47 display = std::make_shared<RenderDisplay>();
void BLI_rw_mutex_end(ThreadRWMutex *mutex)
void BLI_mutex_end(ThreadMutex *mutex)
int BLI_thread_is_main(void)
GPUContext * GPU_context_create(void *ghost_window, void *ghost_context)
void GPU_context_discard(GPUContext *)
void GPU_context_active_set(GPUContext *)
BPy_StructRNA * depsgraph
void RE_engine_free(RenderEngine *engine)
void RE_compositor_free(Render &render)
void render_result_free(RenderResult *rr)
ThreadMutex engine_draw_mutex
struct RenderEngine * engine
ThreadRWMutex resultmutex
std::shared_ptr< RenderDisplay > display
void stats_draw(RenderStats *render_stats)
void progress(float progress)
void display_update(RenderResult *render_result, rcti *rect)
void(* current_scene_update_cb)(void *handle, struct Scene *scene)
void ensure_system_gpu_context()
void(* draw_lock_cb)(void *handle, bool lock)
void(* display_update_cb)(void *handle, RenderResult *rr, rcti *rect)
void(* stats_draw_cb)(void *handle, RenderStats *ri)
void * system_gpu_context
void current_scene_update(struct Scene *scene)
void * blender_gpu_context
void * ensure_blender_gpu_context()
void(* progress_cb)(void *handle, float i)
bool(* test_break_cb)(void *handle)
bool(* prepare_viewlayer_cb)(void *handle, struct ViewLayer *vl, struct Depsgraph *depsgraph)
RenderResult * pushedresult
bool prepare_viewlayer(struct ViewLayer *view_layer, struct Depsgraph *depsgraph) override
void * WM_system_gpu_context_create()
void wm_window_reset_drawable()
void WM_system_gpu_context_dispose(void *context)
void WM_system_gpu_context_activate(void *context)
void WM_system_gpu_context_release(void *context)