This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/editors/render/render_update.c
Sergey Sharybin a88a8528f1 Draw manager: Fix wrong engine type used for view update
Was causing temporal sampling artifacts when scene is set to Cycles
and viewport is set to Eevee. Visually was looking like ghosting or
motion blur when moving objects.
2018-04-30 12:20:30 +02:00

375 lines
9.8 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 "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_meshdata_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_workspace_types.h"
#include "DNA_world_types.h"
#include "DNA_windowmanager_types.h"
#include "DRW_engine.h"
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_DerivedMesh.h"
#include "BKE_icons.h"
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_node.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "BKE_workspace.h"
#include "GPU_material.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "ED_node.h"
#include "ED_render.h"
#include "ED_view3d.h"
#include "DEG_depsgraph.h"
#include "WM_api.h"
#include "render_intern.h" // own include
extern Material defmaterial;
/***************************** Render Engines ********************************/
void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, int updated)
{
/* viewport rendering update on data changes, happens after depsgraph
* updates if there was any change. context is set to the 3d view */
Main *bmain = update_ctx->bmain;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
bContext *C;
wmWindowManager *wm;
wmWindow *win;
static bool 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;
/* Do not call if no WM available, see T42688. */
if (BLI_listbase_is_empty(&bmain->wm))
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);
wm = bmain->wm.first;
for (win = wm->windows.first; win; win = win->next) {
bScreen *sc = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
CTX_wm_window_set(C, win);
for (sa = sc->areabase.first; sa; sa = sa->next) {
if (sa->spacetype != SPACE_VIEW3D) {
continue;
}
View3D *v3d = sa->spacedata.first;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype != RGN_TYPE_WINDOW) {
continue;
}
RegionView3D *rv3d = ar->regiondata;
RenderEngine *engine = rv3d->render_engine;
/* call update if the scene changed, or if the render engine
* tagged itself for update (e.g. because it was busy at the
* time of the last update) */
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);
}
else {
RenderEngineType *engine_type =
ED_view3d_engine_type(scene, v3d->drawtype);
if (updated) {
DRW_notify_view_update(
(&(DRWUpdateContext){
.bmain = bmain,
.depsgraph = update_ctx->depsgraph,
.scene = scene,
.view_layer = view_layer,
.ar = ar,
.v3d = (View3D *)sa->spacedata.first,
.engine_type = engine_type
}));
}
}
}
}
}
CTX_free(C);
recursive_check = false;
}
void ED_render_engine_area_exit(Main *bmain, ScrArea *sa)
{
/* clear all render engines in this area */
ARegion *ar;
wmWindowManager *wm = bmain->wm.first;
if (sa->spacetype != SPACE_VIEW3D)
return;
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype != RGN_TYPE_WINDOW || !(ar->regiondata))
continue;
ED_view3d_stop_render_preview(wm, ar);
}
}
void ED_render_engine_changed(Main *bmain)
{
/* on changing the render engine type, clear all running render engines */
for (bScreen *sc = bmain->screen.first; sc; sc = sc->id.next) {
for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) {
ED_render_engine_area_exit(bmain, sa);
}
}
RE_FreePersistentData();
/* Inform all render engines and draw managers. */
DEGEditorUpdateContext update_ctx = {NULL};
update_ctx.bmain = bmain;
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
update_ctx.scene = scene;
LISTBASE_FOREACH(ViewLayer *, view_layer, &scene->view_layers) {
/* TDODO(sergey): Iterate over depsgraphs instead? */
update_ctx.depsgraph = BKE_scene_get_depsgraph(scene, view_layer, true);
update_ctx.view_layer = view_layer;
ED_render_id_flush_update(&update_ctx, &scene->id);
}
if (scene->nodetree) {
ntreeCompositUpdateRLayers(scene->nodetree);
}
}
}
/***************************** Updates ***********************************
* ED_render_id_flush_update gets called from DEG_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 void render_engine_flag_changed(Main *bmain, int update_flag)
{
bScreen *sc;
ScrArea *sa;
ARegion *ar;
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;
if (ar->regiontype != RGN_TYPE_WINDOW)
continue;
rv3d = ar->regiondata;
if (rv3d->render_engine)
rv3d->render_engine->update_flag |= update_flag;
}
}
}
}
static void material_changed(Main *UNUSED(bmain), Material *ma)
{
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
/* glsl */
if (ma->id.recalc & ID_RECALC) {
if (!BLI_listbase_is_empty(&ma->gpumaterial)) {
GPU_material_free(&ma->gpumaterial);
}
}
}
static void lamp_changed(Main *UNUSED(bmain), Lamp *la)
{
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&la->id));
if (defmaterial.gpumaterial.first)
GPU_material_free(&defmaterial.gpumaterial);
}
static void texture_changed(Main *bmain, Tex *tex)
{
Scene *scene;
ViewLayer *view_layer;
bNode *node;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&tex->id));
/* paint overlays */
for (scene = bmain->scene.first; scene; scene = scene->id.next) {
for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
BKE_paint_invalidate_overlay_tex(scene, view_layer, tex);
}
}
/* 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_tag_update_id(&scene->id);
}
}
}
}
static void world_changed(Main *UNUSED(bmain), World *wo)
{
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
/* XXX temporary flag waiting for depsgraph proper tagging */
wo->update_flag = 1;
/* glsl */
if (wo->id.recalc & ID_RECALC) {
if (!BLI_listbase_is_empty(&defmaterial.gpumaterial)) {
GPU_material_free(&defmaterial.gpumaterial);
}
if (!BLI_listbase_is_empty(&wo->gpumaterial)) {
GPU_material_free(&wo->gpumaterial);
}
}
}
static void image_changed(Main *bmain, Image *ima)
{
Tex *tex;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&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 *scene)
{
Object *ob;
/* glsl */
for (ob = bmain->object.first; ob; ob = ob->id.next) {
if (ob->mode & OB_MODE_TEXTURE_PAINT) {
BKE_texpaint_slots_refresh_object(scene, ob);
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
}
}
}
void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, 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;
}
Main *bmain = update_ctx->bmain;
/* Internal ID update handlers. */
switch (GS(id->name)) {
case ID_MA:
material_changed(bmain, (Material *)id);
render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_MA);
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);
render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER);
break;
default:
render_engine_flag_changed(bmain, RE_ENGINE_UPDATE_OTHER);
break;
}
}