Files
test/source/blender/editors/render/render_update.cc
Julian Eisel 2e76bb47bb Refactor: BKE: Move icon header to C++
Was trying to use a C++ type (`blender::Span`) in the header but
couldn't. I would rather not use a less safe raw pointer to a buffer.

Pull Request: https://projects.blender.org/blender/blender/pulls/148214
2025-10-16 17:45:26 +02:00

382 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2009 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edrend
*/
#include <cstdlib>
#include <cstring>
#include "DNA_anim_types.h"
#include "DNA_brush_types.h"
#include "DNA_cachefile_types.h"
#include "DNA_light_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_world_types.h"
#include "DRW_engine.hh"
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BKE_brush.hh"
#include "BKE_context.hh"
#include "BKE_icons.hh"
#include "BKE_main.hh"
#include "BKE_main_invariants.hh"
#include "BKE_material.hh"
#include "BKE_node_runtime.hh"
#include "BKE_paint.hh"
#include "BKE_scene.hh"
#include "NOD_composite.hh"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "SEQ_animation.hh"
#include "SEQ_prefetch.hh"
#include "SEQ_relations.hh"
#include "SEQ_sequencer.hh"
#include "ED_node.hh"
#include "ED_node_preview.hh"
#include "ED_paint.hh"
#include "ED_render.hh"
#include "ED_view3d.hh"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_query.hh"
#include "WM_api.hh"
/* -------------------------------------------------------------------- */
/** \name Render Engines
* \{ */
void ED_render_view3d_update(Depsgraph *depsgraph,
wmWindow *window,
ScrArea *area,
const bool updated)
{
Main *bmain = DEG_get_bmain(depsgraph);
Scene *scene = DEG_get_input_scene(depsgraph);
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->regiontype != RGN_TYPE_WINDOW) {
continue;
}
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
RenderEngine *engine = rv3d->view_render ? RE_view_engine_get(rv3d->view_render) : nullptr;
/* call update if the scene changed, or if the render engine
* tagged itself for update (e.g. because it was busy at the
* time of the last update) */
if (engine && (updated || (engine->flag & RE_ENGINE_DO_UPDATE))) {
/* Create temporary context to execute callback in. */
bContext *C = CTX_create();
CTX_data_main_set(C, bmain);
CTX_data_scene_set(C, scene);
CTX_wm_manager_set(C, static_cast<wmWindowManager *>(bmain->wm.first));
CTX_wm_window_set(C, window);
CTX_wm_screen_set(C, WM_window_get_active_screen(window));
CTX_wm_area_set(C, area);
CTX_wm_region_set(C, region);
engine->flag &= ~RE_ENGINE_DO_UPDATE;
/* NOTE: Important to pass non-updated depsgraph, This is because this function is called
* from inside dependency graph evaluation. Additionally, if we pass fully evaluated one
* we will lose updates stored in the graph. */
engine->type->view_update(engine, C, CTX_data_depsgraph_pointer(C));
CTX_free(C);
}
}
}
void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, const bool updated)
{
Main *bmain = update_ctx->bmain;
static bool recursive_check = false;
/* don't do this render engine update if we're updating the scene from
* other threads doing e.g. rendering or baking jobs */
if (!BLI_thread_is_main()) {
return;
}
/* don't call this recursively for frame updates */
if (recursive_check) {
return;
}
/* Do not call if no WM available, see #42688. */
if (BLI_listbase_is_empty(&bmain->wm)) {
return;
}
recursive_check = true;
wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first);
LISTBASE_FOREACH (wmWindow *, window, &wm->windows) {
bScreen *screen = WM_window_get_active_screen(window);
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
if (area->spacetype == SPACE_VIEW3D) {
ED_render_view3d_update(update_ctx->depsgraph, window, area, updated);
}
}
}
recursive_check = false;
}
void ED_render_engine_area_exit(Main *bmain, ScrArea *area)
{
/* clear all render engines in this area */
wmWindowManager *wm = static_cast<wmWindowManager *>(bmain->wm.first);
if (area->spacetype != SPACE_VIEW3D) {
return;
}
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->regiontype != RGN_TYPE_WINDOW || !(region->regiondata)) {
continue;
}
ED_view3d_stop_render_preview(wm, region);
}
}
void ED_render_engine_changed(Main *bmain, const bool update_scene_data)
{
/* on changing the render engine type, clear all running render engines */
for (bScreen *screen = static_cast<bScreen *>(bmain->screens.first); screen;
screen = static_cast<bScreen *>(screen->id.next))
{
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
ED_render_engine_area_exit(bmain, area);
}
}
/* Stop and invalidate all shader previews. */
ED_preview_kill_jobs(static_cast<wmWindowManager *>(bmain->wm.first), bmain);
LISTBASE_FOREACH (Material *, ma, &bmain->materials) {
BKE_material_make_node_previews_dirty(ma);
}
RE_FreePersistentData(nullptr);
/* Inform all render engines and draw managers. */
DEGEditorUpdateContext update_ctx = {nullptr};
update_ctx.bmain = bmain;
for (Scene *scene = static_cast<Scene *>(bmain->scenes.first); scene;
scene = static_cast<Scene *>(scene->id.next))
{
update_ctx.scene = scene;
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
/* TDODO(sergey): Iterate over depsgraphs instead? */
update_ctx.depsgraph = BKE_scene_ensure_depsgraph(bmain, scene, view_layer);
update_ctx.view_layer = view_layer;
ED_render_id_flush_update(&update_ctx, &scene->id);
}
if (scene->compositing_node_group && update_scene_data) {
ntreeCompositUpdateRLayers(scene->compositing_node_group);
}
}
BKE_main_ensure_invariants(*bmain);
}
void ED_render_view_layer_changed(Main *bmain, bScreen *screen)
{
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
ED_render_engine_area_exit(bmain, area);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Updates
*
* #ED_render_id_flush_update gets called from #DEG_id_tag_update,
* to do editor level updates when the ID changes.
* When these ID blocks are in the dependency graph,
* we can get rid of the manual dependency checks.
* \{ */
static void material_changed(Main *bmain, Material *ma)
{
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&ma->id));
ED_previews_tag_dirty_by_id(*bmain, ma->id);
}
static void lamp_changed(Main *bmain, Light *la)
{
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&la->id));
ED_previews_tag_dirty_by_id(*bmain, la->id);
}
static void texture_changed(Main *bmain, Tex *tex)
{
Scene *scene;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&tex->id));
ED_previews_tag_dirty_by_id(*bmain, tex->id);
for (scene = static_cast<Scene *>(bmain->scenes.first); scene;
scene = static_cast<Scene *>(scene->id.next))
{
/* paint overlays */
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
BKE_paint_invalidate_overlay_tex(scene, view_layer, tex);
}
/* find compositing nodes */
if (scene->compositing_node_group) {
for (bNode *node : scene->compositing_node_group->all_nodes()) {
if (node->id == &tex->id) {
blender::ed::space_node::tag_update_id(&scene->id);
}
}
}
}
LISTBASE_FOREACH (Brush *, brush, &bmain->brushes) {
if (ELEM(tex, brush->mtex.tex, brush->mask_mtex.tex)) {
BKE_brush_tag_unsaved_changes(brush);
}
}
}
static void world_changed(Main *bmain, World *wo)
{
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
ED_previews_tag_dirty_by_id(*bmain, wo->id);
}
static void image_changed(Main *bmain, Image *ima)
{
Tex *tex;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&ima->id));
ED_previews_tag_dirty_by_id(*bmain, ima->id);
/* textures */
for (tex = static_cast<Tex *>(bmain->textures.first); tex;
tex = static_cast<Tex *>(tex->id.next))
{
if (tex->type == TEX_IMAGE && tex->ima == ima) {
texture_changed(bmain, tex);
}
}
}
static void scene_changed(Main *bmain, Scene *scene)
{
Object *ob;
/* glsl */
for (ob = static_cast<Object *>(bmain->objects.first); ob;
ob = static_cast<Object *>(ob->id.next))
{
if (ob->mode & OB_MODE_TEXTURE_PAINT) {
BKE_texpaint_slots_refresh_object(scene, ob);
ED_paint_proj_mesh_data_check(*scene, *ob, nullptr, nullptr, nullptr, nullptr);
}
}
}
static void update_sequencer(const DEGEditorUpdateContext *update_ctx, Main *bmain, ID *id)
{
if (ELEM(id->recalc,
0,
ID_RECALC_SELECT,
ID_RECALC_FRAME_CHANGE,
ID_RECALC_AUDIO_FPS,
ID_RECALC_AUDIO_VOLUME,
ID_RECALC_AUDIO_MUTE,
ID_RECALC_AUDIO_LISTENER,
ID_RECALC_AUDIO))
{
return;
}
Scene *changed_scene = update_ctx->scene;
if (GS(id->name) != ID_SCE) {
blender::seq::relations_invalidate_scene_strips(bmain, changed_scene);
}
/* Invalidate VSE cache in `changed_scene`, because strip animation may have been updated. */
if (GS(id->name) == ID_AC) {
Editing *ed = blender::seq::editing_get(changed_scene);
if (ed != nullptr && blender::seq::animation_keyframes_exist(changed_scene) &&
&changed_scene->adt->action->id == id)
{
blender::seq::prefetch_stop(changed_scene);
blender::seq::cache_cleanup_intra(changed_scene);
blender::seq::cache_cleanup_final(changed_scene);
}
}
/* Invalidate cache for strips that use this compositing tree as a modifier. */
if (GS(id->name) == ID_NT) {
const bNodeTree *node_tree = reinterpret_cast<const bNodeTree *>(id);
if (node_tree->type == NTREE_COMPOSIT) {
blender::seq::relations_invalidate_compositor_modifiers(bmain, node_tree);
}
}
}
void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id)
{
/* this can be called from render or baking thread when a python script makes
* changes, in that case we don't want to do any editor updates, and making
* GPU changes is not possible because OpenGL only works in the main thread */
if (!BLI_thread_is_main()) {
return;
}
Main *bmain = update_ctx->bmain;
/* Internal ID update handlers. */
switch (GS(id->name)) {
case ID_MA:
material_changed(bmain, (Material *)id);
break;
case ID_TE:
texture_changed(bmain, (Tex *)id);
break;
case ID_WO:
world_changed(bmain, (World *)id);
break;
case ID_LA:
lamp_changed(bmain, (Light *)id);
break;
case ID_IM:
image_changed(bmain, (Image *)id);
break;
case ID_SCE:
scene_changed(bmain, (Scene *)id);
break;
case ID_BR:
BKE_brush_tag_unsaved_changes(reinterpret_cast<Brush *>(id));
break;
default:
break;
}
update_sequencer(update_ctx, bmain, id);
}
/** \} */