54 const char *view_name,
108 struct Depsgraph * )
override
127 const char *view_name,
245#define R_ANIMATION 1 << 0
251#define R_SKIP_WRITE 1 << 1
pthread_rwlock_t ThreadRWMutex
#define BLI_RWLOCK_INITIALIZER
#define BLI_MUTEX_INITIALIZER
pthread_mutex_t ThreadMutex
BPy_StructRNA * depsgraph
virtual void compositor_free()=0
ThreadMutex engine_draw_mutex
struct RenderEngine * engine
virtual bool prepare_viewlayer(struct ViewLayer *view_layer, struct Depsgraph *depsgraph)=0
virtual void compositor_execute(const Scene &scene, const RenderData &render_data, const bNodeTree &node_tree, const char *view_name, blender::compositor::RenderContext *render_context, blender::compositor::Profiler *profiler, blender::compositor::OutputTypes needed_outputs)=0
ThreadRWMutex resultmutex
std::shared_ptr< RenderDisplay > display
virtual blender::render::TilesHighlight * get_tile_highlight()=0
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)
void compositor_free() override
Scene * pipeline_scene_eval
bool(* prepare_viewlayer_cb)(void *handle, struct ViewLayer *vl, struct Depsgraph *depsgraph)
bool result_has_gpu_texture_caches
RenderResult * pushedresult
blender::render::Compositor * compositor
bool prepare_viewlayer(struct ViewLayer *view_layer, struct Depsgraph *depsgraph) override
blender::Mutex compositor_mutex
struct Depsgraph * pipeline_depsgraph
blender::render::TilesHighlight * get_tile_highlight() override
blender::render::TilesHighlight tile_highlight
char single_view_layer[MAX_NAME]
void compositor_execute(const Scene &scene, const RenderData &render_data, const bNodeTree &node_tree, const char *view_name, blender::compositor::RenderContext *render_context, blender::compositor::Profiler *profiler, blender::compositor::OutputTypes needed_outputs) override
struct ReportList * reports
struct Object * camera_override
blender::Vector< MovieWriter * > movie_writers
void compositor_execute(const Scene &, const RenderData &, const bNodeTree &, const char *, blender::compositor::RenderContext *, blender::compositor::Profiler *, blender::compositor::OutputTypes) override
blender::render::TilesHighlight * get_tile_highlight() override
void compositor_free() override
bool prepare_viewlayer(struct ViewLayer *, struct Depsgraph *) override