DrawManager: Hide lock acquire behind experimental feature.
The acquire locking of the draw manager introduced other issues. The current implementation was a hacky solution as we know that the final solution is something totally different {T98016}. Related issues: * {T97988} * {T97600}
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@ -2277,6 +2277,7 @@ class USERPREF_PT_experimental_prototypes(ExperimentalPanel, Panel):
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({"property": "use_new_point_cloud_type"}, "T75717"),
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({"property": "use_full_frame_compositor"}, "T88150"),
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({"property": "enable_eevee_next"}, "T93220"),
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({"property": "use_draw_manager_acquire_lock"}, "T98016"),
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),
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)
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@ -1287,7 +1287,7 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
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const bool gpencil_engine_needed = drw_gpencil_engine_needed(depsgraph, v3d);
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if (G.is_rendering) {
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if (G.is_rendering && U.experimental.use_draw_manager_acquire_lock) {
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return;
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}
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@ -650,7 +650,8 @@ typedef struct UserDef_Experimental {
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char use_override_templates;
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char enable_eevee_next;
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char use_sculpt_texture_paint;
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char _pad0[2];
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char use_draw_manager_acquire_lock;
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char _pad0[1];
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/** `makesdna` does not allow empty structs. */
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} UserDef_Experimental;
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@ -6408,6 +6408,10 @@ static void rna_def_userdef_experimental(BlenderRNA *brna)
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RNA_def_property_boolean_sdna(prop, NULL, "use_sculpt_texture_paint", 1);
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RNA_def_property_ui_text(prop, "Sculpt Texture Paint", "Use texture painting in Sculpt Mode");
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prop = RNA_def_property(srna, "use_draw_manager_acquire_lock", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_boolean_sdna(prop, NULL, "use_draw_manager_acquire_lock", 1);
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RNA_def_property_ui_text(prop, "Draw Manager Locking", "Don't lock UI during background rendering");
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prop = RNA_def_property(srna, "use_extended_asset_browser", PROP_BOOLEAN, PROP_NONE);
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RNA_def_property_ui_text(prop,
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"Extended Asset Browser",
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@ -467,7 +467,7 @@ static bool wm_draw_region_bind(bContext *C, ARegion *region, int view)
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}
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if (region->draw_buffer->viewport) {
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if (G.is_rendering && C != NULL) {
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if (G.is_rendering && C != NULL && U.experimental.use_draw_manager_acquire_lock) {
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Scene *scene = CTX_data_scene(C);
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RenderEngineType *render_engine_type = RE_engines_find(scene->r.engine);
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if (RE_engine_is_opengl(render_engine_type)) {
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