes.first; node; node = node->next) {
|
|
if (node->id) {
|
|
if (node->id == (ID *)ma) {
|
|
return 1;
|
|
}
|
|
else if (node->type == NODE_GROUP) {
|
|
if (nodes_use_material((bNodeTree *)node->id, ma))
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void material_changed(Main *bmain, Material *ma)
|
|
{
|
|
Material *parent;
|
|
|
|
/* icons */
|
|
BKE_icon_changed(BKE_icon_getid(&ma->id));
|
|
|
|
/* glsl */
|
|
if (ma->gpumaterial.first)
|
|
GPU_material_free(ma);
|
|
|
|
/* find node materials using this */
|
|
for (parent = bmain->mat.first; parent; parent = parent->id.next) {
|
|
if (parent->use_nodes && parent->nodetree && nodes_use_material(parent->nodetree, ma)) {
|
|
/* pass */
|
|
}
|
|
else {
|
|
continue;
|
|
}
|
|
|
|
BKE_icon_changed(BKE_icon_getid(&parent->id));
|
|
|
|
if (parent->gpumaterial.first)
|
|
GPU_material_free(parent);
|
|
}
|
|
}
|
|
|
|
static void lamp_changed(Main *bmain, Lamp *la)
|
|
{
|
|
Object *ob;
|
|
Material *ma;
|
|
|
|
/* icons */
|
|
BKE_icon_changed(BKE_icon_getid(&la->id));
|
|
|
|
/* glsl */
|
|
for (ob = bmain->object.first; ob; ob = ob->id.next)
|
|
if (ob->data == la && ob->gpulamp.first)
|
|
GPU_lamp_free(ob);
|
|
|
|
for (ma = bmain->mat.first; ma; ma = ma->id.next)
|
|
if (ma->gpumaterial.first)
|
|
GPU_material_free(ma);
|
|
|
|
if (defmaterial.gpumaterial.first)
|
|
GPU_material_free(&defmaterial);
|
|
}
|
|
|
|
static void texture_changed(Main *bmain, Tex *tex)
|
|
{
|
|
Material *ma;
|
|
Lamp *la;
|
|
World *wo;
|
|
Scene *scene;
|
|
bNode *node;
|
|
|
|
/* icons */
|
|
BKE_icon_changed(BKE_icon_getid(&tex->id));
|
|
|
|
/* find materials */
|
|
for (ma = bmain->mat.first; ma; ma = ma->id.next) {
|
|
if (mtex_use_tex(ma->mtex, MAX_MTEX, tex)) {
|
|
/* pass */
|
|
}
|
|
else if (ma->use_nodes && ma->nodetree && nodes_use_tex(ma->nodetree, tex)) {
|
|
/* pass */
|
|
}
|
|
else {
|
|
continue;
|
|
}
|
|
|
|
BKE_icon_changed(BKE_icon_getid(&ma->id));
|
|
|
|
if (ma->gpumaterial.first)
|
|
GPU_material_free(ma);
|
|
}
|
|
|
|
/* find lamps */
|
|
for (la = bmain->lamp.first; la; la = la->id.next) {
|
|
if (mtex_use_tex(la->mtex, MAX_MTEX, tex)) {
|
|
lamp_changed(bmain, la);
|
|
}
|
|
else if (la->nodetree && nodes_use_tex(la->nodetree, tex)) {
|
|
lamp_changed(bmain, la);
|
|
}
|
|
else {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/* find worlds */
|
|
for (wo = bmain->world.first; wo; wo = wo->id.next) {
|
|
if (mtex_use_tex(wo->mtex, MAX_MTEX, tex)) {
|
|
/* pass */
|
|
}
|
|
else if (wo->nodetree && nodes_use_tex(wo->nodetree, tex)) {
|
|
/* pass */
|
|
}
|
|
else {
|
|
continue;
|
|
}
|
|
|
|
BKE_icon_changed(BKE_icon_getid(&wo->id));
|
|
}
|
|
|
|
/* find compositing nodes */
|
|
for (scene = bmain->scene.first; scene; scene = scene->id.next) {
|
|
if (scene->use_nodes && scene->nodetree) {
|
|
for (node = scene->nodetree->nodes.first; node; node = node->next) {
|
|
if (node->id == &tex->id)
|
|
ED_node_changed_update(&scene->id, node);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void world_changed(Main *bmain, World *wo)
|
|
{
|
|
Material *ma;
|
|
|
|
/* icons */
|
|
BKE_icon_changed(BKE_icon_getid(&wo->id));
|
|
|
|
/* glsl */
|
|
for (ma = bmain->mat.first; ma; ma = ma->id.next)
|
|
if (ma->gpumaterial.first)
|
|
GPU_material_free(ma);
|
|
|
|
if (defmaterial.gpumaterial.first)
|
|
GPU_material_free(&defmaterial);
|
|
}
|
|
|
|
static void image_changed(Main *bmain, Image *ima)
|
|
{
|
|
Tex *tex;
|
|
|
|
/* icons */
|
|
BKE_icon_changed(BKE_icon_getid(&ima->id));
|
|
|
|
/* textures */
|
|
for (tex = bmain->tex.first; tex; tex = tex->id.next)
|
|
if (tex->ima == ima)
|
|
texture_changed(bmain, tex);
|
|
}
|
|
|
|
static void scene_changed(Main *bmain, Scene *UNUSED(scene))
|
|
{
|
|
Object *ob;
|
|
Material *ma;
|
|
|
|
/* glsl */
|
|
for (ob = bmain->object.first; ob; ob = ob->id.next)
|
|
if (ob->gpulamp.first)
|
|
GPU_lamp_free(ob);
|
|
|
|
for (ma = bmain->mat.first; ma; ma = ma->id.next)
|
|
if (ma->gpumaterial.first)
|
|
GPU_material_free(ma);
|
|
|
|
if (defmaterial.gpumaterial.first)
|
|
GPU_material_free(&defmaterial);
|
|
}
|
|
|
|
void ED_render_id_flush_update(Main *bmain, ID *id)
|
|
{
|
|
/* this can be called from render or baking thread when a python script makes
|
|
* changes, in that case we don't want to do any editor updates, and making
|
|
* GPU changes is not possible because OpenGL only works in the main thread */
|
|
if (!BLI_thread_is_main())
|
|
return;
|
|
|
|
switch (GS(id->name)) {
|
|
case ID_MA:
|
|
material_changed(bmain, (Material *)id);
|
|
break;
|
|
case ID_TE:
|
|
texture_changed(bmain, (Tex *)id);
|
|
break;
|
|
case ID_WO:
|
|
world_changed(bmain, (World *)id);
|
|
break;
|
|
case ID_LA:
|
|
lamp_changed(bmain, (Lamp *)id);
|
|
break;
|
|
case ID_IM:
|
|
image_changed(bmain, (Image *)id);
|
|
break;
|
|
case ID_SCE:
|
|
scene_changed(bmain, (Scene *)id);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|