Draw manager: Cleanup, use full name for depsgraph variable
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@@ -87,26 +87,26 @@ void DRW_notify_id_update(const DRWUpdateContext *update_ctx, struct ID *id);
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void DRW_draw_view(const struct bContext *C);
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void DRW_draw_render_loop_ex(
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struct Depsgraph *graph,
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struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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struct ARegion *ar, struct View3D *v3d,
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const struct bContext *evil_C);
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void DRW_draw_render_loop(
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struct Depsgraph *graph,
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struct Depsgraph *depsgraph,
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struct ARegion *ar, struct View3D *v3d);
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void DRW_draw_render_loop_offscreen(
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struct Depsgraph *graph,
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struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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struct ARegion *ar, struct View3D *v3d,
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const bool draw_background,
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struct GPUOffScreen *ofs,
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struct GPUViewport *viewport);
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void DRW_draw_select_loop(
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struct Depsgraph *graph,
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struct Depsgraph *depsgraph,
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struct ARegion *ar, struct View3D *v3d,
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bool use_obedit_skip, bool use_nearest, const struct rcti *rect);
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void DRW_draw_depth_loop(
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struct Depsgraph *graph,
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struct Depsgraph *depsgraph,
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struct ARegion *ar, struct View3D *v3d);
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/* This is here because GPUViewport needs it */
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@@ -3366,14 +3366,14 @@ void DRW_notify_id_update(const DRWUpdateContext *update_ctx, ID *id)
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* for each relevant engine / mode engine. */
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void DRW_draw_view(const bContext *C)
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{
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struct Depsgraph *graph = CTX_data_depsgraph(C);
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struct Depsgraph *depsgraph = CTX_data_depsgraph(C);
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RenderEngineType *engine_type = CTX_data_engine_type(C);
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ARegion *ar = CTX_wm_region(C);
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View3D *v3d = CTX_wm_view3d(C);
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/* Reset before using it. */
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memset(&DST, 0x0, sizeof(DST));
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DRW_draw_render_loop_ex(graph, engine_type, ar, v3d, C);
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DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, C);
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}
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/**
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@@ -3381,13 +3381,13 @@ void DRW_draw_view(const bContext *C)
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* Need to reset DST before calling this function
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*/
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void DRW_draw_render_loop_ex(
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struct Depsgraph *graph,
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struct Depsgraph *depsgraph,
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RenderEngineType *engine_type,
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ARegion *ar, View3D *v3d,
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const bContext *evil_C)
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{
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Scene *scene = DEG_get_evaluated_scene(graph);
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ViewLayer *view_layer = DEG_get_evaluated_view_layer(graph);
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Scene *scene = DEG_get_evaluated_scene(depsgraph);
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ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
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RegionView3D *rv3d = ar->regiondata;
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DST.draw_ctx.evil_C = evil_C;
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@@ -3399,7 +3399,7 @@ void DRW_draw_render_loop_ex(
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GPU_viewport_engines_data_validate(DST.viewport, DRW_engines_get_hash());
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DST.draw_ctx = (DRWContextState){
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, graph,
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, depsgraph,
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/* reuse if caller sets */
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DST.draw_ctx.evil_C,
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@@ -3416,14 +3416,14 @@ void DRW_draw_render_loop_ex(
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/* Init engines */
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drw_engines_init();
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/* TODO : tag to refresh by the deps graph */
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/* TODO : tag to refresh by the dependency graph */
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/* ideally only refresh when objects are added/removed */
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/* or render properties / materials change */
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{
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PROFILE_START(stime);
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drw_engines_cache_init();
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DEG_OBJECT_ITER_FOR_RENDER_ENGINE(graph, ob, DRW_iterator_mode_get())
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DEG_OBJECT_ITER_FOR_RENDER_ENGINE(depsgraph, ob, DRW_iterator_mode_get())
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{
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drw_engines_cache_populate(ob);
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}
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@@ -3511,21 +3511,21 @@ void DRW_draw_render_loop_ex(
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}
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void DRW_draw_render_loop(
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struct Depsgraph *graph,
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struct Depsgraph *depsgraph,
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ARegion *ar, View3D *v3d)
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{
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/* Reset before using it. */
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memset(&DST, 0x0, sizeof(DST));
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Scene *scene = DEG_get_evaluated_scene(graph);
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Scene *scene = DEG_get_evaluated_scene(depsgraph);
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RenderEngineType *engine_type = RE_engines_find(scene->view_render.engine_id);
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DRW_draw_render_loop_ex(graph, engine_type, ar, v3d, NULL);
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DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, NULL);
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}
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/* @viewport CAN be NULL, in this case we create one. */
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void DRW_draw_render_loop_offscreen(
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struct Depsgraph *graph, RenderEngineType *engine_type,
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struct Depsgraph *depsgraph, RenderEngineType *engine_type,
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ARegion *ar, View3D *v3d, const bool draw_background, GPUOffScreen *ofs,
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GPUViewport *viewport)
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{
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@@ -3547,7 +3547,7 @@ void DRW_draw_render_loop_offscreen(
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memset(&DST, 0x0, sizeof(DST));
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DST.options.is_image_render = true;
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DST.options.draw_background = draw_background;
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DRW_draw_render_loop_ex(graph, engine_type, ar, v3d, NULL);
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DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, NULL);
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/* restore */
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{
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@@ -3569,13 +3569,13 @@ void DRW_draw_render_loop_offscreen(
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* object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing).
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*/
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void DRW_draw_select_loop(
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struct Depsgraph *graph,
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struct Depsgraph *depsgraph,
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ARegion *ar, View3D *v3d,
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bool UNUSED(use_obedit_skip), bool UNUSED(use_nearest), const rcti *rect)
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{
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Scene *scene = DEG_get_evaluated_scene(graph);
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Scene *scene = DEG_get_evaluated_scene(depsgraph);
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RenderEngineType *engine_type = RE_engines_find(scene->view_render.engine_id);
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ViewLayer *view_layer = DEG_get_evaluated_view_layer(graph);
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ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
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#ifndef USE_GPU_SELECT
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UNUSED_VARS(vc, scene, view_layer, v3d, ar, rect);
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#else
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@@ -3626,7 +3626,7 @@ void DRW_draw_select_loop(
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/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
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DST.draw_ctx = (DRWContextState){
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, graph, (bContext *)NULL,
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, depsgraph, (bContext *)NULL,
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};
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drw_viewport_var_init();
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@@ -3637,7 +3637,7 @@ void DRW_draw_select_loop(
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/* Init engines */
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drw_engines_init();
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/* TODO : tag to refresh by the deps graph */
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/* TODO : tag to refresh by the dependency graph */
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/* ideally only refresh when objects are added/removed */
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/* or render properties / materials change */
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if (cache_is_dirty) {
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@@ -3647,7 +3647,7 @@ void DRW_draw_select_loop(
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drw_engines_cache_populate(scene->obedit);
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}
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else {
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DEG_OBJECT_ITER(graph, ob, DRW_iterator_mode_get(),
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DEG_OBJECT_ITER(depsgraph, ob, DRW_iterator_mode_get(),
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DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
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DEG_ITER_OBJECT_FLAG_VISIBLE |
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DEG_ITER_OBJECT_FLAG_DUPLI)
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@@ -3690,12 +3690,12 @@ void DRW_draw_select_loop(
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* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
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*/
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void DRW_draw_depth_loop(
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Depsgraph *graph,
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Depsgraph *depsgraph,
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ARegion *ar, View3D *v3d)
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{
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Scene *scene = DEG_get_evaluated_scene(graph);
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Scene *scene = DEG_get_evaluated_scene(depsgraph);
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RenderEngineType *engine_type = RE_engines_find(scene->view_render.engine_id);
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ViewLayer *view_layer = DEG_get_evaluated_view_layer(graph);
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ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
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RegionView3D *rv3d = ar->regiondata;
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/* backup (_never_ use rv3d->viewport) */
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@@ -3725,7 +3725,7 @@ void DRW_draw_depth_loop(
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/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
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DST.draw_ctx = (DRWContextState){
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, graph, (bContext *)NULL,
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, depsgraph, (bContext *)NULL,
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};
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drw_viewport_var_init();
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@@ -3736,13 +3736,13 @@ void DRW_draw_depth_loop(
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/* Init engines */
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drw_engines_init();
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/* TODO : tag to refresh by the deps graph */
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/* TODO : tag to refresh by the dependency graph */
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/* ideally only refresh when objects are added/removed */
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/* or render properties / materials change */
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if (cache_is_dirty) {
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drw_engines_cache_init();
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DEG_OBJECT_ITER_FOR_RENDER_ENGINE(graph, ob, DRW_iterator_mode_get())
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DEG_OBJECT_ITER_FOR_RENDER_ENGINE(depsgraph, ob, DRW_iterator_mode_get())
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{
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drw_engines_cache_populate(ob);
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}
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