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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_math_vector.h"
#include "BLI_memblock.h"
#include "BLI_rect.h"
#include "BKE_colortools.h"
#include "IMB_colormanagement.h"
#include "DNA_userdef_types.h"
#include "DNA_vec_types.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
#include "GPU_viewport.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 *);
#define MAX_ENABLE_ENGINE 8
/* 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 storing a viewport specific GPUBatch.
* The end-goal is to have a single batch shared across viewport and use a model matrix to place
* the batch. Due to OCIO and Image/UV editor we are not able to use an model matrix yet. */
struct GPUViewportBatch {
GPUBatch *batch;
struct {
rctf rect_pos;
rctf rect_uv;
} last_used_parameters;
};
static struct {
GPUVertFormat format;
struct {
uint pos, tex_coord;
} attr_id;
} g_viewport = {{0}};
struct GPUViewport {
int size[2];
int flag;
/* Set the active view (for stereoscoptic viewport rendering). */
int active_view;
/* If engine_handles mismatch we free all ViewportEngineData in this viewport. */
struct {
void *handle;
ViewportEngineData *data;
} engine_data[MAX_ENABLE_ENGINE];
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;
/* Color management. */
ColorManagedViewSettings view_settings;
ColorManagedDisplaySettings display_settings;
CurveMapping *orig_curve_mapping;
float dither;
/* TODO(fclem): the uvimage display use the viewport but do not set any view transform for the
* moment. The end goal would be to let the GPUViewport do the color management. */
bool do_color_management;
struct GPUViewportBatch batch;
};
enum {
DO_UPDATE = (1 << 0),
GPU_VIEWPORT_STEREO = (1 << 1),
};
static void gpu_viewport_buffers_free(
FramebufferList *fbl, int fbl_len, TextureList *txl, TextureList *txl_stereo, int txl_len);
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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);
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->do_color_management = false;
viewport->size[0] = viewport->size[1] = -1;
viewport->active_view = -1;
return viewport;
}
GPUViewport *GPU_viewport_stereo_create(void)
{
GPUViewport *viewport = GPU_viewport_create();
viewport->flag = GPU_VIEWPORT_STEREO;
return viewport;
}
static void gpu_viewport_framebuffer_view_set(GPUViewport *viewport, int view)
{
/* Early check if the view is the latest requested. */
if (viewport->active_view == view) {
return;
}
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
/* Only swap the texture when this is a Stereo Viewport. */
if (((viewport->flag & GPU_VIEWPORT_STEREO) != 0)) {
SWAP(GPUTexture *, dtxl->color, dtxl->color_stereo);
SWAP(GPUTexture *, dtxl->color_overlay, dtxl->color_overlay_stereo);
for (int i = 0; i < MAX_ENABLE_ENGINE; i++) {
if (viewport->engine_data[i].handle != NULL) {
ViewportEngineData *data = viewport->engine_data[i].data;
SWAP(StorageList *, data->stl, data->stl_stereo);
SWAP(TextureList *, data->txl, data->txl_stereo);
}
else {
break;
}
}
}
GPU_framebuffer_ensure_config(&dfbl->default_fb,
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(dtxl->color),
});
GPU_framebuffer_ensure_config(&dfbl->overlay_fb,
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay),
});
GPU_framebuffer_ensure_config(&dfbl->depth_only_fb,
{
GPU_ATTACHMENT_TEXTURE(dtxl->depth),
GPU_ATTACHMENT_NONE,
});
GPU_framebuffer_ensure_config(&dfbl->color_only_fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(dtxl->color),
});
GPU_framebuffer_ensure_config(&dfbl->overlay_only_fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay),
});
viewport->active_view = view;
}
void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type)
{
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");
if ((viewport->flag & GPU_VIEWPORT_STEREO) != 0) {
data->txl_stereo = MEM_callocN((sizeof(void *) * txl_len) + sizeof(TextureList),
"TextureList");
data->stl_stereo = MEM_callocN((sizeof(void *) * stl_len) + sizeof(StorageList),
"StorageList");
}
for (int i = 0; i < MAX_ENABLE_ENGINE; i++) {
if (viewport->engine_data[i].handle == NULL) {
viewport->engine_data[i].handle = engine_type;
viewport->engine_data[i].data = data;
return data;
}
}
BLI_assert(!"Too many draw engines enabled at the same time");
return NULL;
}
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static void gpu_viewport_engines_data_free(GPUViewport *viewport)
{
int fbl_len, txl_len, psl_len, stl_len;
for (int i = 0; i < MAX_ENABLE_ENGINE && viewport->engine_data[i].handle; i++) {
ViewportEngineData *data = viewport->engine_data[i].data;
DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, &psl_len, &stl_len);
gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, data->txl_stereo, txl_len);
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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);
if ((viewport->flag & GPU_VIEWPORT_STEREO) != 0) {
gpu_viewport_storage_free(data->stl_stereo, stl_len);
MEM_freeN(data->txl_stereo);
MEM_freeN(data->stl_stereo);
}
/* 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);
/* Mark as unused*/
viewport->engine_data[i].handle = NULL;
}
gpu_viewport_texture_pool_free(viewport);
}
void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_handle)
{
BLI_assert(engine_handle != NULL);
for (int i = 0; i < MAX_ENABLE_ENGINE; i++) {
if (viewport->engine_data[i].handle == engine_handle) {
return viewport->engine_data[i].data;
}
}
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;
}
/* Note this function is only allowed to be called from `DRW_notify_view_update`. The rest
* should bind the correct viewport.
*
* The reason is that DRW_notify_view_update can be called from a different thread, but needs
* access to the engine data. */
void GPU_viewport_active_view_set(GPUViewport *viewport, int view)
{
gpu_viewport_framebuffer_view_set(viewport, view);
}
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])
{
copy_v2_v2_int(size, viewport->size);
}
/**
* Special case, this is needed for when we have a viewport without a frame-buffer output
2019-04-22 01:45:43 +10:00
* (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])
{
copy_v2_v2_int(viewport->size, size);
}
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;
LISTBASE_FOREACH (ViewportTempTexture *, tmp_tex, &viewport->tex_pool) {
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 ((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("temp_from_pool", width, height, 1, format, 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
/* 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);
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;
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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++) {
2017-05-18 20:32:06 +02:00
if (tmp_tex->user[i] != NULL) {
tmp_tex->user[i] = NULL;
no_user = false;
}
}
2017-05-18 20:32:06 +02:00
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)
{
LISTBASE_FOREACH (ViewportTempTexture *, tmp_tex, &viewport->tex_pool) {
GPU_texture_free(tmp_tex->texture);
}
BLI_freelistN(&viewport->tex_pool);
}
/* Takes an NULL terminated array of engine_handle. Returns true is data is still valid. */
bool GPU_viewport_engines_data_validate(GPUViewport *viewport, void **engine_handle_array)
{
for (int i = 0; i < MAX_ENABLE_ENGINE && engine_handle_array[i]; i++) {
if (viewport->engine_data[i].handle != engine_handle_array[i]) {
gpu_viewport_engines_data_free(viewport);
return false;
}
}
return true;
}
void GPU_viewport_cache_release(GPUViewport *viewport)
{
for (int i = 0; i < MAX_ENABLE_ENGINE && viewport->engine_data[i].handle; i++) {
ViewportEngineData *data = viewport->engine_data[i].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("dtxl_color", UNPACK2(size), 1, GPU_RGBA16F, NULL);
dtxl->color_overlay = GPU_texture_create_2d(
"dtxl_color_overlay", UNPACK2(size), 1, GPU_SRGB8_A8, NULL);
if (viewport->flag & GPU_VIEWPORT_STEREO) {
dtxl->color_stereo = GPU_texture_create_2d(
"dtxl_color_stereo", UNPACK2(size), 1, GPU_RGBA16F, NULL);
dtxl->color_overlay_stereo = GPU_texture_create_2d(
"dtxl_color_overlay_stereo", UNPACK2(size), 1, GPU_SRGB8_A8, NULL);
}
/* Can be shared with GPUOffscreen. */
if (dtxl->depth == NULL) {
dtxl->depth = GPU_texture_create_2d(
"dtxl_depth", UNPACK2(size), 1, GPU_DEPTH24_STENCIL8, NULL);
}
if (!dtxl->depth || !dtxl->color) {
ok = false;
goto cleanup;
}
gpu_viewport_framebuffer_view_set(viewport, 0);
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
ok = ok && GPU_framebuffer_check_valid(dfbl->default_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->overlay_fb, 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
ok = ok && GPU_framebuffer_check_valid(dfbl->color_only_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->depth_only_fb, NULL);
ok = ok && GPU_framebuffer_check_valid(dfbl->overlay_only_fb, NULL);
cleanup:
if (!ok) {
GPU_viewport_free(viewport);
DRW_opengl_context_disable();
return;
}
GPU_framebuffer_restore();
}
void GPU_viewport_bind(GPUViewport *viewport, int view, const rcti *rect)
{
DefaultFramebufferList *dfbl = viewport->fbl;
int fbl_len, txl_len;
int rect_size[2];
/* add one pixel because of scissor test */
rect_size[0] = BLI_rcti_size_x(rect) + 1;
rect_size[1] = BLI_rcti_size_y(rect) + 1;
DRW_opengl_context_enable();
if (dfbl->default_fb) {
if (!equals_v2v2_int(viewport->size, rect_size)) {
gpu_viewport_buffers_free((FramebufferList *)viewport->fbl,
default_fbl_len,
(TextureList *)viewport->txl,
NULL,
default_txl_len);
for (int i = 0; i < MAX_ENABLE_ENGINE && viewport->engine_data[i].handle; i++) {
ViewportEngineData *data = viewport->engine_data[i].data;
DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, NULL, NULL);
gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, data->txl_stereo, txl_len);
}
gpu_viewport_texture_pool_free(viewport);
viewport->active_view = -1;
}
}
copy_v2_v2_int(viewport->size, rect_size);
2017-05-18 20:32:06 +02:00
gpu_viewport_texture_pool_clear_users(viewport);
if (!dfbl->default_fb) {
gpu_viewport_default_fb_create(viewport);
}
gpu_viewport_framebuffer_view_set(viewport, view);
}
void GPU_viewport_bind_from_offscreen(GPUViewport *viewport, struct GPUOffScreen *ofs)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
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);
/* This is the only texture we can share. */
dtxl->depth = depth;
gpu_viewport_texture_pool_clear_users(viewport);
if (!dfbl->default_fb) {
gpu_viewport_default_fb_create(viewport);
}
}
void GPU_viewport_colorspace_set(GPUViewport *viewport,
ColorManagedViewSettings *view_settings,
ColorManagedDisplaySettings *display_settings,
float dither)
{
/**
* HACK(fclem): We copy the settings here to avoid use after free if an update frees the scene
* and the viewport stays cached (see T75443). But this means the OCIO curve-mapping caching
* (which is based on #CurveMap pointer address) cannot operate correctly and it will create
* a different OCIO processor for each viewport. We try to only reallocate the curve-map copy
* if needed to avoid unneeded cache invalidation.
*/
if (view_settings->curve_mapping) {
if (viewport->view_settings.curve_mapping) {
if (view_settings->curve_mapping->changed_timestamp !=
viewport->view_settings.curve_mapping->changed_timestamp) {
BKE_color_managed_view_settings_free(&viewport->view_settings);
}
}
}
if (viewport->orig_curve_mapping != view_settings->curve_mapping) {
viewport->orig_curve_mapping = view_settings->curve_mapping;
BKE_color_managed_view_settings_free(&viewport->view_settings);
}
/* Don't copy the curve mapping already. */
CurveMapping *tmp_curve_mapping = view_settings->curve_mapping;
CurveMapping *tmp_curve_mapping_vp = viewport->view_settings.curve_mapping;
view_settings->curve_mapping = NULL;
viewport->view_settings.curve_mapping = NULL;
BKE_color_managed_view_settings_copy(&viewport->view_settings, view_settings);
/* Restore. */
view_settings->curve_mapping = tmp_curve_mapping;
viewport->view_settings.curve_mapping = tmp_curve_mapping_vp;
/* Only copy curvemapping if needed. Avoid uneeded OCIO cache miss. */
if (tmp_curve_mapping && viewport->view_settings.curve_mapping == NULL) {
BKE_color_managed_view_settings_free(&viewport->view_settings);
viewport->view_settings.curve_mapping = BKE_curvemapping_copy(tmp_curve_mapping);
}
BKE_color_managed_display_settings_copy(&viewport->display_settings, display_settings);
viewport->dither = dither;
viewport->do_color_management = true;
}
/* Merge the stereo textures. `color` and `overlay` texture will be modified. */
void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo_format)
{
if (!ELEM(stereo_format->display_mode, S3D_DISPLAY_ANAGLYPH, S3D_DISPLAY_INTERLACE)) {
/* Early Exit: the other display modes need access to the full screen and cannot be
* done from a single viewport. See `wm_stereo.c` */
return;
}
gpu_viewport_framebuffer_view_set(viewport, 0);
DefaultTextureList *dtxl = viewport->txl;
DefaultFramebufferList *dfbl = viewport->fbl;
/* The composite framebuffer object needs to be created in the window context. */
GPU_framebuffer_ensure_config(&dfbl->stereo_comp_fb,
{
GPU_ATTACHMENT_NONE,
GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay),
GPU_ATTACHMENT_TEXTURE(dtxl->color),
});
GPUVertFormat *vert_format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_framebuffer_bind(dfbl->stereo_comp_fb);
GPU_matrix_push();
GPU_matrix_push_projection();
GPU_matrix_identity_set();
GPU_matrix_identity_projection_set();
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE);
immUniform1i("overlayTexture", 0);
immUniform1i("imageTexture", 1);
int settings = stereo_format->display_mode;
if (settings == S3D_DISPLAY_ANAGLYPH) {
switch (stereo_format->anaglyph_type) {
case S3D_ANAGLYPH_REDCYAN:
GPU_color_mask(false, true, true, true);
break;
case S3D_ANAGLYPH_GREENMAGENTA:
GPU_color_mask(true, false, true, true);
break;
case S3D_ANAGLYPH_YELLOWBLUE:
GPU_color_mask(false, false, true, true);
break;
}
}
else if (settings == S3D_DISPLAY_INTERLACE) {
settings |= stereo_format->interlace_type << 3;
SET_FLAG_FROM_TEST(settings, stereo_format->flag & S3D_INTERLACE_SWAP, 1 << 6);
}
immUniform1i("stereoDisplaySettings", settings);
GPU_texture_bind(dtxl->color_stereo, 0);
GPU_texture_bind(dtxl->color_overlay_stereo, 1);
immBegin(GPU_PRIM_TRI_STRIP, 4);
immVertex2f(pos, -1.0f, -1.0f);
immVertex2f(pos, 1.0f, -1.0f);
immVertex2f(pos, -1.0f, 1.0f);
immVertex2f(pos, 1.0f, 1.0f);
immEnd();
GPU_texture_unbind(dtxl->color_stereo);
GPU_texture_unbind(dtxl->color_overlay_stereo);
immUnbindProgram();
GPU_matrix_pop_projection();
GPU_matrix_pop();
if (settings == S3D_DISPLAY_ANAGLYPH) {
GPU_color_mask(true, true, true, true);
}
GPU_framebuffer_restore();
}
/* -------------------------------------------------------------------- */
/** \name Viewport Batches
* \{ */
static GPUVertFormat *gpu_viewport_batch_format(void)
{
if (g_viewport.format.attr_len == 0) {
GPUVertFormat *format = &g_viewport.format;
g_viewport.attr_id.pos = GPU_vertformat_attr_add(
format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
g_viewport.attr_id.tex_coord = GPU_vertformat_attr_add(
format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
}
return &g_viewport.format;
}
static GPUBatch *gpu_viewport_batch_create(const rctf *rect_pos, const rctf *rect_uv)
{
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(gpu_viewport_batch_format());
const uint vbo_len = 4;
GPU_vertbuf_data_alloc(vbo, vbo_len);
GPUVertBufRaw pos_step, tex_coord_step;
GPU_vertbuf_attr_get_raw_data(vbo, g_viewport.attr_id.pos, &pos_step);
GPU_vertbuf_attr_get_raw_data(vbo, g_viewport.attr_id.tex_coord, &tex_coord_step);
copy_v2_fl2(GPU_vertbuf_raw_step(&pos_step), rect_pos->xmin, rect_pos->ymin);
copy_v2_fl2(GPU_vertbuf_raw_step(&tex_coord_step), rect_uv->xmin, rect_uv->ymin);
copy_v2_fl2(GPU_vertbuf_raw_step(&pos_step), rect_pos->xmax, rect_pos->ymin);
copy_v2_fl2(GPU_vertbuf_raw_step(&tex_coord_step), rect_uv->xmax, rect_uv->ymin);
copy_v2_fl2(GPU_vertbuf_raw_step(&pos_step), rect_pos->xmin, rect_pos->ymax);
copy_v2_fl2(GPU_vertbuf_raw_step(&tex_coord_step), rect_uv->xmin, rect_uv->ymax);
copy_v2_fl2(GPU_vertbuf_raw_step(&pos_step), rect_pos->xmax, rect_pos->ymax);
copy_v2_fl2(GPU_vertbuf_raw_step(&tex_coord_step), rect_uv->xmax, rect_uv->ymax);
return GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
static GPUBatch *gpu_viewport_batch_get(GPUViewport *viewport,
const rctf *rect_pos,
const rctf *rect_uv)
{
const float compare_limit = 0.0001f;
const bool parameters_changed =
(!BLI_rctf_compare(
&viewport->batch.last_used_parameters.rect_pos, rect_pos, compare_limit) ||
!BLI_rctf_compare(&viewport->batch.last_used_parameters.rect_uv, rect_uv, compare_limit));
if (viewport->batch.batch && parameters_changed) {
GPU_batch_discard(viewport->batch.batch);
viewport->batch.batch = NULL;
}
if (!viewport->batch.batch) {
viewport->batch.batch = gpu_viewport_batch_create(rect_pos, rect_uv);
viewport->batch.last_used_parameters.rect_pos = *rect_pos;
viewport->batch.last_used_parameters.rect_uv = *rect_uv;
}
return viewport->batch.batch;
}
static void gpu_viewport_batch_free(GPUViewport *viewport)
{
if (viewport->batch.batch) {
GPU_batch_discard(viewport->batch.batch);
viewport->batch.batch = NULL;
}
}
/** \} */
static void gpu_viewport_draw_colormanaged(GPUViewport *viewport,
const rctf *rect_pos,
const rctf *rect_uv,
bool display_colorspace,
bool do_overlay_merge)
{
DefaultTextureList *dtxl = viewport->txl;
GPUTexture *color = dtxl->color;
GPUTexture *color_overlay = dtxl->color_overlay;
bool use_ocio = false;
if (viewport->do_color_management && display_colorspace) {
/* During the binding process the last used VertexFormat is tested and can assert as it is not
* valid. By calling the `immVertexFormat` the last used VertexFormat is reset and the assert
* does not happen. This solves a chicken and egg problem when using GPUBatches. GPUBatches
* contain the correct vertex format, but can only bind after the shader is bound.
*
* Image/UV editor still uses imm, after that has been changed we could move this fix to the
* OCIO. */
immVertexFormat();
use_ocio = IMB_colormanagement_setup_glsl_draw_from_space(&viewport->view_settings,
&viewport->display_settings,
NULL,
viewport->dither,
false,
do_overlay_merge);
}
GPUBatch *batch = gpu_viewport_batch_get(viewport, rect_pos, rect_uv);
if (use_ocio) {
GPU_batch_program_set_imm_shader(batch);
}
else {
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE);
GPU_batch_uniform_1i(batch, "overlay", do_overlay_merge);
GPU_batch_uniform_1i(batch, "display_transform", display_colorspace);
GPU_batch_uniform_1i(batch, "image_texture", 0);
GPU_batch_uniform_1i(batch, "overlays_texture", 1);
}
GPU_texture_bind(color, 0);
GPU_texture_bind(color_overlay, 1);
GPU_batch_draw(batch);
GPU_texture_unbind(color);
GPU_texture_unbind(color_overlay);
if (use_ocio) {
IMB_colormanagement_finish_glsl_draw();
}
}
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 20:20:55 +01:00
/**
* Version of #GPU_viewport_draw_to_screen() that lets caller decide if display colorspace
* transform should be performed.
*/
void GPU_viewport_draw_to_screen_ex(GPUViewport *viewport,
int view,
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 20:20:55 +01:00
const rcti *rect,
bool display_colorspace,
bool do_overlay_merge)
{
gpu_viewport_framebuffer_view_set(viewport, view);
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
GPUTexture *color = dtxl->color;
2019-04-22 09:32:37 +10:00
if (dfbl->default_fb == NULL) {
return;
2019-04-22 09:32:37 +10:00
}
const float w = (float)GPU_texture_width(color);
const float h = (float)GPU_texture_height(color);
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 20:20:55 +01:00
/* We allow rects with min/max swapped, but we also need coorectly assigned coordinates. */
rcti sanitized_rect = *rect;
BLI_rcti_sanitize(&sanitized_rect);
BLI_assert(w == BLI_rcti_size_x(&sanitized_rect) + 1);
BLI_assert(h == BLI_rcti_size_y(&sanitized_rect) + 1);
/* wmOrtho for the screen has this same offset */
const float halfx = GLA_PIXEL_OFS / w;
const float halfy = GLA_PIXEL_OFS / h;
rctf pos_rect = {
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 20:20:55 +01:00
.xmin = sanitized_rect.xmin,
.ymin = sanitized_rect.ymin,
.xmax = sanitized_rect.xmin + w,
.ymax = sanitized_rect.ymin + h,
};
rctf uv_rect = {
.xmin = halfx,
.ymin = halfy,
.xmax = halfx + 1.0f,
.ymax = halfy + 1.0f,
};
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 20:20:55 +01:00
/* Mirror the UV rect in case axis-swapped drawing is requested (by passing a rect with min and
* max values swapped). */
if (BLI_rcti_size_x(rect) < 0) {
SWAP(float, uv_rect.xmin, uv_rect.xmax);
}
if (BLI_rcti_size_y(rect) < 0) {
SWAP(float, uv_rect.ymin, uv_rect.ymax);
}
gpu_viewport_draw_colormanaged(
viewport, &pos_rect, &uv_rect, display_colorspace, do_overlay_merge);
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 20:20:55 +01:00
}
/**
* Merge and draw the buffers of \a viewport into the currently active framebuffer, performing
* color transform to display space.
*
* \param rect: Coordinates to draw into. By swapping min and max values, drawing can be done
* with inversed axis coordinates (upside down or sideways).
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 20:20:55 +01:00
*/
void GPU_viewport_draw_to_screen(GPUViewport *viewport, int view, const rcti *rect)
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 20:20:55 +01:00
{
GPU_viewport_draw_to_screen_ex(viewport, view, rect, true, true);
}
/**
* Clear vars assigned from offscreen, so we don't free data owned by `GPUOffScreen`.
*/
void GPU_viewport_unbind_from_offscreen(GPUViewport *viewport,
struct GPUOffScreen *ofs,
bool display_colorspace,
bool do_overlay_merge)
{
DefaultFramebufferList *dfbl = viewport->fbl;
DefaultTextureList *dtxl = viewport->txl;
if (dfbl->default_fb == NULL) {
return;
}
GPU_depth_test(GPU_DEPTH_NONE);
GPU_offscreen_bind(ofs, false);
rctf pos_rect = {
.xmin = -1.0f,
.ymin = -1.0f,
.xmax = 1.0f,
.ymax = 1.0f,
};
rctf uv_rect = {
.xmin = 0.0f,
.ymin = 0.0f,
.xmax = 1.0f,
.ymax = 1.0f,
};
gpu_viewport_draw_colormanaged(
viewport, &pos_rect, &uv_rect, display_colorspace, do_overlay_merge);
/* This one is from the offscreen. Don't free it with the viewport. */
dtxl->depth = NULL;
}
void GPU_viewport_unbind(GPUViewport *UNUSED(viewport))
{
GPU_framebuffer_restore();
DRW_opengl_context_disable();
}
GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport, int view)
{
DefaultFramebufferList *dfbl = viewport->fbl;
if (dfbl->default_fb) {
DefaultTextureList *dtxl = viewport->txl;
if (viewport->active_view == view) {
return dtxl->color;
}
return dtxl->color_stereo;
}
return NULL;
}
static void gpu_viewport_buffers_free(
FramebufferList *fbl, int fbl_len, TextureList *txl, TextureList *txl_stereo, 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;
}
}
if (txl_stereo != NULL) {
for (int i = 0; i < txl_len; i++) {
GPUTexture *tex = txl_stereo->textures[i];
if (tex) {
GPU_texture_free(tex);
txl_stereo->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)
{
memset(psl->passes, 0, sizeof(*psl->passes) * psl_len);
}
/* 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);
gpu_viewport_buffers_free((FramebufferList *)viewport->fbl,
default_fbl_len,
(TextureList *)viewport->txl,
NULL,
default_txl_len);
gpu_viewport_texture_pool_free(viewport);
MEM_freeN(viewport->fbl);
MEM_freeN(viewport->txl);
if (viewport->vmempool.commands != NULL) {
BLI_memblock_destroy(viewport->vmempool.commands, NULL);
}
if (viewport->vmempool.commands_small != NULL) {
BLI_memblock_destroy(viewport->vmempool.commands_small, NULL);
}
if (viewport->vmempool.callbuffers != NULL) {
BLI_memblock_destroy(viewport->vmempool.callbuffers, NULL);
}
if (viewport->vmempool.obmats != NULL) {
BLI_memblock_destroy(viewport->vmempool.obmats, NULL);
}
if (viewport->vmempool.obinfos != NULL) {
BLI_memblock_destroy(viewport->vmempool.obinfos, NULL);
}
if (viewport->vmempool.cullstates != NULL) {
BLI_memblock_destroy(viewport->vmempool.cullstates, NULL);
}
if (viewport->vmempool.shgroups != NULL) {
BLI_memblock_destroy(viewport->vmempool.shgroups, NULL);
}
if (viewport->vmempool.uniforms != NULL) {
BLI_memblock_destroy(viewport->vmempool.uniforms, NULL);
}
if (viewport->vmempool.views != NULL) {
BLI_memblock_destroy(viewport->vmempool.views, NULL);
}
if (viewport->vmempool.passes != NULL) {
BLI_memblock_destroy(viewport->vmempool.passes, NULL);
}
if (viewport->vmempool.images != NULL) {
BLI_memblock_iter iter;
GPUTexture **tex;
BLI_memblock_iternew(viewport->vmempool.images, &iter);
while ((tex = BLI_memblock_iterstep(&iter))) {
GPU_texture_free(*tex);
}
BLI_memblock_destroy(viewport->vmempool.images, NULL);
}
if (viewport->vmempool.obattrs_ubo_pool != NULL) {
DRW_uniform_attrs_pool_free(viewport->vmempool.obattrs_ubo_pool);
}
for (int i = 0; i < viewport->vmempool.ubo_len; i++) {
GPU_uniformbuf_free(viewport->vmempool.matrices_ubo[i]);
GPU_uniformbuf_free(viewport->vmempool.obinfos_ubo[i]);
}
MEM_SAFE_FREE(viewport->vmempool.matrices_ubo);
MEM_SAFE_FREE(viewport->vmempool.obinfos_ubo);
DRW_instance_data_list_free(viewport->idatalist);
MEM_freeN(viewport->idatalist);
BKE_color_managed_view_settings_free(&viewport->view_settings);
gpu_viewport_batch_free(viewport);
MEM_freeN(viewport);
}
GPUFrameBuffer *GPU_viewport_framebuffer_default_get(GPUViewport *viewport)
{
DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
return fbl->default_fb;
}
GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport)
{
DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
return fbl->overlay_fb;
}