Tie compositor will now update render result when changing node setup

Issue was caused by the way how render result was acquiring -- pointer
to render data was used to find needed render descriptor. It's not
reliable since render contains copy of scene's render data, not pointer
to this data.

Use node scene's id name for render result acquiring, the same way
as it was done in old compositor system.
This commit is contained in:
Sergey Sharybin 2012-08-01 13:59:08 +00:00
parent dd6d788400
commit 8a1a4a453d
5 changed files with 8 additions and 16 deletions

@ -31,11 +31,14 @@ CompositorNode::CompositorNode(bNode *editorNode) : Node(editorNode)
void CompositorNode::convertToOperations(ExecutionSystem *graph, CompositorContext *context)
{
bNode *editorNode = this->getbNode();
InputSocket *imageSocket = this->getInputSocket(0);
InputSocket *alphaSocket = this->getInputSocket(1);
InputSocket *depthSocket = this->getInputSocket(2);
CompositorOperation *compositorOperation = new CompositorOperation();
compositorOperation->setScene((Scene *) editorNode->id);
compositorOperation->setRenderData(context->getRenderData());
compositorOperation->setbNodeTree(context->getbNodeTree());
imageSocket->relinkConnections(compositorOperation->getInputSocket(0), 0, graph);

@ -68,8 +68,7 @@ void CompositorOperation::initExecution()
void CompositorOperation::deinitExecution()
{
if (!isBreaked()) {
const RenderData *rd = this->m_rd;
Render *re = RE_GetRender_FromData(rd);
Render *re = RE_GetRender(this->m_scene->id.name);
RenderResult *rr = RE_AcquireResultWrite(re);
if (rr) {
@ -165,7 +164,7 @@ void CompositorOperation::determineResolution(unsigned int resolution[], unsigne
// check actual render resolution with cropping it may differ with cropped border.rendering
// FIX for: [31777] Border Crop gives black (easy)
Render *re = RE_GetRender_FromData(this->m_rd);
Render *re = RE_GetRender(this->m_scene->id.name);
if (re) {
RenderResult *rr = RE_AcquireResultRead(re);
if (rr) {

@ -31,6 +31,8 @@
*/
class CompositorOperation : public NodeOperation {
private:
const Scene *m_scene;
/**
* @brief local reference to the scene
*/
@ -63,6 +65,7 @@ private:
public:
CompositorOperation();
void executeRegion(rcti *rect, unsigned int tileNumber);
void setScene(const Scene *scene) { this->m_scene = scene; }
void setRenderData(const RenderData *rd) { this->m_rd = rd; }
bool isOutputOperation(bool rendering) const { return true; }
void initExecution();

@ -153,7 +153,6 @@ typedef struct RenderStats {
/* calling a new render with same name, frees automatic existing render */
struct Render *RE_NewRender (const char *name);
struct Render *RE_GetRender(const char *name);
struct Render *RE_GetRender_FromData(const struct RenderData *rd);
/* returns 1 while render is working (or renders called from within render) */
int RE_RenderInProgress(struct Render *re);

@ -245,18 +245,6 @@ Render *RE_GetRender(const char *name)
return re;
}
Render *RE_GetRender_FromData(const RenderData *rd)
{
Render *re;
/* search for existing renders */
for (re = RenderGlobal.renderlist.first; re; re = re->next)
if (&re->r == rd)
break;
return re;
}
/* if you want to know exactly what has been done */
RenderResult *RE_AcquireResultRead(Render *re)
{