Commit: 21d3acb79f2a0a2b10eba72fed426b57382c4f85
Author: Campbell Barton
Date:   Sat Jan 24 16:52:24 2015 +1100
Branches: multiview
https://developer.blender.org/rB21d3acb79f2a0a2b10eba72fed426b57382c4f85

Merge branch 'master' into multiview

Conflicts:
        source/blender/render/intern/source/render_result.c

===================================================================



===================================================================

diff --cc source/blender/render/intern/source/render_result.c
index 662f373,0d859f8..74406ae
--- a/source/blender/render/intern/source/render_result.c
+++ b/source/blender/render/intern/source/render_result.c
@@@ -620,90 -538,84 +620,90 @@@ RenderResult *render_result_new(Render 
                
                if (rr->do_exr_tile) {
                        rl->display_buffer = MEM_mapallocN(rectx * recty * 
sizeof(unsigned int), "Combined display space rgba");
 -
                        rl->exrhandle = IMB_exr_get_handle();
 -
 -                      IMB_exr_add_channel(rl->exrhandle, rl->name, 
"Combined.R", 0, 0, NULL);
 -                      IMB_exr_add_channel(rl->exrhandle, rl->name, 
"Combined.G", 0, 0, NULL);
 -                      IMB_exr_add_channel(rl->exrhandle, rl->name, 
"Combined.B", 0, 0, NULL);
 -                      IMB_exr_add_channel(rl->exrhandle, rl->name, 
"Combined.A", 0, 0, NULL);
                }
 -              else
 -                      rl->rectf = MEM_mapallocN(rectx * recty * sizeof(float) 
* 4, "Combined rgba");
 -              
 -              if (srl->passflag  & SCE_PASS_Z)
 -                      render_layer_add_pass(rr, rl, 1, SCE_PASS_Z);
 -              if (srl->passflag  & SCE_PASS_VECTOR)
 -                      render_layer_add_pass(rr, rl, 4, SCE_PASS_VECTOR);
 -              if (srl->passflag  & SCE_PASS_NORMAL)
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_NORMAL);
 -              if (srl->passflag  & SCE_PASS_UV) 
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_UV);
 -              if (srl->passflag  & SCE_PASS_RGBA)
 -                      render_layer_add_pass(rr, rl, 4, SCE_PASS_RGBA);
 -              if (srl->passflag  & SCE_PASS_EMIT)
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_EMIT);
 -              if (srl->passflag  & SCE_PASS_DIFFUSE)
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_DIFFUSE);
 -              if (srl->passflag  & SCE_PASS_SPEC)
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_SPEC);
 -              if (srl->passflag  & SCE_PASS_AO)
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_AO);
 -              if (srl->passflag  & SCE_PASS_ENVIRONMENT)
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_ENVIRONMENT);
 -              if (srl->passflag  & SCE_PASS_INDIRECT)
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_INDIRECT);
 -              if (srl->passflag  & SCE_PASS_SHADOW)
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_SHADOW);
 -              if (srl->passflag  & SCE_PASS_REFLECT)
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_REFLECT);
 -              if (srl->passflag  & SCE_PASS_REFRACT)
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_REFRACT);
 -              if (srl->passflag  & SCE_PASS_INDEXOB)
 -                      render_layer_add_pass(rr, rl, 1, SCE_PASS_INDEXOB);
 -              if (srl->passflag  & SCE_PASS_INDEXMA)
 -                      render_layer_add_pass(rr, rl, 1, SCE_PASS_INDEXMA);
 -              if (srl->passflag  & SCE_PASS_MIST)
 -                      render_layer_add_pass(rr, rl, 1, SCE_PASS_MIST);
 -              if (rl->passflag & SCE_PASS_RAYHITS)
 -                      render_layer_add_pass(rr, rl, 4, SCE_PASS_RAYHITS);
 -              if (srl->passflag  & SCE_PASS_DIFFUSE_DIRECT)
 -                      render_layer_add_pass(rr, rl, 3, 
SCE_PASS_DIFFUSE_DIRECT);
 -              if (srl->passflag  & SCE_PASS_DIFFUSE_INDIRECT)
 -                      render_layer_add_pass(rr, rl, 3, 
SCE_PASS_DIFFUSE_INDIRECT);
 -              if (srl->passflag  & SCE_PASS_DIFFUSE_COLOR)
 -                      render_layer_add_pass(rr, rl, 3, 
SCE_PASS_DIFFUSE_COLOR);
 -              if (srl->passflag  & SCE_PASS_GLOSSY_DIRECT)
 -                      render_layer_add_pass(rr, rl, 3, 
SCE_PASS_GLOSSY_DIRECT);
 -              if (srl->passflag  & SCE_PASS_GLOSSY_INDIRECT)
 -                      render_layer_add_pass(rr, rl, 3, 
SCE_PASS_GLOSSY_INDIRECT);
 -              if (srl->passflag  & SCE_PASS_GLOSSY_COLOR)
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_GLOSSY_COLOR);
 -              if (srl->passflag  & SCE_PASS_TRANSM_DIRECT)
 -                      render_layer_add_pass(rr, rl, 3, 
SCE_PASS_TRANSM_DIRECT);
 -              if (srl->passflag  & SCE_PASS_TRANSM_INDIRECT)
 -                      render_layer_add_pass(rr, rl, 3, 
SCE_PASS_TRANSM_INDIRECT);
 -              if (srl->passflag  & SCE_PASS_TRANSM_COLOR)
 -                      render_layer_add_pass(rr, rl, 3, SCE_PASS_TRANSM_COLOR);
 -              if (srl->passflag  & SCE_PASS_SUBSURFACE_DIRECT)
 -                      render_layer_add_pass(rr, rl, 3, 
SCE_PASS_SUBSURFACE_DIRECT);
 -              if (srl->passflag  & SCE_PASS_SUBSURFACE_INDIRECT)
 -                      render_layer_add_pass(rr, rl, 3, 
SCE_PASS_SUBSURFACE_INDIRECT);
 -              if (srl->passflag  & SCE_PASS_SUBSURFACE_COLOR)
 -                      render_layer_add_pass(rr, rl, 3, 
SCE_PASS_SUBSURFACE_COLOR);
 +
 +              for (rv = (RenderView *)(&rr->views)->first; rv; rv=rv->next) {
 +                      const char *view = rv->name;
 +
 +                      if (viewname && viewname[0])
 +                              if (!STREQ(view, viewname))
 +                                      continue;
 +
 +                      if (rr->do_exr_tile)
 +                              IMB_exr_add_view(rl->exrhandle, view);
 +
 +                      /* a renderlayer should always have a Combined pass*/
 +                      render_layer_add_pass(rr, rl, 4, SCE_PASS_COMBINED, 
view);
 +
 +                      if (srl->passflag  & SCE_PASS_Z)
 +                              render_layer_add_pass(rr, rl, 1, SCE_PASS_Z, 
view);
 +                      if (srl->passflag  & SCE_PASS_VECTOR)
 +                              render_layer_add_pass(rr, rl, 4, 
SCE_PASS_VECTOR, view);
 +                      if (srl->passflag  & SCE_PASS_NORMAL)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_NORMAL, view);
 +                      if (srl->passflag  & SCE_PASS_UV)
 +                              render_layer_add_pass(rr, rl, 3, SCE_PASS_UV, 
view);
 +                      if (srl->passflag  & SCE_PASS_RGBA)
 +                              render_layer_add_pass(rr, rl, 4, SCE_PASS_RGBA, 
view);
 +                      if (srl->passflag  & SCE_PASS_EMIT)
 +                              render_layer_add_pass(rr, rl, 3, SCE_PASS_EMIT, 
view);
 +                      if (srl->passflag  & SCE_PASS_DIFFUSE)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_DIFFUSE, view);
 +                      if (srl->passflag  & SCE_PASS_SPEC)
 +                              render_layer_add_pass(rr, rl, 3, SCE_PASS_SPEC, 
view);
 +                      if (srl->passflag  & SCE_PASS_AO)
 +                              render_layer_add_pass(rr, rl, 3, SCE_PASS_AO, 
view);
 +                      if (srl->passflag  & SCE_PASS_ENVIRONMENT)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_ENVIRONMENT, view);
 +                      if (srl->passflag  & SCE_PASS_INDIRECT)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_INDIRECT, view);
 +                      if (srl->passflag  & SCE_PASS_SHADOW)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_SHADOW, view);
 +                      if (srl->passflag  & SCE_PASS_REFLECT)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_REFLECT, view);
 +                      if (srl->passflag  & SCE_PASS_REFRACT)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_REFRACT, view);
 +                      if (srl->passflag  & SCE_PASS_INDEXOB)
 +                              render_layer_add_pass(rr, rl, 1, 
SCE_PASS_INDEXOB, view);
 +                      if (srl->passflag  & SCE_PASS_INDEXMA)
 +                              render_layer_add_pass(rr, rl, 1, 
SCE_PASS_INDEXMA, view);
 +                      if (srl->passflag  & SCE_PASS_MIST)
 +                              render_layer_add_pass(rr, rl, 1, SCE_PASS_MIST, 
view);
 +                      if (rl->passflag & SCE_PASS_RAYHITS)
 +                              render_layer_add_pass(rr, rl, 4, 
SCE_PASS_RAYHITS, view);
 +                      if (srl->passflag  & SCE_PASS_DIFFUSE_DIRECT)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_DIFFUSE_DIRECT, view);
 +                      if (srl->passflag  & SCE_PASS_DIFFUSE_INDIRECT)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_DIFFUSE_INDIRECT, view);
 +                      if (srl->passflag  & SCE_PASS_DIFFUSE_COLOR)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_DIFFUSE_COLOR, view);
 +                      if (srl->passflag  & SCE_PASS_GLOSSY_DIRECT)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_GLOSSY_DIRECT, view);
 +                      if (srl->passflag  & SCE_PASS_GLOSSY_INDIRECT)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_GLOSSY_INDIRECT, view);
 +                      if (srl->passflag  & SCE_PASS_GLOSSY_COLOR)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_GLOSSY_COLOR, view);
 +                      if (srl->passflag  & SCE_PASS_TRANSM_DIRECT)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_TRANSM_DIRECT, view);
 +                      if (srl->passflag  & SCE_PASS_TRANSM_INDIRECT)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_TRANSM_INDIRECT, view);
 +                      if (srl->passflag  & SCE_PASS_TRANSM_COLOR)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_TRANSM_COLOR, view);
 +                      if (srl->passflag  & SCE_PASS_SUBSURFACE_DIRECT)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_SUBSURFACE_DIRECT, view);
 +                      if (srl->passflag  & SCE_PASS_SUBSURFACE_INDIRECT)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_SUBSURFACE_INDIRECT, view);
 +                      if (srl->passflag  & SCE_PASS_SUBSURFACE_COLOR)
 +                              render_layer_add_pass(rr, rl, 3, 
SCE_PASS_SUBSURFACE_COLOR, view);
  
  #ifdef WITH_CYCLES_DEBUG
-                       if(BKE_scene_use_new_shading_nodes(re->scene)) {
 -              if (BKE_scene_use_new_shading_nodes(re->scene)) {
 -                      render_layer_add_debug_pass(rr, rl, 1, SCE_PASS_DEBUG,
 -                              RENDER_PASS_DEBUG_BVH_TRAVERSAL_STEPS);
 -              }
++                      if (BKE_scene_use_new_shading_nodes(re->scene)) {
 +                              render_layer_add_debug_pass(rr, rl, 1, 
SCE_PASS_DEBUG,
 +                                      RENDER_PASS_DEBUG_BVH_TRAVERSAL_STEPS, 
view);
 +                      }
  #endif
 +              }
        }
        /* sss, previewrender and envmap don't do layers, so we make a default 
one */
        if (BLI_listbase_is_empty(&rr->layers) && !(layername && layername[0])) 
{

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