コード例 #1
0
static void render_endjob(void *rjv)
{
	RenderJob *rj = rjv;

	/* this render may be used again by the sequencer without the active 'Render' where the callbacks
	 * would be re-assigned. assign dummy callbacks to avoid referencing freed renderjobs bug [#24508] */
	RE_InitRenderCB(rj->re);

	if (rj->main != G.main)
		BKE_main_free(rj->main);

	/* else the frame will not update for the original value */
	if (rj->anim && !(rj->scene->r.scemode & R_NO_FRAME_UPDATE)) {
		/* possible this fails of loading new file while rendering */
		if (G.main->wm.first) {
			ED_update_for_newframe(G.main, rj->scene, 1);
		}
	}
	
	/* XXX above function sets all tags in nodes */
	ntreeCompositClearTags(rj->scene->nodetree);
	
	/* potentially set by caller */
	rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE;
	
	if (rj->srl) {
		nodeUpdateID(rj->scene->nodetree, &rj->scene->id);
		WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene);
	}

	if (rj->sa) {
		render_image_restore_layer(rj);
	}

	/* XXX render stability hack */
	G.is_rendering = false;
	WM_main_add_notifier(NC_SCENE | ND_RENDER_RESULT, NULL);

	/* Partial render result will always update display buffer
	 * for first render layer only. This is nice because you'll
	 * see render progress during rendering, but it ends up in
	 * wrong display buffer shown after rendering.
	 *
	 * The code below will mark display buffer as invalid after
	 * rendering in case multiple layers were rendered, which
	 * ensures display buffer matches render layer after
	 * rendering.
	 *
	 * Perhaps proper way would be to toggle active render
	 * layer in image editor and job, so we always display
	 * layer being currently rendered. But this is not so much
	 * trivial at this moment, especially because of external
	 * engine API, so lets use simple and robust way for now
	 *                                          - sergey -
	 */
	if (rj->scene->r.layers.first != rj->scene->r.layers.last ||
	    rj->image_outdated)
	{
		void *lock;
		Image *ima = rj->image;
		ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);

		if (ibuf)
			ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;

		BKE_image_release_ibuf(ima, ibuf, lock);
	}

	/* Finally unlock the user interface (if it was locked). */
	if (rj->interface_locked) {
		Scene *scene;

		/* Interface was locked, so window manager couldn't have been changed
		 * and using one from Global will unlock exactly the same manager as
		 * was locked before running the job.
		 */
		WM_set_locked_interface(G.main->wm.first, false);

		/* We've freed all the derived caches before rendering, which is
		 * effectively the same as if we re-loaded the file.
		 *
		 * So let's not try being smart here and just reset all updated
		 * scene layers and use generic DAG_on_visible_update.
		 */
		for (scene = G.main->scene.first; scene; scene = scene->id.next) {
			scene->lay_updated = 0;
		}

		DAG_on_visible_update(G.main, false);
	}
}
コード例 #2
0
static void render_endjob(void *rjv)
{
	RenderJob *rj = rjv;

	/* this render may be used again by the sequencer without the active 'Render' where the callbacks
	 * would be re-assigned. assign dummy callbacks to avoid referencing freed renderjobs bug [#24508] */
	RE_InitRenderCB(rj->re);

	if (rj->main != G.main)
		free_main(rj->main);

	/* else the frame will not update for the original value */
	if (rj->anim && !(rj->scene->r.scemode & R_NO_FRAME_UPDATE)) {
		/* possible this fails of loading new file while rendering */
		if (G.main->wm.first) {
			ED_update_for_newframe(G.main, rj->scene, 1);
		}
	}
	
	/* XXX above function sets all tags in nodes */
	ntreeCompositClearTags(rj->scene->nodetree);
	
	/* potentially set by caller */
	rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE;
	
	if (rj->srl) {
		nodeUpdateID(rj->scene->nodetree, &rj->scene->id);
		WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene);
	}

	if (rj->sa) {
		render_image_restore_layer(rj);
	}

	/* XXX render stability hack */
	G.is_rendering = FALSE;
	WM_main_add_notifier(NC_SCENE | ND_RENDER_RESULT, NULL);

	/* Partial render result will always update display buffer
	 * for first render layer only. This is nice because you'll
	 * see render progress during rendering, but it ends up in
	 * wrong display buffer shown after rendering.
	 *
	 * The code below will mark display buffer as invalid after
	 * rendering in case multiple layers were rendered, which
	 * ensures display buffer matches render layer after
	 * rendering.
	 *
	 * Perhaps proper way would be to toggle active render
	 * layer in image editor and job, so we always display
	 * layer being currently rendered. But this is not so much
	 * trivial at this moment, especially because of external
	 * engine API, so lets use simple and robust way for now
	 *                                          - sergey -
	 */
	if (rj->scene->r.layers.first != rj->scene->r.layers.last ||
	    rj->image_outdated)
	{
		void *lock;
		Image *ima = rj->image;
		ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);

		if (ibuf)
			ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;

		BKE_image_release_ibuf(ima, ibuf, lock);
	}
}