116 .view_layer = view_layer,
119 .engine_type = engine_type,
131 static bool recursive_check =
false;
140 if (recursive_check) {
149 recursive_check =
true;
162 recursive_check =
false;
175 for (region =
area->regionbase.first; region; region = region->
next) {
194 update_ctx.
bmain = bmain;
void CTX_wm_region_set(bContext *C, struct ARegion *region)
void CTX_data_scene_set(bContext *C, struct Scene *scene)
bContext * CTX_create(void)
void CTX_free(bContext *C)
void CTX_wm_screen_set(bContext *C, struct bScreen *screen)
void CTX_wm_window_set(bContext *C, struct wmWindow *win)
void CTX_data_main_set(bContext *C, struct Main *bmain)
struct Depsgraph * CTX_data_depsgraph_pointer(const bContext *C)
void CTX_wm_area_set(bContext *C, struct ScrArea *area)
void CTX_wm_manager_set(bContext *C, struct wmWindowManager *wm)
void BKE_icon_changed(const int icon_id)
int BKE_icon_id_ensure(struct ID *id)
General operations, lookup, etc. for materials.
void BKE_texpaint_slots_refresh_object(struct Scene *scene, struct Object *ob)
void ntreeCompositUpdateRLayers(struct bNodeTree *ntree)
void BKE_paint_invalidate_overlay_tex(struct Scene *scene, struct ViewLayer *view_layer, const struct Tex *tex)
struct Depsgraph * BKE_scene_ensure_depsgraph(struct Main *bmain, struct Scene *scene, struct ViewLayer *view_layer)
BLI_INLINE bool BLI_listbase_is_empty(const struct ListBase *lb)
#define LISTBASE_FOREACH(type, var, list)
int BLI_thread_is_main(void)
struct Depsgraph Depsgraph
struct Scene * DEG_get_input_scene(const Depsgraph *graph)
struct Main * DEG_get_bmain(const Depsgraph *graph)
struct ViewLayer * DEG_get_input_view_layer(const Depsgraph *graph)
Object is a sort of wrapper for general info.
void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
void ED_node_tag_update_id(struct ID *id)
bool ED_paint_proj_mesh_data_check(struct Scene *scene, struct Object *ob, bool *uvs, bool *mat, bool *tex, bool *stencil)
void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *region)
struct RenderEngineType * ED_view3d_engine_type(const struct Scene *scene, int drawtype)
Group RGB to Bright Vector Camera Vector Combine Material Light Line Style Layer Add Ambient Diffuse Glossy Refraction Transparent Toon Principled Hair Volume Principled Light Particle Volume TEX_IMAGE
#define RE_ENGINE_DO_UPDATE
const Depsgraph * depsgraph
static void area(int d1, int d2, int e1, int e2, float weights[2])
void RE_FreePersistentData(const Scene *scene)
static void material_changed(Main *UNUSED(bmain), Material *ma)
static void lamp_changed(Main *UNUSED(bmain), Light *la)
static void texture_changed(Main *bmain, Tex *tex)
static void scene_changed(Main *bmain, Scene *scene)
void ED_render_engine_area_exit(Main *bmain, ScrArea *area)
void ED_render_view3d_update(Depsgraph *depsgraph, wmWindow *window, ScrArea *area, const bool updated)
static void world_changed(Main *UNUSED(bmain), World *wo)
void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id)
void ED_render_view_layer_changed(Main *bmain, bScreen *screen)
void ED_render_engine_changed(Main *bmain, const bool update_scene_data)
static void image_changed(Main *bmain, Image *ima)
void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, const bool updated)
struct Depsgraph * depsgraph
struct ViewLayer * view_layer
struct RenderEngine * render_engine
void(* view_update)(struct RenderEngine *engine, const struct bContext *context, struct Depsgraph *depsgraph)
struct bNodeTree * nodetree
bScreen * WM_window_get_active_screen(const wmWindow *win)