Fix #36075: editing shading nodes could still crash blender internal rendered
draw mode. This happens because it uses node data structures in threads, now it does same as preview render, which is to immediately stop the render thread when e.g. deleting nodes.
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@@ -52,7 +52,7 @@ void ED_render_engine_changed(struct Main *bmain);
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void ED_render_engine_area_exit(struct ScrArea *sa);
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void ED_render_scene_update(struct Main *bmain, struct Scene *scene, int updated);
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void ED_viewport_render_kill_jobs(const struct bContext *C);
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void ED_viewport_render_kill_jobs(const struct bContext *C, bool free_database);
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/* render_preview.c */
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@@ -1141,7 +1141,7 @@ void render_view3d_draw(RenderEngine *engine, const bContext *C)
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RE_ReleaseResultImage(re);
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}
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void ED_viewport_render_kill_jobs(const bContext *C)
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void ED_viewport_render_kill_jobs(const bContext *C, bool free_database)
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{
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wmWindowManager *wm = CTX_wm_manager(C);
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Main *bmain = CTX_data_main(C);
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@@ -1172,17 +1172,23 @@ void ED_viewport_render_kill_jobs(const bContext *C)
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if (rv3d->render_engine) {
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/* free render database now before we change data, because
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* RE_Database_Free will also loop over blender data */
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char name[32];
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Render *re;
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if (free_database) {
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char name[32];
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Render *re;
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sprintf(name, "View3dPreview %p", (void *)ar);
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re = RE_GetRender(name);
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sprintf(name, "View3dPreview %p", (void *)ar);
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re = RE_GetRender(name);
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if (re)
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RE_Database_Free(re);
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if (re)
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RE_Database_Free(re);
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/* tag render engine to update entire database */
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rv3d->render_engine->update_flag |= RE_ENGINE_UPDATE_DATABASE;
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/* tag render engine to update entire database */
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rv3d->render_engine->update_flag |= RE_ENGINE_UPDATE_DATABASE;
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}
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else {
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/* quick shader update */
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rv3d->render_engine->update_flag |= RE_ENGINE_UPDATE_MA;
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}
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}
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}
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}
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@@ -1180,5 +1180,7 @@ void ED_preview_kill_jobs(const struct bContext *C)
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wmWindowManager *wm = CTX_wm_manager(C);
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if (wm)
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WM_jobs_kill(wm, NULL, common_preview_startjob);
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ED_viewport_render_kill_jobs(C, false);
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}
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@@ -143,7 +143,7 @@ static int ed_undo_step(bContext *C, int step, const char *undoname)
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if ((obact && (obact->mode & OB_MODE_TEXTURE_PAINT)) || (sima->mode == SI_MODE_PAINT)) {
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if (!ED_undo_paint_step(C, UNDO_PAINT_IMAGE, step, undoname) && undoname) {
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if (U.uiflag & USER_GLOBALUNDO) {
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ED_viewport_render_kill_jobs(C);
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ED_viewport_render_kill_jobs(C, true);
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BKE_undo_name(C, undoname);
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}
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}
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@@ -196,7 +196,7 @@ static int ed_undo_step(bContext *C, int step, const char *undoname)
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/* for example, texface stores image pointers */
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undo_editmode_clear();
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ED_viewport_render_kill_jobs(C);
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ED_viewport_render_kill_jobs(C, true);
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if (undoname)
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BKE_undo_name(C, undoname);
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@@ -369,7 +369,7 @@ int ED_undo_operator_repeat(bContext *C, struct wmOperator *op)
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{
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int retval;
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ED_viewport_render_kill_jobs(C);
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ED_viewport_render_kill_jobs(C, true);
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if (G.debug & G_DEBUG)
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printf("redo_cb: operator redo %s\n", op->type->name);
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@@ -537,7 +537,7 @@ static int undo_history_exec(bContext *C, wmOperator *op)
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WM_event_add_notifier(C, NC_GEOM | ND_DATA, NULL);
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}
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else {
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ED_viewport_render_kill_jobs(C);
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ED_viewport_render_kill_jobs(C, true);
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BKE_undo_number(C, item);
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WM_event_add_notifier(C, NC_SCENE | ND_LAYER_CONTENT, CTX_data_scene(C));
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}
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