Cleanup: More clear naming for rendering functions
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036e95bb21
commit
1bcec52991
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@ -3572,9 +3572,9 @@ static ImBuf *seq_render_scene_strip(const SeqRenderData *context,
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re = RE_NewSceneRender(scene);
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}
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RE_BlenderFrame(re, context->bmain, scene, view_layer, camera, frame, false);
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RE_RenderFrame(re, context->bmain, scene, view_layer, camera, frame, false);
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/* restore previous state after it was toggled on & off by RE_BlenderFrame */
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/* restore previous state after it was toggled on & off by RE_RenderFrame */
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G.is_rendering = is_rendering;
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}
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@ -356,7 +356,7 @@ static int screen_render_exec(bContext *C, wmOperator *op)
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/* cleanup sequencer caches before starting user triggered render.
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* otherwise, invalidated cache entries can make their way into
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* the output rendering. We can't put that into RE_BlenderFrame,
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* the output rendering. We can't put that into RE_RenderFrame,
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* since sequence rendering can call that recursively... (peter) */
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BKE_sequencer_cache_cleanup(scene);
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@ -364,18 +364,17 @@ static int screen_render_exec(bContext *C, wmOperator *op)
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BLI_threaded_malloc_begin();
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if (is_animation) {
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RE_BlenderAnim(re,
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mainp,
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scene,
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single_layer,
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camera_override,
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scene->r.sfra,
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scene->r.efra,
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scene->r.frame_step);
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RE_RenderAnim(re,
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mainp,
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scene,
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single_layer,
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camera_override,
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scene->r.sfra,
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scene->r.efra,
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scene->r.frame_step);
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}
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else {
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RE_BlenderFrame(
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re, mainp, scene, single_layer, camera_override, scene->r.cfra, is_write_still);
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RE_RenderFrame(re, mainp, scene, single_layer, camera_override, scene->r.cfra, is_write_still);
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}
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BLI_threaded_malloc_end();
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@ -671,23 +670,23 @@ static void render_startjob(void *rjv, short *stop, short *do_update, float *pro
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RE_SetReports(rj->re, rj->reports);
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if (rj->anim) {
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RE_BlenderAnim(rj->re,
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RE_RenderAnim(rj->re,
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rj->main,
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rj->scene,
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rj->single_layer,
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rj->camera_override,
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rj->scene->r.sfra,
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rj->scene->r.efra,
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rj->scene->r.frame_step);
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}
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else {
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RE_RenderFrame(rj->re,
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rj->main,
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rj->scene,
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rj->single_layer,
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rj->camera_override,
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rj->scene->r.sfra,
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rj->scene->r.efra,
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rj->scene->r.frame_step);
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}
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else {
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RE_BlenderFrame(rj->re,
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rj->main,
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rj->scene,
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rj->single_layer,
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rj->camera_override,
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rj->scene->r.cfra,
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rj->write_still);
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rj->scene->r.cfra,
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rj->write_still);
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}
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RE_SetReports(rj->re, NULL);
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@ -976,7 +975,7 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
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/* cleanup sequencer caches before starting user triggered render.
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* otherwise, invalidated cache entries can make their way into
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* the output rendering. We can't put that into RE_BlenderFrame,
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* the output rendering. We can't put that into RE_RenderFrame,
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* since sequence rendering can call that recursively... (peter) */
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BKE_sequencer_cache_cleanup(scene);
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@ -284,21 +284,21 @@ bool RE_WriteRenderViewsMovie(struct ReportList *reports,
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bool preview);
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/* only RE_NewRender() needed, main Blender render calls */
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void RE_BlenderFrame(struct Render *re,
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struct Main *bmain,
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struct Scene *scene,
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struct ViewLayer *single_layer,
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struct Object *camera_override,
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int frame,
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const bool write_still);
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void RE_BlenderAnim(struct Render *re,
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void RE_RenderFrame(struct Render *re,
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struct Main *bmain,
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struct Scene *scene,
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struct ViewLayer *single_layer,
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struct Object *camera_override,
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int sfra,
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int efra,
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int tfra);
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int frame,
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const bool write_still);
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void RE_RenderAnim(struct Render *re,
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struct Main *bmain,
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struct Scene *scene,
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struct ViewLayer *single_layer,
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struct Object *camera_override,
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int sfra,
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int efra,
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int tfra);
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#ifdef WITH_FREESTYLE
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void RE_RenderFreestyleStrokes(struct Render *re,
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struct Main *bmain,
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@ -2072,13 +2072,13 @@ void RE_SetReports(Render *re, ReportList *reports)
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}
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/* general Blender frame render call */
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void RE_BlenderFrame(Render *re,
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Main *bmain,
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Scene *scene,
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ViewLayer *single_layer,
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Object *camera_override,
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int frame,
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const bool write_still)
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void RE_RenderFrame(Render *re,
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Main *bmain,
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Scene *scene,
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ViewLayer *single_layer,
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Object *camera_override,
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int frame,
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const bool write_still)
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{
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BLI_callback_exec(re->main, (ID *)scene, BLI_CB_EVT_RENDER_INIT);
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@ -2461,14 +2461,14 @@ static void re_movie_free_all(Render *re, bMovieHandle *mh, int totvideos)
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}
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/* saves images to disk */
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void RE_BlenderAnim(Render *re,
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Main *bmain,
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Scene *scene,
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ViewLayer *single_layer,
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Object *camera_override,
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int sfra,
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int efra,
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int tfra)
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void RE_RenderAnim(Render *re,
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Main *bmain,
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Scene *scene,
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ViewLayer *single_layer,
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Object *camera_override,
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int sfra,
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int efra,
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int tfra)
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{
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RenderData rd = scene->r;
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bMovieHandle *mh = NULL;
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@ -1520,7 +1520,7 @@ static int arg_handle_render_frame(int argc, const char **argv, void *data)
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}
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for (int frame = frame_range_arr[i][0]; frame <= frame_range_arr[i][1]; frame++) {
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RE_BlenderAnim(re, bmain, scene, NULL, NULL, frame, frame, scene->r.frame_step);
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RE_RenderAnim(re, bmain, scene, NULL, NULL, frame, frame, scene->r.frame_step);
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}
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}
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RE_SetReports(re, NULL);
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@ -1553,8 +1553,7 @@ static int arg_handle_render_animation(int UNUSED(argc), const char **UNUSED(arg
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BLI_threaded_malloc_begin();
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BKE_reports_init(&reports, RPT_STORE);
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RE_SetReports(re, &reports);
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RE_BlenderAnim(
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re, bmain, scene, NULL, NULL, scene->r.sfra, scene->r.efra, scene->r.frame_step);
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RE_RenderAnim(re, bmain, scene, NULL, NULL, scene->r.sfra, scene->r.efra, scene->r.frame_step);
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RE_SetReports(re, NULL);
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BKE_reports_clear(&reports);
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BLI_threaded_malloc_end();
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