Significantly improves loading speed of preview images from disk, e.g. custom previews loaded using `bpy.utils.previews.ImagePreviewCollection.load()`. See D14144 for details & comparison videos. Differential Revision: https://developer.blender.org/D14144 Reviewed by: Bastien Montagne
115 lines
3.5 KiB
C++
115 lines
3.5 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup editors
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*/
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#pragma once
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#include "DNA_ID_enums.h"
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#include "DNA_vec_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct DEGEditorUpdateContext;
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struct Depsgraph;
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struct ID;
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struct MTex;
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struct Main;
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struct Render;
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struct Scene;
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struct ScrArea;
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struct bContext;
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struct bScreen;
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struct PreviewImage;
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struct wmWindow;
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struct wmWindowManager;
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/* render_ops.c */
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void ED_operatortypes_render(void);
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/* render_update.c */
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void ED_render_engine_changed(struct Main *bmain, bool update_scene_data);
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void ED_render_engine_area_exit(struct Main *bmain, struct ScrArea *area);
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void ED_render_view_layer_changed(struct Main *bmain, struct bScreen *screen);
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/* Callbacks handling data update events coming from depsgraph. */
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void ED_render_id_flush_update(const struct DEGEditorUpdateContext *update_ctx, struct ID *id);
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/**
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* Update all 3D viewport render and draw engines on changes to the scene.
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* This is called by the dependency graph when it detects changes.
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*/
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void ED_render_scene_update(const struct DEGEditorUpdateContext *update_ctx, bool updated);
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/**
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* Update 3D viewport render or draw engine on changes to the scene or view settings.
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*/
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void ED_render_view3d_update(struct Depsgraph *depsgraph,
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struct wmWindow *window,
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struct ScrArea *area,
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bool updated);
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struct Scene *ED_render_job_get_scene(const struct bContext *C);
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struct Scene *ED_render_job_get_current_scene(const struct bContext *C);
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/* Render the preview
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*
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* pr_method:
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* - PR_BUTS_RENDER: preview is rendered for buttons window
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* - PR_ICON_RENDER: preview is rendered for icons. hopefully fast enough for at least 32x32
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* - PR_ICON_DEFERRED: No render, we just ensure deferred icon data gets generated.
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*/
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typedef enum ePreviewRenderMethod {
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PR_BUTS_RENDER = 0,
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PR_ICON_RENDER = 1,
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PR_ICON_DEFERRED = 2,
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} ePreviewRenderMethod;
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void ED_preview_ensure_dbase(void);
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void ED_preview_free_dbase(void);
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/**
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* Check if \a id is supported by the automatic preview render.
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*/
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bool ED_preview_id_is_supported(const struct ID *id);
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void ED_preview_shader_job(const struct bContext *C,
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void *owner,
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struct ID *id,
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struct ID *parent,
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struct MTex *slot,
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int sizex,
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int sizey,
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ePreviewRenderMethod method);
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void ED_preview_icon_render(const struct bContext *C,
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struct Scene *scene,
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struct PreviewImage *prv_img,
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struct ID *id,
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enum eIconSizes icon_size);
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void ED_preview_icon_job(const struct bContext *C,
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struct PreviewImage *prv_img,
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struct ID *id,
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enum eIconSizes icon_size,
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bool delay);
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void ED_preview_restart_queue_free(void);
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void ED_preview_restart_queue_add(struct ID *id, enum eIconSizes size);
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void ED_preview_restart_queue_work(const struct bContext *C);
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void ED_preview_kill_jobs(struct wmWindowManager *wm, struct Main *bmain);
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void ED_preview_draw(const struct bContext *C, void *idp, void *parentp, void *slot, rcti *rect);
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void ED_render_clear_mtex_copybuf(void);
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void ED_render_internal_init(void);
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#ifdef __cplusplus
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}
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#endif
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