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blender-archive/source/blender/gpu/intern/gpu_viewport.c

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*/
/** \file \ingroup gpu
*
* System that manages viewport drawing.
*/
#include <string.h>
#include "BLI_listbase.h"
#include "BLI_rect.h"
#include "BLI_mempool.h"
#include "BIF_gl.h"
#include "DNA_vec_types.h"
#include "DNA_userdef_types.h"
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_immediate.h"
#include "GPU_texture.h"
#include "GPU_viewport.h"
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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#include "GPU_draw.h"
#include "DRW_engine.h"
#include "MEM_guardedalloc.h"
static const int default_fbl_len = (sizeof(DefaultFramebufferList)) / sizeof(void *);
static const int default_txl_len = (sizeof(DefaultTextureList)) / sizeof(void *);
/* Maximum number of simultaneous engine enabled at the same time.
* Setting it lower than the real number will do lead to
* higher VRAM usage due to sub-efficient buffer reuse. */
#define MAX_ENGINE_BUFFER_SHARING 5
typedef struct ViewportTempTexture {
struct ViewportTempTexture *next, *prev;
void *user[MAX_ENGINE_BUFFER_SHARING];
GPUTexture *texture;
} ViewportTempTexture;
struct GPUViewport {
int size[2];
int samples;
int flag;
ListBase data; /* ViewportEngineData wrapped in LinkData */
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uint data_hash; /* If hash mismatch we free all ViewportEngineData in this viewport */
DefaultFramebufferList *fbl;
DefaultTextureList *txl;
ViewportMemoryPool vmempool; /* Used for rendering data structure. */
struct DRWInstanceDataList *idatalist; /* Used for rendering data structure. */
ListBase tex_pool; /* ViewportTempTexture list : Temporary textures shared across draw engines */
/* Profiling data */
double cache_time;
};
enum {
DO_UPDATE = (1 << 0),
};
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static void gpu_viewport_buffers_free(FramebufferList *fbl, int fbl_len, TextureList *txl, int txl_len);
static void gpu_viewport_storage_free(StorageList *stl, int stl_len);
static void gpu_viewport_passes_free(PassList *psl, int psl_len);
static void gpu_viewport_texture_pool_free(GPUViewport *viewport);
static void gpu_viewport_default_fb_create(GPUViewport *viewport);
void GPU_viewport_tag_update(GPUViewport *viewport)
{
viewport->flag |= DO_UPDATE;
}
bool GPU_viewport_do_update(GPUViewport *viewport)
{
bool ret = (viewport->flag & DO_UPDATE);
viewport->flag &= ~DO_UPDATE;
return ret;
}
GPUViewport *GPU_viewport_create(void)
{
GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport");
viewport->fbl = MEM_callocN(sizeof(DefaultFramebufferList), "FramebufferList");
viewport->txl = MEM_callocN(sizeof(DefaultTextureList), "TextureList");
viewport->idatalist = DRW_instance_data_list_create();
viewport->size[0] = viewport->size[1] = -1;
return viewport;
}
GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs)
{
GPUViewport *viewport = GPU_viewport_create();
GPUTexture *color, *depth;
GPUFrameBuffer *fb;
viewport->size[0] = GPU_offscreen_width(ofs);
viewport->size[1] = GPU_offscreen_height(ofs);
GPU_offscreen_viewport_data_get(ofs, &fb, &color, &depth);
if (GPU_texture_samples(color)) {
viewport->txl->multisample_color = color;
viewport->txl->multisample_depth = depth;
viewport->fbl->multisample_fb = fb;
gpu_viewport_default_fb_create(viewport);
}
else {
viewport->fbl->default_fb = fb;
viewport->txl->color = color;
viewport->txl->depth = depth;
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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GPU_framebuffer_ensure_config(&viewport->fbl->color_only_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(viewport->txl->color)
});
GPU_framebuffer_ensure_config(&viewport->fbl->depth_only_fb, {
GPU_ATTACHMENT_TEXTURE(viewport->txl->depth),
GPU_ATTACHMENT_NONE
});
}
return viewport;
}
/**
* Clear vars assigned from offscreen, so we don't free data owned by `GPUOffScreen`.
*/
void GPU_viewport_clear_from_offscreen(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
if (dfbl->multisample_fb) {
/* GPUViewport expect the final result to be in default_fb but
* GPUOffscreen wants it in its multisample_fb, so we sync it back. */
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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GPU_framebuffer_blit(dfbl->default_fb, 0, dfbl->multisample_fb, 0, GPU_COLOR_BIT | GPU_DEPTH_BIT);
dfbl->multisample_fb = NULL;
dtxl->multisample_color = NULL;
dtxl->multisample_depth = NULL;
}
else {
viewport->fbl->default_fb = NULL;
dtxl->color = NULL;
dtxl->depth = NULL;
}
}
void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type)
{
LinkData *ld = MEM_callocN(sizeof(LinkData), "LinkData");
ViewportEngineData *data = MEM_callocN(sizeof(ViewportEngineData), "ViewportEngineData");
int fbl_len, txl_len, psl_len, stl_len;
DRW_engine_viewport_data_size_get(engine_type, &fbl_len, &txl_len, &psl_len, &stl_len);
data->engine_type = engine_type;
data->fbl = MEM_callocN((sizeof(void *) * fbl_len) + sizeof(FramebufferList), "FramebufferList");
data->txl = MEM_callocN((sizeof(void *) * txl_len) + sizeof(TextureList), "TextureList");
data->psl = MEM_callocN((sizeof(void *) * psl_len) + sizeof(PassList), "PassList");
data->stl = MEM_callocN((sizeof(void *) * stl_len) + sizeof(StorageList), "StorageList");
ld->data = data;
BLI_addtail(&viewport->data, ld);
return data;
}
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static void gpu_viewport_engines_data_free(GPUViewport *viewport)
{
int fbl_len, txl_len, psl_len, stl_len;
LinkData *next;
for (LinkData *link = viewport->data.first; link; link = next) {
next = link->next;
ViewportEngineData *data = link->data;
DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, &psl_len, &stl_len);
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gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, txl_len);
gpu_viewport_passes_free(data->psl, psl_len);
gpu_viewport_storage_free(data->stl, stl_len);
MEM_freeN(data->fbl);
MEM_freeN(data->txl);
MEM_freeN(data->psl);
MEM_freeN(data->stl);
/* We could handle this in the DRW module */
if (data->text_draw_cache) {
extern void DRW_text_cache_destroy(struct DRWTextStore *dt);
DRW_text_cache_destroy(data->text_draw_cache);
data->text_draw_cache = NULL;
}
MEM_freeN(data);
BLI_remlink(&viewport->data, link);
MEM_freeN(link);
}
gpu_viewport_texture_pool_free(viewport);
}
void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_type)
{
for (LinkData *link = viewport->data.first; link; link = link->next) {
ViewportEngineData *vdata = link->data;
if (vdata->engine_type == engine_type) {
return vdata;
}
}
return NULL;
}
ViewportMemoryPool *GPU_viewport_mempool_get(GPUViewport *viewport)
{
return &viewport->vmempool;
}
struct DRWInstanceDataList *GPU_viewport_instance_data_list_get(GPUViewport *viewport)
{
return viewport->idatalist;
}
void *GPU_viewport_framebuffer_list_get(GPUViewport *viewport)
{
return viewport->fbl;
}
void *GPU_viewport_texture_list_get(GPUViewport *viewport)
{
return viewport->txl;
}
void GPU_viewport_size_get(const GPUViewport *viewport, int size[2])
{
size[0] = viewport->size[0];
size[1] = viewport->size[1];
}
/**
* Special case, this is needed for when we have a viewport without a frame-buffer output
* (occlusion queries for eg) but still need to set the size since it may be used for other calculations.
*/
void GPU_viewport_size_set(GPUViewport *viewport, const int size[2])
{
viewport->size[0] = size[0];
viewport->size[1] = size[1];
}
double *GPU_viewport_cache_time_get(GPUViewport *viewport)
{
return &viewport->cache_time;
}
/**
* Try to find a texture corresponding to params into the texture pool.
* If no texture was found, create one and add it to the pool.
*/
GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine, int width, int height, int format)
{
GPUTexture *tex;
for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) {
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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if ((GPU_texture_format(tmp_tex->texture) == format) &&
(GPU_texture_width(tmp_tex->texture) == width) &&
(GPU_texture_height(tmp_tex->texture) == height))
{
/* Search if the engine is not already using this texture */
for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) {
if (tmp_tex->user[i] == engine) {
break;
}
if (tmp_tex->user[i] == NULL) {
tmp_tex->user[i] = engine;
return tmp_tex->texture;
}
}
}
}
tex = GPU_texture_create_2D(width, height, format, NULL, NULL);
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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GPU_texture_bind(tex, 0);
/* Doing filtering for depth does not make sense when not doing shadow mapping,
* and enabling texture filtering on integer texture make them unreadable. */
bool do_filter = !GPU_texture_depth(tex) && !GPU_texture_integer(tex);
GPU_texture_filter_mode(tex, do_filter);
GPU_texture_unbind(tex);
ViewportTempTexture *tmp_tex = MEM_callocN(sizeof(ViewportTempTexture), "ViewportTempTexture");
tmp_tex->texture = tex;
tmp_tex->user[0] = engine;
BLI_addtail(&viewport->tex_pool, tmp_tex);
return tex;
}
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static void gpu_viewport_texture_pool_clear_users(GPUViewport *viewport)
{
ViewportTempTexture *tmp_tex_next;
for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex_next) {
tmp_tex_next = tmp_tex->next;
bool no_user = true;
for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) {
if (tmp_tex->user[i] != NULL) {
tmp_tex->user[i] = NULL;
no_user = false;
}
}
if (no_user) {
GPU_texture_free(tmp_tex->texture);
BLI_freelinkN(&viewport->tex_pool, tmp_tex);
}
}
}
static void gpu_viewport_texture_pool_free(GPUViewport *viewport)
{
for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) {
GPU_texture_free(tmp_tex->texture);
}
BLI_freelistN(&viewport->tex_pool);
}
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bool GPU_viewport_engines_data_validate(GPUViewport *viewport, uint hash)
{
bool dirty = false;
if (viewport->data_hash != hash) {
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gpu_viewport_engines_data_free(viewport);
dirty = true;
}
viewport->data_hash = hash;
return dirty;
}
void GPU_viewport_cache_release(GPUViewport *viewport)
{
for (LinkData *link = viewport->data.first; link; link = link->next) {
ViewportEngineData *data = link->data;
int psl_len;
DRW_engine_viewport_data_size_get(data->engine_type, NULL, NULL, &psl_len, NULL);
gpu_viewport_passes_free(data->psl, psl_len);
}
}
static void gpu_viewport_default_fb_create(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
int *size = viewport->size;
bool ok = true;
dtxl->color = GPU_texture_create_2D(size[0], size[1], GPU_RGBA8, NULL, NULL);
dtxl->depth = GPU_texture_create_2D(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL);
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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if (!(dtxl->depth && dtxl->color)) {
ok = false;
goto cleanup;
}
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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GPU_framebuffer_ensure_config(&dfbl->default_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(dtxl->color)
});
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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GPU_framebuffer_ensure_config(&dfbl->depth_only_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_NONE
});
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
GPU_framebuffer_ensure_config(&dfbl->color_only_fb, {
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(dtxl->color)
});
ok = ok && GPU_framebuffer_check_valid(dfbl->default_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->color_only_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->depth_only_fb, NULL);
cleanup:
if (!ok) {
GPU_viewport_free(viewport);
DRW_opengl_context_disable();
return;
}
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
GPU_framebuffer_restore();
}
static void gpu_viewport_default_multisample_fb_create(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
int *size = viewport->size;
int samples = viewport->samples;
bool ok = true;
dtxl->multisample_color = GPU_texture_create_2D_multisample(size[0], size[1], GPU_RGBA8, NULL, samples, NULL);
dtxl->multisample_depth = GPU_texture_create_2D_multisample(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, samples, NULL);
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
if (!(dtxl->multisample_depth && dtxl->multisample_color)) {
ok = false;
goto cleanup;
}
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
GPU_framebuffer_ensure_config(&dfbl->multisample_fb, {
GPU_ATTACHMENT_TEXTURE(dtxl->multisample_depth),
GPU_ATTACHMENT_TEXTURE(dtxl->multisample_color)
});
ok = ok && GPU_framebuffer_check_valid(dfbl->multisample_fb, NULL);
cleanup:
if (!ok) {
GPU_viewport_free(viewport);
DRW_opengl_context_disable();
return;
}
GPU_framebuffer_restore();
}
void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
{
DefaultFramebufferList *dfbl = viewport->fbl;
int fbl_len, txl_len;
/* add one pixel because of scissor test */
int rect_w = BLI_rcti_size_x(rect) + 1;
int rect_h = BLI_rcti_size_y(rect) + 1;
DRW_opengl_context_enable();
if (dfbl->default_fb) {
if (rect_w != viewport->size[0] || rect_h != viewport->size[1] || U.ogl_multisamples != viewport->samples) {
2017-04-12 20:23:30 +10:00
gpu_viewport_buffers_free(
(FramebufferList *)viewport->fbl, default_fbl_len,
(TextureList *)viewport->txl, default_txl_len);
for (LinkData *link = viewport->data.first; link; link = link->next) {
ViewportEngineData *data = link->data;
DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, NULL, NULL);
2017-04-12 20:23:30 +10:00
gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, txl_len);
}
gpu_viewport_texture_pool_free(viewport);
}
}
viewport->size[0] = rect_w;
viewport->size[1] = rect_h;
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
viewport->samples = U.ogl_multisamples;
2017-05-18 20:32:06 +02:00
gpu_viewport_texture_pool_clear_users(viewport);
/* Multisample Buffer */
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
if (viewport->samples > 0) {
if (!dfbl->default_fb) {
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
2018-03-25 17:46:48 +02:00
gpu_viewport_default_multisample_fb_create(viewport);
}
}
if (!dfbl->default_fb) {
gpu_viewport_default_fb_create(viewport);
}
}
void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect)
{
DefaultFramebufferList *dfbl = viewport->fbl;
if (dfbl->default_fb == NULL)
return;
DefaultTextureList *dtxl = viewport->txl;
GPUTexture *color = dtxl->color;
const float w = (float)GPU_texture_width(color);
const float h = (float)GPU_texture_height(color);
BLI_assert(w == BLI_rcti_size_x(rect) + 1);
BLI_assert(h == BLI_rcti_size_y(rect) + 1);
/* wmOrtho for the screen has this same offset */
const float halfx = GLA_PIXEL_OFS / w;
const float halfy = GLA_PIXEL_OFS / h;
float x1 = rect->xmin;
float x2 = rect->xmin + w;
float y1 = rect->ymin;
float y2 = rect->ymin + h;
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
GPU_shader_bind(shader);
GPU_texture_bind(color, 0);
glUniform1i(GPU_shader_get_uniform_ensure(shader, "image"), 0);
glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy);
glUniform4f(GPU_shader_get_uniform_ensure(shader, "rect_geom"), x1, y1, x2, y2);
glUniform4f(GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR), 1.0f, 1.0f, 1.0f, 1.0f);
GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4);
GPU_texture_unbind(color);
}
void GPU_viewport_unbind(GPUViewport *UNUSED(viewport))
{
GPU_framebuffer_restore();
DRW_opengl_context_disable();
}
GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport)
{
DefaultFramebufferList *dfbl = viewport->fbl;
if (dfbl->default_fb) {
DefaultTextureList *dtxl = viewport->txl;
return dtxl->color;
}
return NULL;
}
2017-04-12 20:23:30 +10:00
static void gpu_viewport_buffers_free(
FramebufferList *fbl, int fbl_len,
TextureList *txl, int txl_len)
{
for (int i = 0; i < fbl_len; i++) {
GPUFrameBuffer *fb = fbl->framebuffers[i];
if (fb) {
GPU_framebuffer_free(fb);
fbl->framebuffers[i] = NULL;
}
}
for (int i = 0; i < txl_len; i++) {
GPUTexture *tex = txl->textures[i];
if (tex) {
GPU_texture_free(tex);
txl->textures[i] = NULL;
}
}
}
2017-04-12 20:23:30 +10:00
static void gpu_viewport_storage_free(StorageList *stl, int stl_len)
{
for (int i = 0; i < stl_len; i++) {
void *storage = stl->storage[i];
if (storage) {
MEM_freeN(storage);
stl->storage[i] = NULL;
}
}
}
2017-04-12 20:23:30 +10:00
static void gpu_viewport_passes_free(PassList *psl, int psl_len)
{
for (int i = 0; i < psl_len; i++) {
struct DRWPass *pass = psl->passes[i];
if (pass) {
DRW_pass_free(pass);
psl->passes[i] = NULL;
}
}
}
/* Must be executed inside Drawmanager Opengl Context. */
void GPU_viewport_free(GPUViewport *viewport)
{
2017-04-12 20:23:30 +10:00
gpu_viewport_engines_data_free(viewport);
2017-04-12 20:23:30 +10:00
gpu_viewport_buffers_free(
(FramebufferList *)viewport->fbl, default_fbl_len,
(TextureList *)viewport->txl, default_txl_len);
gpu_viewport_texture_pool_free(viewport);
MEM_freeN(viewport->fbl);
MEM_freeN(viewport->txl);
if (viewport->vmempool.calls != NULL) {
BLI_mempool_destroy(viewport->vmempool.calls);
}
if (viewport->vmempool.states != NULL) {
BLI_mempool_destroy(viewport->vmempool.states);
}
if (viewport->vmempool.shgroups != NULL) {
BLI_mempool_destroy(viewport->vmempool.shgroups);
}
if (viewport->vmempool.uniforms != NULL) {
BLI_mempool_destroy(viewport->vmempool.uniforms);
}
if (viewport->vmempool.passes != NULL) {
BLI_mempool_destroy(viewport->vmempool.passes);
}
DRW_instance_data_list_free(viewport->idatalist);
MEM_freeN(viewport->idatalist);
MEM_freeN(viewport);
}