Blender does not remember the state of the 'Pause Preview' button #114065
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Reference: blender/blender#114065
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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
The pause button becomes unpressed.
Cannot reproduce here
Reproduced in 3.6
Thanks for the report, @CaptainBlack. I can confirm, but I wouldn't be surprised if this is by design.
pause preview buttonto Blender does not remember the state of the 'Pause Preview' buttonAh, can confirm now too (was missing the part that you have to maximize any other Area (it does work if you maximize the 3DView)
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.
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
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:
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 fromview3d_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?
I think we can always skip
DRW_engine_external_free()
(insideED_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.