本文整理汇总了C++中BKE_image_release_ibuf函数的典型用法代码示例。如果您正苦于以下问题:C++ BKE_image_release_ibuf函数的具体用法?C++ BKE_image_release_ibuf怎么用?C++ BKE_image_release_ibuf使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了BKE_image_release_ibuf函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: rna_Image_save_render
static void rna_Image_save_render(Image *image, bContext *C, ReportList *reports, const char *path, Scene *scene)
{
ImBuf *ibuf;
if (scene == NULL) {
scene = CTX_data_scene(C);
}
if (scene) {
ImageUser iuser;
void *lock;
iuser.scene = scene;
iuser.ok = 1;
ibuf = BKE_image_acquire_ibuf(image, &iuser, &lock);
if (ibuf == NULL) {
BKE_reportf(reports, RPT_ERROR, "Couldn't acquire buffer from image");
}
else {
/* temp swap out the color */
const unsigned char imb_depth_back= ibuf->depth;
const float dither_back= ibuf->dither;
ibuf->depth= scene->r.planes;
ibuf->dither= scene->r.dither_intensity;
if (!BKE_write_ibuf(ibuf, path, scene->r.imtype, scene->r.subimtype, scene->r.quality)) {
BKE_reportf(reports, RPT_ERROR, "Couldn't write image: %s", path);
}
ibuf->depth= imb_depth_back;
ibuf->dither= dither_back;
}
BKE_image_release_ibuf(image, lock);
} else {
BKE_reportf(reports, RPT_ERROR, "Scene not in context, couldn't get save parameters");
}
}
示例2: image_rect_update
static void image_rect_update(void *rjv, RenderResult *rr, volatile rcti *renrect)
{
RenderJob *rj = rjv;
Image *ima = rj->image;
ImBuf *ibuf;
void *lock;
/* only update if we are displaying the slot being rendered */
if (ima->render_slot != ima->last_render_slot) {
rj->image_outdated = true;
return;
}
else if (rj->image_outdated) {
/* update entire render */
rj->image_outdated = false;
BKE_image_signal(ima, NULL, IMA_SIGNAL_COLORMANAGE);
*(rj->do_update) = TRUE;
return;
}
/* update part of render */
render_image_update_pass_and_layer(rj, rr, &rj->iuser);
ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
if (ibuf) {
/* Don't waste time on CPU side color management if
* image will be displayed using GLSL.
*/
if (ibuf->channels == 1 ||
U.image_draw_method != IMAGE_DRAW_METHOD_GLSL)
{
image_buffer_rect_update(rj->scene, rr, ibuf, &rj->iuser, renrect);
}
/* make jobs timer to send notifier */
*(rj->do_update) = TRUE;
}
BKE_image_release_ibuf(ima, ibuf, lock);
}
示例3: BKE_image_acquire_ibuf
void ViewerOperation::initImage()
{
Image *ima = this->m_image;
void *lock;
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, this->m_imageUser, &lock);
if (!ibuf) return;
BLI_lock_thread(LOCK_DRAW_IMAGE);
if (ibuf->x != (int)getWidth() || ibuf->y != (int)getHeight()) {
imb_freerectImBuf(ibuf);
imb_freerectfloatImBuf(ibuf);
IMB_freezbuffloatImBuf(ibuf);
ibuf->x = getWidth();
ibuf->y = getHeight();
imb_addrectfloatImBuf(ibuf);
ima->ok = IMA_OK_LOADED;
ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
}
if (m_doDepthBuffer) {
addzbuffloatImBuf(ibuf);
}
BLI_unlock_thread(LOCK_DRAW_IMAGE);
/* now we combine the input with ibuf */
this->m_outputBuffer = ibuf->rect_float;
/* needed for display buffer update */
this->m_ibuf = ibuf;
if (m_doDepthBuffer) {
this->m_depthBuffer = ibuf->zbuf_float;
}
BKE_image_release_ibuf(this->m_image, this->m_ibuf, lock);
}
示例4: rna_Image_pixels_get
static void rna_Image_pixels_get(PointerRNA *ptr, float *values)
{
Image *ima = ptr->id.data;
ImBuf *ibuf;
void *lock;
int i, size;
ibuf = BKE_image_acquire_ibuf(ima, NULL, &lock);
if (ibuf) {
size = ibuf->x * ibuf->y * ibuf->channels;
if (ibuf->rect_float) {
memcpy(values, ibuf->rect_float, sizeof(float) * size);
}
else {
for (i = 0; i < size; i++)
values[i] = ((unsigned char *)ibuf->rect)[i] * (1.0f / 255.0f);
}
}
BKE_image_release_ibuf(ima, ibuf, lock);
}
示例5: gpu_shader_texture
static int gpu_shader_texture(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
Tex *tex = (Tex *)node->id;
if (tex && tex->type == TEX_IMAGE && tex->ima) {
GPUNodeLink *texlink = GPU_image(tex->ima, &tex->iuser, false);
int ret = GPU_stack_link(mat, "texture_image", in, out, texlink);
if (ret) {
ImBuf *ibuf = BKE_image_acquire_ibuf(tex->ima, &tex->iuser, NULL);
if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
GPU_material_do_color_management(mat))
{
GPU_link(mat, "srgb_to_linearrgb", out[1].link, &out[1].link);
}
BKE_image_release_ibuf(tex->ima, ibuf, NULL);
}
return ret;
}
else
return 0;
}
示例6: BKE_image_acquire_ibuf
static void *init_heights_data(MultiresBakeRender *bkr, Image *ima)
{
MHeightBakeData *height_data;
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL);
DerivedMesh *lodm = bkr->lores_dm;
height_data = MEM_callocN(sizeof(MHeightBakeData), "MultiresBake heightData");
height_data->ima = ima;
height_data->heights = MEM_callocN(sizeof(float) * ibuf->x * ibuf->y, "MultiresBake heights");
height_data->height_max = -FLT_MAX;
height_data->height_min = FLT_MAX;
if (!bkr->use_lores_mesh) {
SubsurfModifierData smd = {{NULL}};
int ss_lvl = bkr->tot_lvl - bkr->lvl;
CLAMP(ss_lvl, 0, 6);
if (ss_lvl > 0) {
smd.levels = smd.renderLevels = ss_lvl;
smd.flags |= eSubsurfModifierFlag_SubsurfUv;
if (bkr->simple)
smd.subdivType = ME_SIMPLE_SUBSURF;
height_data->ssdm = subsurf_make_derived_from_derived(bkr->lores_dm, &smd, NULL, 0);
}
}
height_data->orig_index_mf_to_mpoly = lodm->getTessFaceDataArray(lodm, CD_ORIGINDEX);
height_data->orig_index_mp_to_orig = lodm->getPolyDataArray(lodm, CD_ORIGINDEX);
BKE_image_release_ibuf(ima, ibuf, NULL);
return (void *)height_data;
}
示例7: node_shader_gpu_tex_environment
static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
Image *ima = (Image *)node->id;
ImageUser *iuser = NULL;
NodeTexImage *tex = node->storage;
int isdata = tex->color_space == SHD_COLORSPACE_NONE;
if (!ima)
return GPU_stack_link(mat, "node_tex_environment_empty", in, out);
if (!in[0].link) {
GPUMatType type = GPU_Material_get_type(mat);
if (type == GPU_MATERIAL_TYPE_MESH)
in[0].link = GPU_builtin(GPU_VIEW_POSITION);
else
GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
}
node_shader_gpu_tex_mapping(mat, node, in, out);
if (tex->projection == SHD_PROJ_EQUIRECTANGULAR)
GPU_stack_link(mat, "node_tex_environment_equirectangular", in, out, GPU_image(ima, iuser, isdata));
else
GPU_stack_link(mat, "node_tex_environment_mirror_ball", in, out, GPU_image(ima, iuser, isdata));
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
GPU_material_do_color_management(mat))
{
GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link);
}
BKE_image_release_ibuf(ima, ibuf, NULL);
return true;
}
示例8: BKE_image_release_ibuf
// close added texture
PyObject *Texture_close(Texture * self)
{
// restore texture
if (self->m_orgSaved)
{
self->m_orgSaved = false;
// restore original texture code
if (self->m_useMatTexture)
self->m_matTexture->swapTexture(self->m_orgTex);
else
{
self->m_imgTexture->bindcode[TEXTARGET_TEXTURE_2D] = self->m_orgTex;
BKE_image_release_ibuf(self->m_imgTexture, self->m_imgBuf, NULL);
self->m_imgBuf = NULL;
}
// drop actual texture
if (self->m_actTex != 0)
{
glDeleteTextures(1, (GLuint *)&self->m_actTex);
self->m_actTex = 0;
}
}
Py_RETURN_NONE;
}
示例9: BIF_render_spare_imbuf
ImBuf *ED_space_image_acquire_buffer(SpaceImage *sima, void **r_lock)
{
ImBuf *ibuf;
if (sima && sima->image) {
#if 0
if (sima->image->type == IMA_TYPE_R_RESULT && BIF_show_render_spare())
return BIF_render_spare_imbuf();
else
#endif
ibuf = BKE_image_acquire_ibuf(sima->image, &sima->iuser, r_lock);
if (ibuf) {
if (ibuf->rect || ibuf->rect_float)
return ibuf;
BKE_image_release_ibuf(sima->image, ibuf, *r_lock);
*r_lock = NULL;
}
}
else
*r_lock = NULL;
return NULL;
}
示例10: write_internal_bake_pixels
static bool write_internal_bake_pixels(
Image *image, BakePixel pixel_array[], float *buffer,
const int width, const int height, const int margin,
const bool is_clear, const bool is_noncolor)
{
ImBuf *ibuf;
void *lock;
bool is_float;
char *mask_buffer = NULL;
const size_t num_pixels = (size_t)width * (size_t)height;
ibuf = BKE_image_acquire_ibuf(image, NULL, &lock);
if (!ibuf)
return false;
if (margin > 0 || !is_clear) {
mask_buffer = MEM_callocN(sizeof(char) * num_pixels, "Bake Mask");
RE_bake_mask_fill(pixel_array, num_pixels, mask_buffer);
}
is_float = (ibuf->flags & IB_rectfloat);
/* colormanagement conversions */
if (!is_noncolor) {
const char *from_colorspace;
const char *to_colorspace;
from_colorspace = IMB_colormanagement_role_colorspace_name_get(COLOR_ROLE_SCENE_LINEAR);
if (is_float)
to_colorspace = IMB_colormanagement_get_float_colorspace(ibuf);
else
to_colorspace = IMB_colormanagement_get_rect_colorspace(ibuf);
if (from_colorspace != to_colorspace)
IMB_colormanagement_transform(buffer, ibuf->x, ibuf->y, ibuf->channels, from_colorspace, to_colorspace, false);
}
/* populates the ImBuf */
if (is_clear) {
if (is_float) {
IMB_buffer_float_from_float(
ibuf->rect_float, buffer, ibuf->channels,
IB_PROFILE_LINEAR_RGB, IB_PROFILE_LINEAR_RGB, false,
ibuf->x, ibuf->y, ibuf->x, ibuf->x);
}
else {
IMB_buffer_byte_from_float(
(unsigned char *) ibuf->rect, buffer, ibuf->channels, ibuf->dither,
IB_PROFILE_SRGB, IB_PROFILE_SRGB,
false, ibuf->x, ibuf->y, ibuf->x, ibuf->x);
}
}
else {
if (is_float) {
IMB_buffer_float_from_float_mask(
ibuf->rect_float, buffer, ibuf->channels,
ibuf->x, ibuf->y, ibuf->x, ibuf->x, mask_buffer);
}
else {
IMB_buffer_byte_from_float_mask(
(unsigned char *) ibuf->rect, buffer, ibuf->channels, ibuf->dither,
false, ibuf->x, ibuf->y, ibuf->x, ibuf->x, mask_buffer);
}
}
/* margins */
if (margin > 0)
RE_bake_margin(ibuf, mask_buffer, margin);
ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID | IB_BITMAPDIRTY;
if (ibuf->rect_float)
ibuf->userflags |= IB_RECT_INVALID;
/* force mipmap recalc */
if (ibuf->mipmap[0]) {
ibuf->userflags |= IB_MIPMAP_INVALID;
imb_freemipmapImBuf(ibuf);
}
BKE_image_release_ibuf(image, ibuf, NULL);
if (mask_buffer)
MEM_freeN(mask_buffer);
return true;
}
示例11: draw_plane_marker_image
static void draw_plane_marker_image(Scene *scene,
MovieTrackingPlaneTrack *plane_track,
MovieTrackingPlaneMarker *plane_marker)
{
Image *image = plane_track->image;
ImBuf *ibuf;
void *lock;
if (image == NULL) {
return;
}
ibuf = BKE_image_acquire_ibuf(image, NULL, &lock);
if (ibuf) {
unsigned char *display_buffer;
void *cache_handle;
if (image->flag & IMA_VIEW_AS_RENDER) {
display_buffer = IMB_display_buffer_acquire(ibuf,
&scene->view_settings,
&scene->display_settings,
&cache_handle);
}
else {
display_buffer = IMB_display_buffer_acquire(ibuf, NULL,
&scene->display_settings,
&cache_handle);
}
if (display_buffer) {
GLuint texid, last_texid;
float frame_corners[4][2] = {{0.0f, 0.0f},
{1.0f, 0.0f},
{1.0f, 1.0f},
{0.0f, 1.0f}};
float perspective_matrix[3][3];
float gl_matrix[4][4];
bool transparent = false;
BKE_tracking_homography_between_two_quads(frame_corners,
plane_marker->corners,
perspective_matrix);
homogeneous_2d_to_gl_matrix(perspective_matrix, gl_matrix);
if (plane_track->image_opacity != 1.0f || ibuf->planes == 32) {
transparent = true;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f(1.0, 1.0, 1.0, plane_track->image_opacity);
last_texid = glaGetOneInteger(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, (GLuint *)&texid);
glBindTexture(GL_TEXTURE_2D, texid);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, GL_RGBA,
GL_UNSIGNED_BYTE, display_buffer);
glPushMatrix();
glMultMatrixf(gl_matrix);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex2f(1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex2f(1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, 1.0f);
glEnd();
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, last_texid);
glDisable(GL_TEXTURE_2D);
if (transparent) {
glDisable(GL_BLEND);
}
}
IMB_display_buffer_release(cache_handle);
}
BKE_image_release_ibuf(image, ibuf, lock);
}
示例12: ED_space_image_release_buffer
void ED_space_image_release_buffer(SpaceImage *sima, ImBuf *ibuf, void *lock)
{
if (sima && sima->image)
BKE_image_release_ibuf(sima->image, ibuf, lock);
}
示例13: ED_view3d_select_id_read_rect
//.........这里部分代码省略.........
}
if (clip == NULL) {
continue;
}
BKE_movieclip_user_set_frame(&bgpic->cuser, (int)DEG_get_ctime(depsgraph));
ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser);
image_aspect[0] = clip->aspx;
image_aspect[1] = clip->aspy;
/* working with ibuf from image and clip has got different workflow now.
* ibuf acquired from clip is referenced by cache system and should
* be dereferenced after usage. */
freeibuf = ibuf;
}
else {
/* perhaps when loading future files... */
BLI_assert(0);
copy_v2_fl(image_aspect, 1.0f);
}
if (ibuf == NULL) {
continue;
}
if ((ibuf->rect == NULL && ibuf->rect_float == NULL) || ibuf->channels != 4) {
/* invalid image format */
if (freeibuf) {
IMB_freeImBuf(freeibuf);
}
if (releaseibuf) {
BKE_image_release_ibuf(ima, releaseibuf, lock);
}
continue;
}
if (ibuf->rect == NULL) {
IMB_rect_from_float(ibuf);
}
BLI_assert(rv3d->persp == RV3D_CAMOB);
{
if (do_camera_frame) {
rctf vb;
ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &vb, false);
x1 = vb.xmin;
y1 = vb.ymin;
x2 = vb.xmax;
y2 = vb.ymax;
}
else {
x1 = ar->winrct.xmin;
y1 = ar->winrct.ymin;
x2 = ar->winrct.xmax;
y2 = ar->winrct.ymax;
}
/* apply offset last - camera offset is different to offset in blender units */
/* so this has some sane way of working - this matches camera's shift _exactly_ */
{
const float max_dim = max_ff(x2 - x1, y2 - y1);
const float xof_scale = bgpic->offset[0] * max_dim;
const float yof_scale = bgpic->offset[1] * max_dim;
示例14: BKE_image_user_frame_calc
void ImageNode::convertToOperations(ExecutionSystem *graph, CompositorContext *context)
{
/// Image output
OutputSocket *outputImage = this->getOutputSocket(0);
bNode *editorNode = this->getbNode();
Image *image = (Image *)editorNode->id;
ImageUser *imageuser = (ImageUser *)editorNode->storage;
int framenumber = context->getFramenumber();
int numberOfOutputs = this->getNumberOfOutputSockets();
BKE_image_user_frame_calc(imageuser, context->getFramenumber(), 0);
/* force a load, we assume iuser index will be set OK anyway */
if (image && image->type == IMA_TYPE_MULTILAYER) {
bool is_multilayer_ok = false;
ImBuf *ibuf = BKE_image_acquire_ibuf(image, imageuser, NULL);
if (image->rr) {
RenderLayer *rl = (RenderLayer *)BLI_findlink(&image->rr->layers, imageuser->layer);
if (rl) {
OutputSocket *socket;
int index;
is_multilayer_ok = true;
for (index = 0; index < numberOfOutputs; index++) {
NodeOperation *operation = NULL;
socket = this->getOutputSocket(index);
if (socket->isConnected() || index == 0) {
bNodeSocket *bnodeSocket = socket->getbNodeSocket();
NodeImageLayer *storage = (NodeImageLayer *)bnodeSocket->storage;
int passindex = storage->pass_index;
RenderPass *rpass = (RenderPass *)BLI_findlink(&rl->passes, passindex);
if (rpass) {
imageuser->pass = passindex;
switch (rpass->channels) {
case 1:
operation = doMultilayerCheck(graph, rl, image, imageuser, framenumber, index, passindex, COM_DT_VALUE);
break;
/* using image operations for both 3 and 4 channels (RGB and RGBA respectively) */
/* XXX any way to detect actual vector images? */
case 3:
operation = doMultilayerCheck(graph, rl, image, imageuser, framenumber, index, passindex, COM_DT_VECTOR);
break;
case 4:
operation = doMultilayerCheck(graph, rl, image, imageuser, framenumber, index, passindex, COM_DT_COLOR);
break;
default:
/* dummy operation is added below */
break;
}
if (index == 0 && operation) {
addPreviewOperation(graph, context, operation->getOutputSocket());
}
}
}
/* incase we can't load the layer */
if (operation == NULL) {
convertToOperations_invalid_index(graph, index);
}
}
}
}
BKE_image_release_ibuf(image, ibuf, NULL);
/* without this, multilayer that fail to load will crash blender [#32490] */
if (is_multilayer_ok == false) {
convertToOperations_invalid(graph, context);
}
}
else {
if (numberOfOutputs > 0) {
ImageOperation *operation = new ImageOperation();
if (outputImage->isConnected()) {
outputImage->relinkConnections(operation->getOutputSocket());
}
operation->setImage(image);
operation->setImageUser(imageuser);
operation->setFramenumber(framenumber);
graph->addOperation(operation);
addPreviewOperation(graph, context, operation->getOutputSocket());
}
if (numberOfOutputs > 1) {
OutputSocket *alphaImage = this->getOutputSocket(1);
if (alphaImage->isConnected()) {
ImageAlphaOperation *alphaOperation = new ImageAlphaOperation();
alphaOperation->setImage(image);
alphaOperation->setImageUser(imageuser);
alphaOperation->setFramenumber(framenumber);
alphaImage->relinkConnections(alphaOperation->getOutputSocket());
graph->addOperation(alphaOperation);
}
}
if (numberOfOutputs > 2) {
OutputSocket *depthImage = this->getOutputSocket(2);
if (depthImage->isConnected()) {
ImageDepthOperation *depthOperation = new ImageDepthOperation();
depthOperation->setImage(image);
//.........这里部分代码省略.........
示例15: render_endjob
static void render_endjob(void *rjv)
{
RenderJob *rj = rjv;
/* this render may be used again by the sequencer without the active 'Render' where the callbacks
* would be re-assigned. assign dummy callbacks to avoid referencing freed renderjobs bug [#24508] */
RE_InitRenderCB(rj->re);
if (rj->main != G.main)
BKE_main_free(rj->main);
/* else the frame will not update for the original value */
if (rj->anim && !(rj->scene->r.scemode & R_NO_FRAME_UPDATE)) {
/* possible this fails of loading new file while rendering */
if (G.main->wm.first) {
ED_update_for_newframe(G.main, rj->scene, 1);
}
}
/* XXX above function sets all tags in nodes */
ntreeCompositClearTags(rj->scene->nodetree);
/* potentially set by caller */
rj->scene->r.scemode &= ~R_NO_FRAME_UPDATE;
if (rj->srl) {
nodeUpdateID(rj->scene->nodetree, &rj->scene->id);
WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene);
}
if (rj->sa) {
render_image_restore_layer(rj);
}
/* XXX render stability hack */
G.is_rendering = false;
WM_main_add_notifier(NC_SCENE | ND_RENDER_RESULT, NULL);
/* Partial render result will always update display buffer
* for first render layer only. This is nice because you'll
* see render progress during rendering, but it ends up in
* wrong display buffer shown after rendering.
*
* The code below will mark display buffer as invalid after
* rendering in case multiple layers were rendered, which
* ensures display buffer matches render layer after
* rendering.
*
* Perhaps proper way would be to toggle active render
* layer in image editor and job, so we always display
* layer being currently rendered. But this is not so much
* trivial at this moment, especially because of external
* engine API, so lets use simple and robust way for now
* - sergey -
*/
if (rj->scene->r.layers.first != rj->scene->r.layers.last ||
rj->image_outdated)
{
void *lock;
Image *ima = rj->image;
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock);
if (ibuf)
ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
BKE_image_release_ibuf(ima, ibuf, lock);
}
/* Finally unlock the user interface (if it was locked). */
if (rj->interface_locked) {
Scene *scene;
/* Interface was locked, so window manager couldn't have been changed
* and using one from Global will unlock exactly the same manager as
* was locked before running the job.
*/
WM_set_locked_interface(G.main->wm.first, false);
/* We've freed all the derived caches before rendering, which is
* effectively the same as if we re-loaded the file.
*
* So let's not try being smart here and just reset all updated
* scene layers and use generic DAG_on_visible_update.
*/
for (scene = G.main->scene.first; scene; scene = scene->id.next) {
scene->lay_updated = 0;
}
DAG_on_visible_update(G.main, false);
}
}