Render: Only run callbacks for non-preview renders

Those handlers are usually done to edit scene which is being rendered,
and this is not supported due to a fully localized nature of the preview
bmain.

There is still non-conditional callback in stats_background which is a
bit tricky to cover with check, but this code is not supposed to be run
for previews anyway.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5731
This commit is contained in:
Sergey Sharybin 2019-09-09 16:39:07 +02:00
parent a650258158
commit ea513a97f5
1 changed files with 35 additions and 13 deletions

View File

@ -134,6 +134,24 @@ static struct {
ListBase renderlist;
} RenderGlobal = {{NULL, NULL}};
/* ********* callbacks ******** */
static void render_callback_exec_null(Render *re, Main *bmain, eCbEvent evt)
{
if (re->r.scemode & R_BUTS_PREVIEW) {
return;
}
BKE_callback_exec_null(bmain, evt);
}
static void render_callback_exec_id(Render *re, Main *bmain, ID *id, eCbEvent evt)
{
if (re->r.scemode & R_BUTS_PREVIEW) {
return;
}
BKE_callback_exec_id(bmain, id, evt);
}
/* ********* alloc and free ******** */
static int do_write_image_or_movie(Render *re,
@ -2090,7 +2108,7 @@ void RE_RenderFrame(Render *re,
int frame,
const bool write_still)
{
BKE_callback_exec_id(re->main, &scene->id, BKE_CB_EVT_RENDER_INIT);
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_INIT);
/* Ugly global still...
* is to prevent preview events and signal subsurfs etc to make full resol. */
@ -2103,7 +2121,7 @@ void RE_RenderFrame(Render *re,
const RenderData rd = scene->r;
MEM_reset_peak_memory();
BKE_callback_exec_id(re->main, &scene->id, BKE_CB_EVT_RENDER_PRE);
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_PRE);
render_init_depsgraph(re);
@ -2131,14 +2149,16 @@ void RE_RenderFrame(Render *re,
}
/* keep after file save */
BKE_callback_exec_id(re->main, &scene->id, BKE_CB_EVT_RENDER_POST);
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_POST);
if (write_still) {
BKE_callback_exec_id(re->main, &scene->id, BKE_CB_EVT_RENDER_WRITE);
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_WRITE);
}
}
BKE_callback_exec_id(
re->main, &scene->id, G.is_break ? BKE_CB_EVT_RENDER_CANCEL : BKE_CB_EVT_RENDER_COMPLETE);
render_callback_exec_id(re,
re->main,
&scene->id,
G.is_break ? BKE_CB_EVT_RENDER_CANCEL : BKE_CB_EVT_RENDER_COMPLETE);
RE_CleanAfterRender(re);
@ -2429,7 +2449,7 @@ static int do_write_image_or_movie(Render *re,
/* NOTE: using G_MAIN seems valid here???
* Not sure it's actually even used anyway, we could as well pass NULL? */
BKE_callback_exec_null(G_MAIN, BKE_CB_EVT_RENDER_STATS);
render_callback_exec_null(re, G_MAIN, BKE_CB_EVT_RENDER_STATS);
BLI_timecode_string_from_time_simple(name, sizeof(name), re->i.lastframetime - render_time);
printf(" (Saving: %s)\n", name);
@ -2495,7 +2515,7 @@ void RE_RenderAnim(Render *re,
const bool is_multiview_name = ((rd.scemode & R_MULTIVIEW) != 0 &&
(rd.im_format.views_format == R_IMF_VIEWS_INDIVIDUAL));
BKE_callback_exec_id(re->main, &scene->id, BKE_CB_EVT_RENDER_INIT);
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_INIT);
/* do not fully call for each frame, it initializes & pops output window */
if (!render_initialize_from_main(re, &rd, bmain, scene, single_layer, camera_override, 0, 1)) {
@ -2661,7 +2681,7 @@ void RE_RenderAnim(Render *re,
re->r.cfra = scene->r.cfra; /* weak.... */
/* run callbacks before rendering, before the scene is updated */
BKE_callback_exec_id(re->main, &scene->id, BKE_CB_EVT_RENDER_PRE);
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_PRE);
do_render_all_options(re);
totrendered++;
@ -2712,8 +2732,8 @@ void RE_RenderAnim(Render *re,
if (G.is_break == false) {
/* keep after file save */
BKE_callback_exec_id(re->main, &scene->id, BKE_CB_EVT_RENDER_POST);
BKE_callback_exec_id(re->main, &scene->id, BKE_CB_EVT_RENDER_WRITE);
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_POST);
render_callback_exec_id(re, re->main, &scene->id, BKE_CB_EVT_RENDER_WRITE);
}
}
}
@ -2731,8 +2751,10 @@ void RE_RenderAnim(Render *re,
re->flag &= ~R_ANIMATION;
BKE_callback_exec_id(
re->main, &scene->id, G.is_break ? BKE_CB_EVT_RENDER_CANCEL : BKE_CB_EVT_RENDER_COMPLETE);
render_callback_exec_id(re,
re->main,
&scene->id,
G.is_break ? BKE_CB_EVT_RENDER_CANCEL : BKE_CB_EVT_RENDER_COMPLETE);
BKE_sound_reset_scene_specs(re->pipeline_scene_eval);
RE_CleanAfterRender(re);