forked from bartvdbraak/blender
Sequencer: disabled sequencer recursion and corrected rendered preview mode
Sequencer recursion was never actually supported and only gives lots of issues. Disabled it now, so users are not getting confused by semi-working stuff. Also made a correction to rendered sequencer preview, so now using scene strip in it's own sequencer will work properly (it produced black frames before). This required killing compositor jobs since they could be using the same render result as renderer called from sequencer uses. Small improvements could be: - Add slight delay before compositor job starts handling nodes so killing this job would be fast - Tag compositor to be updated after preview was fully rendered.
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@ -2344,6 +2344,7 @@ static ImBuf *seq_render_scene_strip(SeqRenderData context, Sequence *seq, float
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int do_seq;
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int have_seq = FALSE;
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Scene *scene;
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int is_thread_main = BLI_thread_is_main();
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/* don't refer to seq->scene above this point!, it can be NULL */
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if (seq->scene == NULL) {
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@ -2373,7 +2374,7 @@ static ImBuf *seq_render_scene_strip(SeqRenderData context, Sequence *seq, float
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/* prevent eternal loop */
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do_seq = context.scene->r.scemode & R_DOSEQ;
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context.scene->r.scemode &= ~R_DOSEQ;
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scene->r.scemode &= ~R_DOSEQ;
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#ifdef DURIAN_CAMERA_SWITCH
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/* stooping to new low's in hackyness :( */
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@ -2383,9 +2384,7 @@ static ImBuf *seq_render_scene_strip(SeqRenderData context, Sequence *seq, float
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(void)oldmarkers;
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#endif
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if ((sequencer_view3d_cb && do_seq_gl && camera) &&
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(BLI_thread_is_main() == TRUE) &&
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((have_seq == FALSE) || (scene == context.scene)))
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if ((sequencer_view3d_cb && do_seq_gl && camera) && is_thread_main)
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{
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char err_out[256] = "unknown";
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/* for old scened this can be uninitialized,
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@ -2405,8 +2404,12 @@ static ImBuf *seq_render_scene_strip(SeqRenderData context, Sequence *seq, float
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Render *re = RE_GetRender(scene->id.name);
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RenderResult rres;
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/* XXX: this if can be removed when sequence preview rendering uses the job system */
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if (is_rendering || context.scene != scene) {
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/* XXX: this if can be removed when sequence preview rendering uses the job system
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*
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* disable rendered preview for sequencer while rendering -- it's very much possible
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* that preview render will went into conflict with final render
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*/
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if (!is_thread_main || is_rendering == FALSE) {
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if (re == NULL)
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re = RE_NewRender(scene->id.name);
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@ -2440,7 +2443,7 @@ static ImBuf *seq_render_scene_strip(SeqRenderData context, Sequence *seq, float
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}
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/* restore */
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context.scene->r.scemode |= do_seq;
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scene->r.scemode |= do_seq;
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scene->r.cfra = oldcfra;
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@ -913,6 +913,13 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
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unsigned char *display_buffer;
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void *cache_handle = NULL;
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if (G.is_rendering == FALSE) {
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/* stop all running jobs, except screen one. currently previews frustrate Render
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* needed to make so sequencer's rendering doesn't conflict with compositor
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*/
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WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));
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}
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render_size = sseq->render_size;
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if (render_size == 0) {
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render_size = scene->r.size;
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