Blender does not remember the state of the 'Pause Preview' button #114065

Open
opened 2023-10-23 15:38:21 +02:00 by Artem · 11 comments

System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.42

Blender Version
Broken: version: 4.0.0 Beta, branch: blender-v4.0-release, commit date: 2023-10-21 13:03, hash: 2e084addb542
Worked: nowhere

Short description of error
Blender does not remember the state of the pause preview button in the 3D viewport.

Exact steps for others to reproduce the error

  • Open any .blend file
  • Set Render Engine to Cycles
  • Set Viewport Shading to Rendered
  • Pause Preview
  • Maximize any other Area (pressing CTRL+Space)
  • Return

The pause button becomes unpressed.

**System Information** Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.42 **Blender Version** Broken: version: 4.0.0 Beta, branch: blender-v4.0-release, commit date: 2023-10-21 13:03, hash: `2e084addb542` Worked: nowhere **Short description of error** Blender does not remember the state of the pause preview button in the 3D viewport. <video src="/attachments/fed3afbb-09e6-4061-a4b0-35249f1b6c97" controls></video> **Exact steps for others to reproduce the error** - Open any .blend file - Set Render Engine to Cycles - Set Viewport Shading to Rendered - Pause Preview - Maximize any other Area (pressing CTRL+Space) - Return The pause button becomes unpressed.
Artem added the
Priority
Normal
Type
Report
Status
Needs Triage
labels 2023-10-23 15:38:22 +02:00
Member

Cannot reproduce here

Cannot reproduce here
Author

Reproduced in 3.6

Reproduced in 3.6

Thanks for the report, @CaptainBlack. I can confirm, but I wouldn't be surprised if this is by design.

Thanks for the report, @CaptainBlack. I can confirm, but I wouldn't be surprised if this is by design.
Germano Cavalcante changed title from pause preview button to Blender does not remember the state of the 'Pause Preview' button 2023-10-23 23:59:13 +02:00
Member

Ah, can confirm now too (was missing the part that you have to maximize any other Area (it does work if you maximize the 3DView)

Ah, can confirm now too (was missing the part that you have to maximize **any other Area** (it does work if you maximize the 3DView)
Author

I apologize for the unclear description of the issue. Additionally, I want to point out that the button is triggered even when switching between active workspaces. For some, this might be a nice feature, but in my opinion, it's strange that even workspaces remember the "Show gizmos" or "Show overlays" state. To be honest, it's not a very serious bug, but for those who work on a small monitor, it's often necessary to enlarge the zones.

I apologize for the unclear description of the issue. Additionally, I want to point out that the button is triggered even when switching between active workspaces. For some, this might be a nice feature, but in my opinion, it's strange that even workspaces remember the "Show gizmos" or "Show overlays" state. To be honest, it's not a very serious bug, but for those who work on a small monitor, it's often necessary to enlarge the zones.

Hi,
Indeed by design, please see below link (won't appear in current search results since part of older archives).
https://archive.blender.org/developer/D14244

Previously the Viewport could remain in a paused state, even when loading a saved file, changing the Viewport shading to Rendered and nothing would happen.

Kind regards.

Hi, Indeed by design, please see below link (won't appear in current search results since part of older archives). https://archive.blender.org/developer/D14244 Previously the Viewport could remain in a paused state, even when loading a saved file, changing the Viewport shading to Rendered and nothing would happen. Kind regards.

Thanks for the info @david_black! Really appreciated.
The commit can still be accessed: ae21729557

In fact this behavior is intentional, however the description only mentions the unpause intention when switching the viewport Rendered shading (it does not mention workspace or Area maximization). Was this also taken into account when making the commit?

I'm changing the report status to Needs Info form Developers

Cc. @Sergey

Thanks for the info @david_black! Really appreciated. The commit can still be accessed: ae2172955785 In fact this behavior is intentional, however the description only mentions the unpause intention when switching the viewport Rendered shading (it does not mention workspace or Area maximization). Was this also taken into account when making the commit? I'm changing the report status to `Needs Info form Developers` Cc. @Sergey
Germano Cavalcante added
Status
Needs Info from Developers
and removed
Status
Confirmed
labels 2023-10-24 21:43:56 +02:00

In case helpful, even before the commit was made, the Viewport didn't function as @CaptainBlack would hope. For example, pausing a rendered Viewport, maximizing another area / switching workspaces didn't buffer the rendered view, when switching back the Viewport was blank except for Workbench overlays, same issue loading files saved with paused state enabled.

Blender 3.1.2 can be downloaded to test the previous implementation.

While not the solution hoped for, an alternative, (due to dyslexia) I frequently zoom parts of the screen including Blender UI using builtin Linux / Windows accessibility features.

Edit:

...but for those who work on a small monitor, it's often necessary to enlarge the zones.

Apologies, misread, realised you are not wanting to magnify an area.

Kind regards.

In case helpful, even before the commit was made, the Viewport didn't function as @CaptainBlack would hope. For example, pausing a rendered Viewport, maximizing another area / switching workspaces didn't buffer the rendered view, when switching back the Viewport was blank except for Workbench overlays, same issue loading files saved with paused state enabled. [Blender 3.1.2](https://download.blender.org/release/Blender3.1/) can be downloaded to test the previous implementation. While not the solution hoped for, an alternative, (due to dyslexia) I frequently zoom parts of the screen including Blender UI using builtin Linux / Windows accessibility features. Edit: >...but for those who work on a small monitor, it's often necessary to enlarge the zones. Apologies, misread, realised you are not wanting to magnify an area. Kind regards.

It is definitely annoying that toggling full-screen of some area resets the paused state of the render. However, the really good solution goes far beyond of the commit referenced here.

As David pointed out, even un-doing the change made in Cycles will not be really useful: while the paused state will be preserved, the content of the area will be gray. Ideally pausing render and making some area full-screen and going back will preserve both latest render and the paused state. Additionally togging some area full-screen and back should not reset the rendered viewport from scratch.

Achieving such behavior is not really possible from Cycles side, and something is needed to be done on the UI/window manager level. On a technical level temporary viewport toggles should not be doing ED_view3d_stop_render_preview. Currently it is called from view3d_main_region_exit, which is executed even when some area becomes full-screen.

Maybe @JulianEisel has some quick answer here if a tweak in the behavior is possible without changing design of the area management too much?

It is definitely annoying that toggling full-screen of some area resets the paused state of the render. However, the really good solution goes far beyond of the commit referenced here. As David pointed out, even un-doing the change made in Cycles will not be really useful: while the paused state will be preserved, the content of the area will be gray. Ideally pausing render and making some area full-screen and going back will preserve both latest render and the paused state. Additionally togging some area full-screen and back should not reset the rendered viewport from scratch. Achieving such behavior is not really possible from Cycles side, and something is needed to be done on the UI/window manager level. On a technical level temporary viewport toggles should not be doing `ED_view3d_stop_render_preview`. Currently it is called from `view3d_main_region_exit`, which is executed even when some area becomes full-screen. Maybe @JulianEisel has some quick answer here if a tweak in the behavior is possible without changing design of the area management too much?
Member

I think we can always skip DRW_engine_external_free() (inside ED_view3d_stop_render_preview()) when exiting a viewport while the render is paused. That way even when changing workspaces and coming back to the one with the paused render preview, the paused result is preserved, and the workspace looks exactly like you left it. I don't see an easy way to get the "is paused" state from within the exit callback, though, this might need some API addition.

DRW_engine_external_free() is freed (again) when freeing the region, so this should be fine. Although I do get a use-after-free error at this point, because apparently the render-engine is unregistered first, freeing this data.

I think we can always skip `DRW_engine_external_free()` (inside `ED_view3d_stop_render_preview()`) when exiting a viewport while the render is paused. That way even when changing workspaces and coming back to the one with the paused render preview, the paused result is preserved, and the workspace looks exactly like you left it. I don't see an easy way to get the "is paused" state from within the exit callback, though, this might need some API addition. `DRW_engine_external_free()` is freed (again) when freeing the region, so this should be fine. Although I do get a use-after-free error at this point, because apparently the render-engine is unregistered first, freeing this data.

We don't have access to the paused state, as it is property on the Cycles side. Besides, even if the render is not paused toggling full-screen of shader nodes editor ideally will not lead to render engine being freed in the viewport.

Also, when switching space type from 3D Viewport to something else the viewport's render engine is to be fully freed.

We don't have access to the paused state, as it is property on the Cycles side. Besides, even if the render is not paused toggling full-screen of shader nodes editor ideally will not lead to render engine being freed in the viewport. Also, when switching space type from 3D Viewport to something else the viewport's render engine is to be fully freed.
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Reference: blender/blender#114065
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