Files
test2/source/blender/editors/render/render_update.cc
Julian Eisel 1c322889fd Refactor: Consistent WM jobs API; avoid function pointers as identifiers
Basically this tries to make the API to stop and kill jobs more explicit &
consistent, so intent is expressed clearly & behavior as expected.

- Remove use of the job start callback address as identifier for the job.
  6887dea786 already removed this pattern from the jobs system internals, this
  commit also removes it from the API.
- Make stop & kill API and implementation consistent. E.g. don't stop/kill jobs
  by either owner **or** type/callback in one function, and by owner (if
  provided) **and** type/callback in another. Causes some small behavior
  changes, documented inline.
- Use the same job type and API for all preview render jobs (change by Brecht).
  There doesn't seem to be a need for the separated types, in fact the
  separation might have caused some issues earlier (and added code complexity).
- Add/improve function documentation.

This does actually have subtle behavior changes that are known, see PR, but
they were investigated carefully and seem like implementing wanted behavior.

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/123086
2024-06-21 13:34:14 +02:00

346 lines
9.9 KiB
C++

/* SPDX-FileCopyrightText: 2009 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edrend
*/
#include <cstdlib>
#include <cstring>
#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 "BLI_utildefines.h"
#include "BKE_context.hh"
#include "BKE_icons.h"
#include "BKE_main.hh"
#include "BKE_material.h"
#include "BKE_paint.hh"
#include "BKE_scene.hh"
#include "NOD_composite.hh"
#include "RE_engine.h"
#include "RE_pipeline.h"
#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"
#include <cstdio>
/* -------------------------------------------------------------------- */
/** \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);
ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->regiontype != RGN_TYPE_WINDOW) {
continue;
}
View3D *v3d = static_cast<View3D *>(area->spacedata.first);
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);
}
if (!updated) {
continue;
}
DRWUpdateContext drw_context = {nullptr};
drw_context.bmain = bmain;
drw_context.depsgraph = depsgraph;
drw_context.scene = scene;
drw_context.view_layer = view_layer;
drw_context.region = region;
drw_context.v3d = v3d;
drw_context.engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
DRW_notify_view_update(&drw_context);
}
}
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->nodetree && update_scene_data) {
ntreeCompositUpdateRLayers(scene->nodetree);
}
}
/* Update #CacheFiles to ensure that procedurals are properly taken into account. */
LISTBASE_FOREACH (CacheFile *, cachefile, &bmain->cachefiles) {
/* Only update cache-files which are set to use a render procedural.
* We do not use #BKE_cachefile_uses_render_procedural here as we need to update regardless of
* the current engine or its settings. */
if (cachefile->use_render_procedural) {
DEG_id_tag_update(&cachefile->id, ID_RECALC_SYNC_TO_EVAL);
/* Rebuild relations so that modifiers are reconnected to or disconnected from the
* cache-file. */
DEG_relations_tag_update(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));
}
static void lamp_changed(Main * /*bmain*/, Light *la)
{
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&la->id));
}
static void texture_changed(Main *bmain, Tex *tex)
{
Scene *scene;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&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->use_nodes && scene->nodetree) {
LISTBASE_FOREACH (bNode *, node, &scene->nodetree->nodes) {
if (node->id == &tex->id) {
ED_node_tag_update_id(&scene->id);
}
}
}
}
}
static void world_changed(Main * /*bmain*/, World *wo)
{
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&wo->id));
}
static void image_changed(Main *bmain, Image *ima)
{
Tex *tex;
/* icons */
BKE_icon_changed(BKE_icon_id_ensure(&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);
}
}
}
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;
default:
break;
}
}
/** \} */