Draw manager: Make depsgraph a part of draw state
Makes it more explicit and avoids hash loookup when depsgraph is needed.
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1ed06a1167
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@ -453,6 +453,8 @@ typedef struct DRWContextState {
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struct RenderEngineType *engine_type;
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struct Depsgraph *depsgraph;
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/* Last resort (some functions take this as an arg so we can't easily avoid).
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* May be NULL when used for selection or depth buffer. */
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const struct bContext *evil_C;
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@ -3279,6 +3279,7 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
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ARegion *ar = update_ctx->ar;
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View3D *v3d = update_ctx->v3d;
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RegionView3D *rv3d = ar->regiondata;
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Depsgraph *depsgraph = update_ctx->depsgraph;
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Scene *scene = update_ctx->scene;
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ViewLayer *view_layer = update_ctx->view_layer;
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@ -3292,7 +3293,8 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
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DST.viewport = rv3d->viewport;
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DST.draw_ctx = (DRWContextState){
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, NULL,
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, depsgraph,
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NULL,
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};
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drw_engines_enable(scene, view_layer, engine_type);
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@ -3328,6 +3330,7 @@ void DRW_notify_id_update(const DRWUpdateContext *update_ctx, ID *id)
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ARegion *ar = update_ctx->ar;
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View3D *v3d = update_ctx->v3d;
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RegionView3D *rv3d = ar->regiondata;
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Depsgraph *depsgraph = update_ctx->depsgraph;
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Scene *scene = update_ctx->scene;
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ViewLayer *view_layer = update_ctx->view_layer;
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if (rv3d->viewport == NULL) {
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@ -3337,7 +3340,7 @@ void DRW_notify_id_update(const DRWUpdateContext *update_ctx, ID *id)
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memset(&DST, 0x0, sizeof(DST));
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DST.viewport = rv3d->viewport;
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DST.draw_ctx = (DRWContextState){
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, NULL,
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, depsgraph, NULL,
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};
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drw_engines_enable(scene, view_layer, engine_type);
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for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
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@ -3396,7 +3399,7 @@ void DRW_draw_render_loop_ex(
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GPU_viewport_engines_data_validate(DST.viewport, DRW_engines_get_hash());
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DST.draw_ctx = (DRWContextState){
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type,
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, graph,
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/* reuse if caller sets */
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DST.draw_ctx.evil_C,
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@ -3623,7 +3626,7 @@ void DRW_draw_select_loop(
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/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
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DST.draw_ctx = (DRWContextState){
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, (bContext *)NULL,
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, graph, (bContext *)NULL,
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};
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drw_viewport_var_init();
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@ -3722,7 +3725,7 @@ void DRW_draw_depth_loop(
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/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
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DST.draw_ctx = (DRWContextState){
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, (bContext *)NULL,
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ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, graph, (bContext *)NULL,
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};
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drw_viewport_var_init();
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