code cleanup: favor braces when blocks have mixed brace use.
[blender.git] / source / blender / editors / render / render_preview.c
index 8170674..5caa874 100644 (file)
@@ -84,6 +84,8 @@
 #include "IMB_imbuf_types.h"
 #include "IMB_colormanagement.h"
 
+#include "GPU_extensions.h"
+
 #include "BIF_gl.h"
 #include "BIF_glutil.h"
 
@@ -95,6 +97,7 @@
 #include "WM_api.h"
 #include "WM_types.h"
 
+#include "ED_datafiles.h"
 #include "ED_render.h"
 #include "ED_view3d.h"
 
@@ -107,7 +110,7 @@ ImBuf *get_brush_icon(Brush *brush)
        static const int flags = IB_rect | IB_multilayer | IB_metadata;
 
        char path[FILE_MAX];
-       char *folder;
+       const char *folder;
 
        if (!(brush->icon_imbuf)) {
                if (brush->flag & BRUSH_CUSTOM_ICON) {
@@ -166,7 +169,8 @@ typedef struct ShaderPreview {
        int sizex, sizey;
        unsigned int *pr_rect;
        int pr_method;
-       
+
+       Main *pr_main;
 } ShaderPreview;
 
 typedef struct IconPreviewSize {
@@ -185,23 +189,33 @@ typedef struct IconPreview {
 /* *************************** Preview for buttons *********************** */
 
 static Main *pr_main = NULL;
+static Main *pr_main_cycles = NULL;
 
-void ED_preview_init_dbase(void)
-{
 #ifndef WITH_HEADLESS
-       BlendFileData *bfd;
-       extern int datatoc_preview_blend_size;
-       extern char datatoc_preview_blend[];
+static Main *load_main_from_memory(char *blend, int blend_size)
+{
        const int fileflags = G.fileflags;
-       
+       Main *bmain = NULL;
+       BlendFileData *bfd;
+
        G.fileflags |= G_FILE_NO_UI;
-       bfd = BLO_read_from_memory(datatoc_preview_blend, datatoc_preview_blend_size, NULL);
+       bfd = BLO_read_from_memory(blend, blend_size, NULL);
        if (bfd) {
-               pr_main = bfd->main;
-               
+               bmain = bfd->main;
+
                MEM_freeN(bfd);
        }
        G.fileflags = fileflags;
+
+       return bmain;
+}
+#endif
+
+void ED_preview_init_dbase(void)
+{
+#ifndef WITH_HEADLESS
+       pr_main = load_main_from_memory(datatoc_preview_blend, datatoc_preview_blend_size);
+       pr_main_cycles = load_main_from_memory(datatoc_preview_cycles_blend, datatoc_preview_cycles_blend_size);
 #endif
 }
 
@@ -209,6 +223,9 @@ void ED_preview_free_dbase(void)
 {
        if (pr_main)
                free_main(pr_main);
+
+       if (pr_main_cycles)
+               free_main(pr_main_cycles);
 }
 
 static int preview_mat_has_sss(Material *mat, bNodeTree *ntree)
@@ -237,16 +254,23 @@ static int preview_mat_has_sss(Material *mat, bNodeTree *ntree)
        return 0;
 }
 
+static Scene *preview_get_scene(Main *pr_main)
+{
+       if (pr_main == NULL) return NULL;
+       
+       return pr_main->scene.first;
+}
+
+
 /* call this with a pointer to initialize preview scene */
 /* call this with NULL to restore assigned ID pointers in preview scene */
 static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPreview *sp)
 {
        Scene *sce;
        Base *base;
+       Main *pr_main = sp->pr_main;
        
-       if (pr_main == NULL) return NULL;
-       
-       sce = pr_main->scene.first;
+       sce = preview_get_scene(pr_main);
        if (sce) {
                
                /* this flag tells render to not execute depsgraph or ipos etc */
@@ -266,23 +290,12 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
                BKE_color_managed_view_settings_copy(&sce->view_settings, &scene->view_settings);
                
                /* prevent overhead for small renders and icons (32) */
-               if (id && sp->sizex < 40)
-                       sce->r.xparts = sce->r.yparts = 1;
-               else
-                       sce->r.xparts = sce->r.yparts = 4;
-               
-               /* exception: don't apply render part of display transform for texture previews or icons */
-               if ((id && sp->pr_method == PR_ICON_RENDER) || id_type == ID_TE) {
-                       ColorManagedDisplaySettings *display_settings = &sce->display_settings;
-                       ColorManagedViewSettings *view_settings = &sce->view_settings;
-
-                       const char *default_view_name = IMB_colormanagement_view_get_default_name(display_settings->display_device);
-
-                       view_settings->exposure = 0.0f;
-                       view_settings->gamma = 1.0f;
-                       view_settings->flag &= ~COLORMANAGE_VIEW_USE_CURVES;
-
-                       BLI_strncpy(view_settings->view_transform, default_view_name, sizeof(view_settings->view_transform));
+               if (id && sp->sizex < 40) {
+                       sce->r.tilex = sce->r.tiley = 64;
+               }
+               else {
+                       sce->r.tilex = sce->r.xsch / 4;
+                       sce->r.tiley = sce->r.ysch / 4;
                }
                
                if ((id && sp->pr_method == PR_ICON_RENDER) && id_type != ID_WO)
@@ -302,55 +315,61 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
                                sp->matcopy = mat;
                                BLI_addtail(&pr_main->mat, mat);
                                
-                               init_render_material(mat, 0, NULL);     /* call that retrieves mode_l */
-                               end_render_material(mat);
-                               
-                               /* un-useful option */
-                               if (sp->pr_method == PR_ICON_RENDER)
-                                       mat->shade_flag &= ~MA_OBCOLOR;
-
-                               /* turn on raytracing if needed */
-                               if (mat->mode_l & MA_RAYMIRROR)
-                                       sce->r.mode |= R_RAYTRACE;
-                               if (mat->material_type == MA_TYPE_VOLUME)
-                                       sce->r.mode |= R_RAYTRACE;
-                               if ((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
-                                       sce->r.mode |= R_RAYTRACE;
-                               if (preview_mat_has_sss(mat, NULL))
-                                       sce->r.mode |= R_SSS;
-                               
-                               /* turn off fake shadows if needed */
-                               /* this only works in a specific case where the preview.blend contains
-                                * an object starting with 'c' which has a material linked to it (not the obdata)
-                                * and that material has a fake shadow texture in the active texture slot */
-                               for (base = sce->base.first; base; base = base->next) {
-                                       if (base->object->id.name[2] == 'c') {
-                                               Material *shadmat = give_current_material(base->object, base->object->actcol);
-                                               if (shadmat) {
-                                                       if (mat->mode & MA_SHADBUF) shadmat->septex = 0;
-                                                       else shadmat->septex |= 1;
+                               if (!BKE_scene_use_new_shading_nodes(scene)) {
+                                       init_render_material(mat, 0, NULL);     /* call that retrieves mode_l */
+                                       end_render_material(mat);
+                                       
+                                       /* un-useful option */
+                                       if (sp->pr_method == PR_ICON_RENDER)
+                                               mat->shade_flag &= ~MA_OBCOLOR;
+
+                                       /* turn on raytracing if needed */
+                                       if (mat->mode_l & MA_RAYMIRROR)
+                                               sce->r.mode |= R_RAYTRACE;
+                                       if (mat->material_type == MA_TYPE_VOLUME)
+                                               sce->r.mode |= R_RAYTRACE;
+                                       if ((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
+                                               sce->r.mode |= R_RAYTRACE;
+                                       if (preview_mat_has_sss(mat, NULL))
+                                               sce->r.mode |= R_SSS;
+                                       
+                                       /* turn off fake shadows if needed */
+                                       /* this only works in a specific case where the preview.blend contains
+                                        * an object starting with 'c' which has a material linked to it (not the obdata)
+                                        * and that material has a fake shadow texture in the active texture slot */
+                                       for (base = sce->base.first; base; base = base->next) {
+                                               if (base->object->id.name[2] == 'c') {
+                                                       Material *shadmat = give_current_material(base->object, base->object->actcol);
+                                                       if (shadmat) {
+                                                               if (mat->mode & MA_SHADBUF) shadmat->septex = 0;
+                                                               else shadmat->septex |= 1;
+                                                       }
                                                }
                                        }
-                               }
-                               
-                               /* turn off bounce lights for volume, 
-                                * doesn't make much visual difference and slows it down too */
-                               if (mat->material_type == MA_TYPE_VOLUME) {
-                                       for (base = sce->base.first; base; base = base->next) {
-                                               if (base->object->type == OB_LAMP) {
-                                                       /* if doesn't match 'Lamp.002' --> main key light */
-                                                       if (strcmp(base->object->id.name + 2, "Lamp.002") != 0) {
-                                                               base->object->restrictflag |= OB_RESTRICT_RENDER;
+                                       
+                                       /* turn off bounce lights for volume, 
+                                        * doesn't make much visual difference and slows it down too */
+                                       if (mat->material_type == MA_TYPE_VOLUME) {
+                                               for (base = sce->base.first; base; base = base->next) {
+                                                       if (base->object->type == OB_LAMP) {
+                                                               /* if doesn't match 'Lamp.002' --> main key light */
+                                                               if (strcmp(base->object->id.name + 2, "Lamp.002") != 0) {
+                                                                       base->object->restrictflag |= OB_RESTRICT_RENDER;
+                                                               }
                                                        }
                                                }
                                        }
                                }
-
+                               else {
+                                       /* use current scene world to light sphere */
+                                       if (mat->pr_type == MA_SPHERE_A)
+                                               sce->world = scene->world;
+                               }
                                
                                if (sp->pr_method == PR_ICON_RENDER) {
                                        if (mat->material_type == MA_TYPE_HALO) {
                                                sce->lay = 1 << MA_FLAT;
-                                       } 
+                                       }
                                        else {
                                                sce->lay = 1 << MA_SPHERE_A;
                                        }
@@ -377,7 +396,7 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
                                        if (OB_TYPE_SUPPORT_MATERIAL(base->object->type)) {
                                                /* don't use assign_material, it changed mat->id.us, which shows in the UI */
                                                Material ***matar = give_matarar(base->object);
-                                               int actcol = MAX2(base->object->actcol - 1, 0);
+                                               int actcol = max_ii(base->object->actcol - 1, 0);
 
                                                if (matar && actcol < base->object->totcol)
                                                        (*matar)[actcol] = mat;
@@ -395,7 +414,7 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
                                tex = localize_texture(origtex);
                                sp->texcopy = tex;
                                BLI_addtail(&pr_main->tex, tex);
-                       }                       
+                       }
                        sce->lay = 1 << MA_TEXTURE;
                        
                        for (base = sce->base.first; base; base = base->next) {
@@ -406,15 +425,16 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
                                                
                                                if (tex && sp->slot)
                                                        mat->mtex[0]->which_output = sp->slot->which_output;
-                                               
+
+                                               mat->mtex[0]->mapto &= ~MAP_ALPHA;
+                                               mat->alpha = 1.0f;
+
                                                /* show alpha in this case */
                                                if (tex == NULL || (tex->flag & TEX_PRV_ALPHA)) {
-                                                       mat->mtex[0]->mapto |= MAP_ALPHA;
-                                                       mat->alpha = 0.0f;
-                                               }
-                                               else {
-                                                       mat->mtex[0]->mapto &= ~MAP_ALPHA;
-                                                       mat->alpha = 1.0f;
+                                                       if (!(tex && tex->type == TEX_IMAGE && (tex->imaflag & (TEX_USEALPHA | TEX_CALCALPHA)) == 0)) {
+                                                               mat->mtex[0]->mapto |= MAP_ALPHA;
+                                                               mat->alpha = 0.0f;
+                                                       }
                                                }
                                        }
                                }
@@ -435,19 +455,21 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
                                sp->lampcopy = la;
                                BLI_addtail(&pr_main->lamp, la);
                        }
-                       
-                       if (la && la->type == LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
-                               sce->lay = 1 << MA_ATMOS;
-                               sce->world = scene->world;
-                               sce->camera = (Object *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name) + 2);
-                       }
-                       else {
-                               sce->lay = 1 << MA_LAMP;
-                               sce->world = NULL;
-                               sce->camera = (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name) + 2);
+
+                       sce->lay = 1 << MA_LAMP;
+
+                       if (!BKE_scene_use_new_shading_nodes(scene)) {
+                               if (la && la->type == LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
+                                       sce->lay = 1 << MA_ATMOS;
+                                       sce->world = scene->world;
+                                       sce->camera = (Object *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name) + 2);
+                               }
+                               else {
+                                       sce->world = NULL;
+                                       sce->camera = (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name) + 2);
+                               }
                        }
-                       sce->r.mode &= ~R_SHADOW;
-                       
+                               
                        for (base = sce->base.first; base; base = base->next) {
                                if (base->object->id.name[2] == 'p') {
                                        if (base->object->type == OB_LAMP)
@@ -488,24 +510,15 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
 
 /* new UI convention: draw is in pixel space already. */
 /* uses ROUNDBOX button in block to get the rect */
-static int ed_preview_draw_rect(ScrArea *sa, Scene *sce, ID *id, int split, int first, rcti *rect, rcti *newrect)
+static int ed_preview_draw_rect(ScrArea *sa, int split, int first, rcti *rect, rcti *newrect)
 {
        Render *re;
        RenderResult rres;
        char name[32];
-       int do_gamma_correct = FALSE, do_predivide = FALSE;
        int offx = 0;
        int newx = BLI_rcti_size_x(rect);
        int newy = BLI_rcti_size_y(rect);
 
-       if (id && GS(id->name) != ID_TE) {
-               /* exception: don't color manage texture previews - show the raw values */
-               if (sce) {
-                       do_gamma_correct = TRUE;
-                       do_predivide = sce->r.color_mgt_flag & R_COLOR_MANAGEMENT_PREDIVIDE;
-               }
-       }
-
        if (!split || first) sprintf(name, "Preview %p", (void *)sa);
        else sprintf(name, "SecondPreview %p", (void *)sa);
 
@@ -520,51 +533,33 @@ static int ed_preview_draw_rect(ScrArea *sa, Scene *sce, ID *id, int split, int
                }
        }
 
+       /* test if something rendered ok */
        re = RE_GetRender(name);
        RE_AcquireResultImage(re, &rres);
+       RE_ReleaseResultImage(re);
 
        if (rres.rectf) {
                
                if (ABS(rres.rectx - newx) < 2 && ABS(rres.recty - newy) < 2) {
 
-                       newrect->xmax = MAX2(newrect->xmax, rect->xmin + rres.rectx + offx);
-                       newrect->ymax = MAX2(newrect->ymax, rect->ymin + rres.recty);
+                       newrect->xmax = max_ii(newrect->xmax, rect->xmin + rres.rectx + offx);
+                       newrect->ymax = max_ii(newrect->ymax, rect->ymin + rres.recty);
 
                        if (rres.rectx && rres.recty) {
-                               /* temporary conversion to byte for drawing */
+                               unsigned char *rect_byte = MEM_mallocN(rres.rectx * rres.recty * sizeof(int), "ed_preview_draw_rect");
                                float fx = rect->xmin + offx;
                                float fy = rect->ymin;
-                               int dither = 0;
-                               unsigned char *rect_byte;
-
-                               rect_byte = MEM_mallocN(rres.rectx * rres.recty * sizeof(int), "ed_preview_draw_rect");
-
-                               if (do_gamma_correct) {
-                                       IMB_display_buffer_transform_apply(rect_byte, rres.rectf, rres.rectx, rres.recty, 4,
-                                                                          &sce->view_settings, &sce->display_settings, do_predivide);
-
-                               }
-                               else {
-                                       /* OCIO_TODO: currently seems an exception for textures (came fro mlegacish time),
-                                        *            but is it indeed expected behavior, or textures should be
-                                        *            color managed as well?
-                                        */
-                                       IMB_buffer_byte_from_float(rect_byte, rres.rectf,
-                                                                  4, dither, IB_PROFILE_SRGB, IB_PROFILE_LINEAR_RGB, do_predivide,
-                                                                  rres.rectx, rres.recty, rres.rectx, rres.rectx);
-                               }
-
+                               
+                               RE_ResultGet32(re, (unsigned int *)rect_byte);
                                glaDrawPixelsSafe(fx, fy, rres.rectx, rres.recty, rres.rectx, GL_RGBA, GL_UNSIGNED_BYTE, rect_byte);
-
+                               
                                MEM_freeN(rect_byte);
+                               
+                               return 1;
                        }
-
-                       RE_ReleaseResultImage(re);
-                       return 1;
                }
        }
 
-       RE_ReleaseResultImage(re);
        return 0;
 }
 
@@ -572,7 +567,6 @@ void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, r
 {
        if (idp) {
                ScrArea *sa = CTX_wm_area(C);
-               Scene *sce = CTX_data_scene(C);
                ID *id = (ID *)idp;
                ID *parent = (ID *)parentp;
                MTex *slot = (MTex *)slotp;
@@ -588,11 +582,11 @@ void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, r
                newrect.ymax = rect->ymin;
 
                if (parent) {
-                       ok = ed_preview_draw_rect(sa, sce, id, 1, 1, rect, &newrect);
-                       ok &= ed_preview_draw_rect(sa, sce, parent, 1, 0, rect, &newrect);
+                       ok = ed_preview_draw_rect(sa, 1, 1, rect, &newrect);
+                       ok &= ed_preview_draw_rect(sa, 1, 0, rect, &newrect);
                }
                else
-                       ok = ed_preview_draw_rect(sa, sce, id, 0, 0, rect, &newrect);
+                       ok = ed_preview_draw_rect(sa, 0, 0, rect, &newrect);
 
                if (ok)
                        *rect = newrect;
@@ -606,7 +600,7 @@ void ED_preview_draw(const bContext *C, void *idp, void *parentp, void *slotp, r
                if (ok == 0) {
                        ED_preview_shader_job(C, sa, id, parent, slot, newx, newy, PR_BUTS_RENDER);
                }
-       }       
+       }
 }
 
 /* **************************** new shader preview system ****************** */
@@ -658,7 +652,7 @@ static void shader_preview_updatejob(void *spv)
                                if (sp->lampcopy && la->nodetree && sp->lampcopy->nodetree)
                                        ntreeLocalSync(sp->lampcopy->nodetree, la->nodetree);
                        }
-               }               
+               }
        }
 }
 
@@ -670,9 +664,27 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
        short idtype = GS(id->name);
        char name[32];
        int sizex;
+       Main *pr_main = sp->pr_main;
+       
+       /* in case of split preview, use border render */
+       if (split) {
+               if (first) sizex = sp->sizex / 2;
+               else sizex = sp->sizex - sp->sizex / 2;
+       }
+       else {
+               sizex = sp->sizex;
+       }
+
+       /* we have to set preview variables first */
+       sce = preview_get_scene(pr_main);
+       if (sce) {
+               sce->r.xsch = sizex;
+               sce->r.ysch = sp->sizey;
+               sce->r.size = 100;
+       }
        
        /* get the stuff from the builtin preview dbase */
-       sce = preview_prepare_scene(sp->scene, id, idtype, sp); // XXX sizex
+       sce = preview_prepare_scene(sp->scene, id, idtype, sp);
        if (sce == NULL) return;
        
        if (!split || first) sprintf(name, "Preview %p", sp->owner);
@@ -700,17 +712,6 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
                sce->r.mode |= R_OSA;
        }
 
-       /* in case of split preview, use border render */
-       if (split) {
-               if (first) sizex = sp->sizex / 2;
-               else sizex = sp->sizex - sp->sizex / 2;
-       }
-       else sizex = sp->sizex;
-
-       /* allocates or re-uses render result */
-       sce->r.xsch = sizex;
-       sce->r.ysch = sp->sizey;
-       sce->r.size = 100;
 
        /* callbacs are cleared on GetRender() */
        if (ELEM(sp->pr_method, PR_BUTS_RENDER, PR_NODE_RENDER)) {
@@ -739,7 +740,7 @@ static void shader_preview_render(ShaderPreview *sp, ID *id, int split, int firs
        else {
                /* validate owner */
                //if (ri->rect == NULL)
-               //      ri->rect= MEM_mallocN(sizeof(int)*ri->pr_rectx*ri->pr_recty, "BIF_previewrender");
+               //      ri->rect= MEM_mallocN(sizeof(int) * ri->pr_rectx*ri->pr_recty, "BIF_previewrender");
                //RE_ResultGet32(re, ri->rect);
        }
 
@@ -776,6 +777,7 @@ static void shader_preview_startjob(void *customdata, short *stop, short *do_upd
 static void shader_preview_free(void *customdata)
 {
        ShaderPreview *sp = customdata;
+       Main *pr_main = sp->pr_main;
        
        if (sp->matcopy) {
                struct IDProperty *properties;
@@ -818,7 +820,7 @@ static void shader_preview_free(void *customdata)
                
                /* get rid of copied world */
                BLI_remlink(&pr_main->world, sp->worldcopy);
-               BKE_world_free_ex(sp->worldcopy, FALSE);
+               BKE_world_free_ex(sp->worldcopy, TRUE); /* [#32865] - we need to unlink the texture copies, unlike for materials */
                
                properties = IDP_GetProperties((ID *)sp->worldcopy, FALSE);
                if (properties) {
@@ -870,7 +872,7 @@ static void icon_copy_rect(ImBuf *ibuf, unsigned int w, unsigned int h, unsigned
                scaledx = (float)w;
                scaledy =  ( (float)ima->y / (float)ima->x) * (float)w;
        }
-       else {                  
+       else {
                scaledx =  ( (float)ima->x / (float)ima->y) * (float)h;
                scaledy = (float)h;
        }
@@ -913,7 +915,7 @@ static void icon_preview_startjob(void *customdata, short *stop, short *do_updat
        ShaderPreview *sp = customdata;
        ID *id = sp->id;
        short idtype = GS(id->name);
-
+       
        if (idtype == ID_IM) {
                Image *ima = (Image *)id;
                ImBuf *ibuf = NULL;
@@ -930,13 +932,17 @@ static void icon_preview_startjob(void *customdata, short *stop, short *do_updat
                /* elubie: this needs to be changed: here image is always loaded if not
                 * already there. Very expensive for large images. Need to find a way to 
                 * only get existing ibuf */
-               ibuf = BKE_image_get_ibuf(ima, &iuser);
-               if (ibuf == NULL || ibuf->rect == NULL)
+               ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL);
+               if (ibuf == NULL || ibuf->rect == NULL) {
+                       BKE_image_release_ibuf(ima, ibuf, NULL);
                        return;
+               }
                
                icon_copy_rect(ibuf, sp->sizex, sp->sizey, sp->pr_rect);
 
                *do_update = TRUE;
+
+               BKE_image_release_ibuf(ima, ibuf, NULL);
        }
        else if (idtype == ID_BR) {
                Brush *br = (Brush *)id;
@@ -1022,6 +1028,7 @@ static void icon_preview_startjob_all_sizes(void *customdata, short *stop, short
                sp->pr_method = PR_ICON_RENDER;
                sp->pr_rect = cur_size->rect;
                sp->id = ip->id;
+               sp->pr_main = pr_main;
 
                common_preview_startjob(sp, stop, do_update, progress);
                shader_preview_free(sp);
@@ -1034,8 +1041,27 @@ static void icon_preview_endjob(void *customdata)
 {
        IconPreview *ip = customdata;
 
-       if (ip->id && GS(ip->id->name) == ID_BR)
-               WM_main_add_notifier(NC_BRUSH | NA_EDITED, ip->id);
+       if (ip->id) {
+
+               if (GS(ip->id->name) == ID_BR)
+                       WM_main_add_notifier(NC_BRUSH | NA_EDITED, ip->id);
+#if 0          
+               if (GS(ip->id->name) == ID_MA) {
+                       Material *ma = (Material *)ip->id;
+                       PreviewImage *prv_img = ma->preview;
+                       int i;
+
+                       /* signal to gpu texture */
+                       for (i = 0; i < NUM_ICON_SIZES; ++i) {
+                               if (prv_img->gputexture[i]) {
+                                       GPU_texture_free(prv_img->gputexture[i]);
+                                       prv_img->gputexture[i] = NULL;
+                                       WM_main_add_notifier(NC_MATERIAL|ND_SHADING_DRAW, ip->id);
+                               }
+                       }
+               }
+#endif
+       }
 }
 
 static void icon_preview_free(void *customdata)
@@ -1071,7 +1097,7 @@ void ED_preview_icon_job(const bContext *C, void *owner, ID *id, unsigned int *r
 
        /* setup job */
        WM_jobs_customdata_set(wm_job, ip, icon_preview_free);
-       WM_jobs_timer(wm_job, 0.25, NC_MATERIAL, NC_MATERIAL);
+       WM_jobs_timer(wm_job, 0.1, NC_MATERIAL, NC_MATERIAL);
        WM_jobs_callbacks(wm_job, icon_preview_startjob_all_sizes, NULL, NULL, icon_preview_endjob);
 
        WM_jobs_start(CTX_wm_manager(C), wm_job);
@@ -1082,13 +1108,18 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
        Object *ob = CTX_data_active_object(C);
        wmJob *wm_job;
        ShaderPreview *sp;
+       Scene *scene = CTX_data_scene(C);
+
+       /* node previews not supported for cycles */
+       if (BKE_scene_use_new_shading_nodes(scene) && method == PR_NODE_RENDER)
+               return;
 
        wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), owner, "Shader Preview",
                            WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW);
        sp = MEM_callocN(sizeof(ShaderPreview), "shader preview");
 
        /* customdata for preview thread */
-       sp->scene = CTX_data_scene(C);
+       sp->scene = scene;
        sp->owner = owner;
        sp->sizex = sizex;
        sp->sizey = sizey;
@@ -1096,6 +1127,14 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
        sp->id = id;
        sp->parent = parent;
        sp->slot = slot;
+
+       /* hardcoded preview .blend for cycles/internal, this should be solved
+        * once with custom preview .blend path for external engines */
+       if (BKE_scene_use_new_shading_nodes(scene))
+               sp->pr_main = pr_main_cycles;
+       else
+               sp->pr_main = pr_main;
+
        if (ob && ob->totcol) copy_v4_v4(sp->col, ob->col);
        else sp->col[0] = sp->col[1] = sp->col[2] = sp->col[3] = 1.0f;