Fix T84717: missing 3D viewport updates when changing shading settings

Previously this relied on the dependency graph to detect changes in the screen
datablock, which would then notify the renderers. This was rather indirect an
not even really by design. Instead use notifiers to tag specific 3D viewports
to be updated.

Includes changes to BKE_scene_get_depsgraph to accept a const Scene pointer.

Testing if this works correctly requires adding back commits 81d444c and 088904d,
since those have been temporarily reverted.

Differential Revision: https://developer.blender.org/D10235
This commit is contained in:
Brecht Van Lommel 2021-01-28 13:36:23 +01:00
parent 087777f2b9
commit 0e37d3efc0
Notes: blender-bot 2023-02-14 02:41:05 +01:00
Referenced by issue #85515, Edit mode. Hidden wire shading late update
Referenced by issue #84717, Shading changes in the viewport shading popup menu require movement in the 3D viewport to take affect.
5 changed files with 93 additions and 72 deletions

View File

@ -3301,7 +3301,7 @@ int BKE_scene_multiview_num_videos_get(const RenderData *rd)
/* This is a key which identifies depsgraph. */
typedef struct DepsgraphKey {
ViewLayer *view_layer;
const ViewLayer *view_layer;
/* TODO(sergey): Need to include window somehow (same layer might be in a
* different states in different windows).
*/

View File

@ -175,7 +175,8 @@ typedef struct DEGEditorUpdateContext {
} DEGEditorUpdateContext;
typedef void (*DEG_EditorUpdateIDCb)(const DEGEditorUpdateContext *update_ctx, struct ID *id);
typedef void (*DEG_EditorUpdateSceneCb)(const DEGEditorUpdateContext *update_ctx, int updated);
typedef void (*DEG_EditorUpdateSceneCb)(const DEGEditorUpdateContext *update_ctx,
const bool updated);
/* Set callbacks which are being called when depsgraph changes. */
void DEG_editors_set_update_cb(DEG_EditorUpdateIDCb id_func, DEG_EditorUpdateSceneCb scene_func);

View File

@ -29,15 +29,17 @@
extern "C" {
#endif
struct bContext;
struct bScreen;
struct DEGEditorUpdateContext;
struct Depsgraph;
struct ID;
struct MTex;
struct Main;
struct MTex;
struct Render;
struct Scene;
struct ScrArea;
struct bContext;
struct bScreen;
struct wmWindow;
struct wmWindowManager;
/* render_ops.c */
@ -53,7 +55,11 @@ void ED_render_view_layer_changed(struct Main *bmain, struct bScreen *screen);
/* Callbacks handling data update events coming from depsgraph. */
void ED_render_id_flush_update(const struct DEGEditorUpdateContext *update_ctx, struct ID *id);
void ED_render_scene_update(const struct DEGEditorUpdateContext *update_ctx, int updated);
void ED_render_scene_update(const struct DEGEditorUpdateContext *update_ctx, const bool updated);
void ED_render_view3d_update(struct Depsgraph *depsgraph,
struct wmWindow *window,
struct ScrArea *area,
const bool updated);
struct Scene *ED_render_job_get_scene(const struct bContext *C);
struct Scene *ED_render_job_get_current_scene(const struct bContext *C);

View File

@ -61,23 +61,79 @@
#include "ED_view3d.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "WM_api.h"
#include "render_intern.h" /* own include */
#include <stdio.h>
/***************************** Render Engines ********************************/
void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, int updated)
/* Update 3D viewport render or draw engine on changes to the scene or view settings . */
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 = area->spacedata.first;
RegionView3D *rv3d = region->regiondata;
RenderEngine *engine = rv3d->render_engine;
/* 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, 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);
}
else {
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
if (updated) {
DRW_notify_view_update((&(DRWUpdateContext){
.bmain = bmain,
.depsgraph = depsgraph,
.scene = scene,
.view_layer = view_layer,
.region = region,
.v3d = v3d,
.engine_type = engine_type,
}));
}
}
}
}
/* Update all 3D viewport render and draw engines on changes to the scene.
* This is called by the dependency graph when it detects changes. */
void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, const bool updated)
{
/* viewport rendering update on data changes, happens after depsgraph
* updates if there was any change. context is set to the 3d view */
Main *bmain = update_ctx->bmain;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
bContext *C;
wmWindowManager *wm;
wmWindow *win;
static bool recursive_check = false;
/* don't do this render engine update if we're updating the scene from
@ -98,66 +154,17 @@ void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, int update
recursive_check = true;
C = CTX_create();
CTX_data_main_set(C, bmain);
CTX_data_scene_set(C, scene);
wmWindowManager *wm = bmain->wm.first;
LISTBASE_FOREACH (wmWindow *, window, &wm->windows) {
bScreen *screen = WM_window_get_active_screen(window);
CTX_wm_manager_set(C, bmain->wm.first);
wm = bmain->wm.first;
for (win = wm->windows.first; win; win = win->next) {
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *area;
ARegion *region;
CTX_wm_window_set(C, win);
for (area = screen->areabase.first; area; area = area->next) {
if (area->spacetype != SPACE_VIEW3D) {
continue;
}
View3D *v3d = area->spacedata.first;
for (region = area->regionbase.first; region; region = region->next) {
if (region->regiontype != RGN_TYPE_WINDOW) {
continue;
}
RegionView3D *rv3d = region->regiondata;
RenderEngine *engine = rv3d->render_engine;
/* 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))) {
CTX_wm_screen_set(C, screen);
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));
}
else {
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
if (updated) {
DRW_notify_view_update((&(DRWUpdateContext){
.bmain = bmain,
.depsgraph = update_ctx->depsgraph,
.scene = scene,
.view_layer = view_layer,
.region = region,
.v3d = (View3D *)area->spacedata.first,
.engine_type = engine_type,
}));
}
}
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
if (area->spacetype == SPACE_VIEW3D) {
ED_render_view3d_update(update_ctx->depsgraph, window, area, updated);
}
}
}
CTX_free(C);
recursive_check = false;
}

View File

@ -53,6 +53,7 @@
#include "BKE_screen.h"
#include "BKE_workspace.h"
#include "ED_render.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "ED_transform.h"
@ -784,7 +785,7 @@ static void *view3d_main_region_duplicate(void *poin)
}
static void view3d_main_region_listener(
wmWindow *UNUSED(win), ScrArea *area, ARegion *region, wmNotifier *wmn, const Scene *scene)
wmWindow *win, ScrArea *area, ARegion *region, wmNotifier *wmn, const Scene *scene)
{
View3D *v3d = area->spacedata.first;
RegionView3D *rv3d = region->regiondata;
@ -1001,11 +1002,17 @@ static void view3d_main_region_listener(
if (wmn->subtype == NS_VIEW3D_GPU) {
rv3d->rflag |= RV3D_GPULIGHT_UPDATE;
}
#ifdef WITH_XR_OPENXR
else if (wmn->subtype == NS_VIEW3D_SHADING) {
#ifdef WITH_XR_OPENXR
ED_view3d_xr_shading_update(G_MAIN->wm.first, v3d, scene);
}
#endif
ViewLayer *view_layer = WM_window_get_active_view_layer(win);
Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer);
if (depsgraph) {
ED_render_view3d_update(depsgraph, win, area, true);
}
}
ED_region_tag_redraw(region);
WM_gizmomap_tag_refresh(gzmap);
}