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blender-archive/source/blender/editors/include/ED_render.h
Julian Eisel 16ab6111f7 UI: Speedup preview icon loading from hard drive
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
2022-02-18 18:13:06 +01:00

115 lines
3.5 KiB
C++

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