forked from blender/blender
Move to use the GPU API instead OpenGL #23
@ -12,7 +12,7 @@
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#include "BKE_camera.h"
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#include "BKE_camera.h"
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#include "BLI_math_matrix.h"
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#include "BLI_math_matrix.h"
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#include "DEG_depsgraph_query.h"
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#include "DEG_depsgraph_query.h"
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#include "GPU_batch.h"
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#include "GPU_matrix.h"
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// clang-format on
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// clang-format on
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#include "camera.h"
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#include "camera.h"
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@ -132,18 +132,30 @@ pxr::GfCamera ViewSettings::gf_camera()
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(float)border[3] / screen_height));
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(float)border[3] / screen_height));
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}
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}
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GLTexture::GLTexture() : texture(nullptr), width(0), height(0), channels(4)
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DrawTexture::DrawTexture() : texture(nullptr), width(0), height(0), channels(4)
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{
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{
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float coords[8] = {0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0};
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GPUVertFormat format = {0};
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GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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GPU_vertformat_attr_add(&format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
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GPU_vertbuf_data_alloc(vbo, 4);
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GPU_vertbuf_attr_fill(vbo, 0, coords);
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GPU_vertbuf_attr_fill(vbo, 1, coords);
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batch = GPU_batch_create_ex(GPU_PRIM_TRI_FAN, vbo, nullptr, GPU_BATCH_OWNS_VBO);
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}
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}
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GLTexture::~GLTexture()
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DrawTexture::~DrawTexture()
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{
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{
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if (texture) {
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if (texture) {
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free();
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free();
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}
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}
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GPU_batch_discard(batch);
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}
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}
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void GLTexture::set_buffer(pxr::HdRenderBuffer *buffer)
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void DrawTexture::set_buffer(pxr::HdRenderBuffer *buffer)
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{
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{
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if (!texture) {
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if (!texture) {
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create(buffer);
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create(buffer);
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@ -161,53 +173,44 @@ void GLTexture::set_buffer(pxr::HdRenderBuffer *buffer)
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buffer->Unmap();
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buffer->Unmap();
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}
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}
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void GLTexture::create(pxr::HdRenderBuffer *buffer)
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void DrawTexture::create(pxr::HdRenderBuffer *buffer)
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{
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{
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width = buffer->GetWidth();
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width = buffer->GetWidth();
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height = buffer->GetHeight();
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height = buffer->GetHeight();
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channels = pxr::HdGetComponentCount(buffer->GetFormat());
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channels = pxr::HdGetComponentCount(buffer->GetFormat());
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void *data = buffer->Map();
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void *data = buffer->Map();
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texture = GPU_texture_create_2d("HydraRendeViewport",
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texture = GPU_texture_create_2d("HydraRendeViewport",
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width,
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width,
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height,
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height,
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1,
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1,
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GPU_RGBA16F,
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GPU_RGBA16F,
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GPU_TEXTURE_USAGE_GENERAL,
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GPU_TEXTURE_USAGE_GENERAL,
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(float *)data);
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(float *)data);
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buffer->Unmap();
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buffer->Unmap();
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GPU_texture_filter_mode(texture, true);
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GPU_texture_filter_mode(texture, true);
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GPU_texture_wrap_mode(texture, true, true);
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GPU_texture_wrap_mode(texture, true, true);
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}
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}
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void GLTexture::free()
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void DrawTexture::free()
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{
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{
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GPU_texture_free(texture);
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GPU_texture_free(texture);
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texture = nullptr;
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texture = nullptr;
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}
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}
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void GLTexture::draw(GPUShader *shader, float x, float y)
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void DrawTexture::draw(GPUShader *shader, float x, float y)
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{
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{
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float position[8] = {x, y, x + width, y, x + width, y + height, x, y + height};
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float texcoord[8] = {0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0};
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GPUVertFormat format = {0};
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GPU_vertformat_attr_add(&format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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GPU_vertformat_attr_add(&format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format);
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GPU_vertbuf_data_alloc(vbo, 4);
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GPU_vertbuf_attr_fill(vbo, 0, position);
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GPU_vertbuf_attr_fill(vbo, 1, texcoord);
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int slot = GPU_shader_get_sampler_binding(shader, "image");
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int slot = GPU_shader_get_sampler_binding(shader, "image");
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GPU_texture_bind(texture, slot);
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GPU_texture_bind(texture, slot);
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GPU_shader_uniform_1i(shader, "image", slot);
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GPU_shader_uniform_1i(shader, "image", slot);
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GPUBatch *gpu_batch = GPU_batch_create_ex(GPU_PRIM_TRI_FAN, vbo, nullptr, GPU_BATCH_OWNS_VBO);
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GPU_matrix_push();
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GPU_batch_set_shader(gpu_batch, shader);
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GPU_matrix_translate_2f(x, y);
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GPU_batch_draw(gpu_batch);
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GPU_matrix_scale_2f(width, height);
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GPU_batch_set_shader(batch, shader);
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GPU_batch_discard(gpu_batch);
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GPU_batch_draw(batch);
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GPU_matrix_pop();
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}
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}
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void ViewportEngine::sync(Depsgraph *depsgraph,
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void ViewportEngine::sync(Depsgraph *depsgraph,
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@ -268,8 +271,8 @@ void ViewportEngine::render(Depsgraph *depsgraph, bContext *context)
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engine->Execute(render_index.get(), &tasks);
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engine->Execute(render_index.get(), &tasks);
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if ((bl_engine->type->flag & RE_USE_GPU_CONTEXT) == 0) {
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if ((bl_engine->type->flag & RE_USE_GPU_CONTEXT) == 0) {
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texture.set_buffer(render_task_delegate->get_renderer_aov(pxr::HdAovTokens->color));
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draw_texture.set_buffer(render_task_delegate->get_renderer_aov(pxr::HdAovTokens->color));
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texture.draw(shader, view_settings.border[0], view_settings.border[1]);
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draw_texture.draw(shader, view_settings.border[0], view_settings.border[1]);
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}
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}
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}
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}
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@ -7,17 +7,18 @@
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#include <pxr/imaging/hd/renderBuffer.h>
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#include <pxr/imaging/hd/renderBuffer.h>
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#include "GPU_texture.h"
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#include "GPU_batch.h"
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#include "GPU_shader.h"
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#include "GPU_shader.h"
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#include "GPU_texture.h"
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#include "engine.h"
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#include "engine.h"
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namespace blender::render::hydra {
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namespace blender::render::hydra {
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class GLTexture {
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class DrawTexture {
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public:
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public:
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GLTexture();
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DrawTexture();
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~GLTexture();
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~DrawTexture();
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void set_buffer(pxr::HdRenderBuffer *buffer);
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void set_buffer(pxr::HdRenderBuffer *buffer);
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void draw(GPUShader *shader, float x, float y);
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void draw(GPUShader *shader, float x, float y);
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@ -26,6 +27,7 @@ class GLTexture {
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void free();
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void free();
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GPUTexture *texture;
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GPUTexture *texture;
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GPUBatch *batch;
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int width, height, channels;
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int width, height, channels;
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};
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};
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@ -44,7 +46,7 @@ class ViewportEngine : public Engine {
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private:
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private:
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std::chrono::time_point<std::chrono::steady_clock> time_begin;
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std::chrono::time_point<std::chrono::steady_clock> time_begin;
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GLTexture texture;
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DrawTexture draw_texture;
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};
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};
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} // namespace blender::render::hydra
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} // namespace blender::render::hydra
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