Draw manager: Make depsgraph a part of draw state

Makes it more explicit and avoids hash loookup when depsgraph is needed.
This commit is contained in:
Sergey Sharybin 2018-01-16 15:42:03 +01:00
parent eea3506019
commit 1ed06a1167
2 changed files with 10 additions and 5 deletions

View File

@ -453,6 +453,8 @@ typedef struct DRWContextState {
struct RenderEngineType *engine_type;
struct Depsgraph *depsgraph;
/* Last resort (some functions take this as an arg so we can't easily avoid).
* May be NULL when used for selection or depth buffer. */
const struct bContext *evil_C;

View File

@ -3279,6 +3279,7 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
ARegion *ar = update_ctx->ar;
View3D *v3d = update_ctx->v3d;
RegionView3D *rv3d = ar->regiondata;
Depsgraph *depsgraph = update_ctx->depsgraph;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
@ -3292,7 +3293,8 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
DST.viewport = rv3d->viewport;
DST.draw_ctx = (DRWContextState){
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, NULL,
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, depsgraph,
NULL,
};
drw_engines_enable(scene, view_layer, engine_type);
@ -3328,6 +3330,7 @@ void DRW_notify_id_update(const DRWUpdateContext *update_ctx, ID *id)
ARegion *ar = update_ctx->ar;
View3D *v3d = update_ctx->v3d;
RegionView3D *rv3d = ar->regiondata;
Depsgraph *depsgraph = update_ctx->depsgraph;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
if (rv3d->viewport == NULL) {
@ -3337,7 +3340,7 @@ void DRW_notify_id_update(const DRWUpdateContext *update_ctx, ID *id)
memset(&DST, 0x0, sizeof(DST));
DST.viewport = rv3d->viewport;
DST.draw_ctx = (DRWContextState){
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, NULL,
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, depsgraph, NULL,
};
drw_engines_enable(scene, view_layer, engine_type);
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
@ -3396,7 +3399,7 @@ void DRW_draw_render_loop_ex(
GPU_viewport_engines_data_validate(DST.viewport, DRW_engines_get_hash());
DST.draw_ctx = (DRWContextState){
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type,
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, graph,
/* reuse if caller sets */
DST.draw_ctx.evil_C,
@ -3623,7 +3626,7 @@ void DRW_draw_select_loop(
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, (bContext *)NULL,
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, graph, (bContext *)NULL,
};
drw_viewport_var_init();
@ -3722,7 +3725,7 @@ void DRW_draw_depth_loop(
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, (bContext *)NULL,
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, graph, (bContext *)NULL,
};
drw_viewport_var_init();