91 struct Depsgraph *depsgraph);
94 struct Depsgraph *depsgraph,
103 struct Depsgraph *depsgraph);
106 struct Depsgraph *depsgraph);
183 const char *filepath);
186 RenderEngine *engine,
int x,
int y,
int w,
int h,
const char *layername,
const char *viewname);
192 const char *layername);
201 const char *layer_name,
208 bool use_spherical_stereo);
211 bool use_spherical_stereo,
212 float r_modelmat[16]);
232 void *callback_data);
290 struct Scene *scene);
pthread_mutex_t ThreadMutex
These structs are the foundation for all linked lists in the library system.
void(*)(void *userdata, struct Scene *scene, struct ViewLayer *view_layer, const char *name, int channels, const char *chanid, eNodeSocketDatatype type) update_render_passes_cb_t
@ RE_USE_CUSTOM_FREESTYLE
@ RE_USE_SHADING_NODES_CUSTOM
@ RE_USE_ALEMBIC_PROCEDURAL
@ RE_USE_SPHERICAL_STEREO
@ RE_ENGINE_HIGHLIGHT_TILES
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
void RE_engine_draw_release(Render *re)
bool RE_engine_is_external(const Render *re)
const char * RE_engine_active_view_get(RenderEngine *engine)
RenderEngine * RE_view_engine_get(const ViewRender *view_render)
void RE_engine_frame_set(RenderEngine *engine, int frame, float subframe)
bool RE_engine_supports_alembic_procedural(const RenderEngineType *render_type, Scene *scene)
RenderResult * RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname)
RenderResult * RE_engine_get_result(RenderEngine *engine)
void RE_engine_add_pass(RenderEngine *engine, const char *name, int channels, const char *chan_id, const char *layername)
void RE_engine_report(RenderEngine *engine, int type, const char *msg)
void RE_engine_active_view_set(RenderEngine *engine, const char *viewname)
bool RE_engine_use_persistent_data(RenderEngine *engine)
float RE_engine_get_camera_shift_x(RenderEngine *engine, Object *camera, bool use_spherical_stereo)
void RE_engine_update_result(RenderEngine *engine, RenderResult *result)
const rcti * RE_engine_get_current_tiles(Render *re, int *r_total_tiles)
void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak)
void RE_engine_update_render_passes(RenderEngine *engine, Scene *scene, ViewLayer *view_layer, update_render_passes_cb_t callback, void *callback_data)
RenderEngine * RE_engine_get(const Render *re)
RenderPass * RE_engine_pass_by_index_get(RenderEngine *engine, const char *layer_name, int index)
RenderEngineType * RE_engines_find(const char *idname)
void RE_engine_tile_highlight_set(RenderEngine *engine, int x, int y, int width, int height, bool highlight)
bool RE_engine_draw_acquire(Render *re)
bool RE_engine_get_spherical_stereo(RenderEngine *engine, Object *camera)
RenderEngine * RE_engine_create(RenderEngineType *type)
bool RE_engine_render(Render *re, bool do_all)
bool RE_engine_test_break(RenderEngine *engine)
void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info)
void RE_bake_engine_set_engine_parameters(Render *re, Main *bmain, Scene *scene)
void RE_engine_gpu_context_lock(RenderEngine *engine)
void RE_engine_gpu_context_unlock(RenderEngine *engine)
void RE_engines_register(RenderEngineType *render_type)
void RE_engine_free(RenderEngine *engine)
RenderData * RE_engine_get_render_data(Render *re)
void RE_engine_free_blender_memory(RenderEngine *engine)
void RE_engine_set_error_message(RenderEngine *engine, const char *msg)
void RE_engine_register_pass(RenderEngine *engine, Scene *scene, ViewLayer *view_layer, const char *name, int channels, const char *chanid, eNodeSocketDatatype type)
void RE_engine_end_result(RenderEngine *engine, RenderResult *result, bool cancel, bool highlight, bool merge_results)
void RE_engine_tile_highlight_clear_all(RenderEngine *engine)
void RE_engine_gpu_context_destroy(RenderEngine *engine)
bool RE_engine_gpu_context_enable(RenderEngine *engine)
bool RE_engine_gpu_context_create(RenderEngine *engine)
void RE_engine_get_camera_model_matrix(RenderEngine *engine, Object *camera, bool use_spherical_stereo, float r_modelmat[16])
void RE_engine_update_progress(RenderEngine *engine, float progress)
void RE_engine_gpu_context_disable(RenderEngine *engine)
void RE_layer_load_from_file(RenderLayer *layer, ReportList *reports, const char *filepath, int x, int y)
void RE_result_load_from_file(RenderResult *result, ReportList *reports, const char *filepath)
void(*) update(struct RenderEngine *engine, struct Main *bmain, struct Depsgraph *depsgraph)
void(*) update_custom_camera(struct RenderEngine *engine, struct Camera *cam)
void(*) view_update(struct RenderEngine *engine, const struct bContext *context, struct Depsgraph *depsgraph)
void(*) update_render_passes(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer)
struct RenderEngineType * next
void(*) update_script_node(struct RenderEngine *engine, struct bNodeTree *ntree, struct bNode *node)
struct DrawEngineType * draw_engine
void(*) draw(struct RenderEngine *engine, const struct bContext *context, struct Depsgraph *depsgraph)
void(*) render(struct RenderEngine *engine, struct Depsgraph *depsgraph)
void(*) render_frame_finish(struct RenderEngine *engine)
void(*) view_draw(struct RenderEngine *engine, const struct bContext *context, struct Depsgraph *depsgraph)
struct RenderEngineType * prev
const struct BakePixel * pixels
const struct BakeTargets * targets
struct ReportList * reports
struct Depsgraph * depsgraph
unsigned int layer_override
ThreadMutex blender_gpu_context_mutex
bool use_drw_render_context
struct GPUContext * blender_gpu_context
void * update_render_passes_data
void * system_gpu_context
update_render_passes_cb_t update_render_passes_cb
ThreadMutex update_render_passes_mutex
struct Object * camera_override