DRW: Add new Draw Manager OpenGL Context.

This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.

The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.

Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
This commit is contained in:
2018-02-26 19:41:17 +01:00
parent 0940e89e60
commit 13261304a3
20 changed files with 347 additions and 22 deletions

View File

@@ -125,4 +125,9 @@ void EDIT_ARMATURE_collection_settings_create(struct IDProperty *properties);
void PAINT_WEIGHT_collection_settings_create(struct IDProperty *properties);
void PAINT_VERTEX_collection_settings_create(struct IDProperty *properties);
void DRW_opengl_context_create(void);
void DRW_opengl_context_destroy(void);
void DRW_opengl_context_enable(void);
void DRW_opengl_context_disable(void);
#endif /* __DRW_ENGINE_H__ */

View File

@@ -45,6 +45,7 @@ static struct DRWShapeCache {
Gwn_Batch *drw_single_vertice;
Gwn_Batch *drw_fullscreen_quad;
Gwn_Batch *drw_quad;
Gwn_Batch *drw_sphere;
Gwn_Batch *drw_screenspace_circle;
Gwn_Batch *drw_plain_axes;
Gwn_Batch *drw_single_arrow;
@@ -266,7 +267,6 @@ Gwn_Batch *DRW_cache_fullscreen_quad_get(void)
Gwn_Batch *DRW_cache_quad_get(void)
{
if (!SHC.drw_quad) {
/* Use a triangle instead of a real quad */
float pos[4][2] = {{-1.0f, -1.0f}, { 1.0f, -1.0f}, {1.0f, 1.0f}, {-1.0f, 1.0f}};
float uvs[4][2] = {{ 0.0f, 0.0f}, { 1.0f, 0.0f}, {1.0f, 1.0f}, { 0.0f, 1.0f}};
@@ -294,7 +294,10 @@ Gwn_Batch *DRW_cache_quad_get(void)
/* Sphere */
Gwn_Batch *DRW_cache_sphere_get(void)
{
return GPU_batch_preset_sphere(2);
if (!SHC.drw_sphere) {
SHC.drw_sphere = gpu_batch_sphere(32, 24);
}
return SHC.drw_sphere;
}
/** \} */

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@@ -30,6 +30,7 @@
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BLI_threads.h"
#include "BIF_glutil.h"
@@ -82,6 +83,7 @@
#include "WM_api.h"
#include "WM_types.h"
#include "wm_window.h"
#include "draw_manager_text.h"
#include "draw_manager_profiling.h"
@@ -97,6 +99,8 @@
#include "engines/basic/basic_engine.h"
#include "engines/external/external_engine.h"
#include "../../../intern/gawain/gawain/gwn_context.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
@@ -369,6 +373,13 @@ static struct DRWMatrixOveride {
ListBase DRW_engines = {NULL, NULL};
/* Unique ghost context used by the draw manager. */
static void *g_ogl_context = NULL;
static Gwn_Context *g_gwn_context = NULL;
/* Mutex to lock the drw manager and avoid concurent context usage. */
static ThreadMutex g_ogl_context_mutex = BLI_MUTEX_INITIALIZER;
#ifdef USE_GPU_SELECT
static unsigned int g_DRW_select_id = (unsigned int)-1;
@@ -3440,6 +3451,7 @@ void DRW_draw_render_loop_ex(
ARegion *ar, View3D *v3d, const eObjectMode object_mode,
const bContext *evil_C)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = ar->regiondata;
@@ -3626,6 +3638,11 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
RenderData *r = &scene->r;
Render *render = engine->re;
const EvaluationContext *eval_ctx = RE_GetEvalCtx(render);
/* Changing Context */
DRW_opengl_context_enable();
/* IMPORTANT: We dont support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
/* Reset before using it. */
memset(&DST, 0x0, sizeof(DST));
@@ -3705,6 +3722,9 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
glEnable(GL_SCISSOR_TEST);
GPU_framebuffer_restore();
/* Changing Context */
DRW_opengl_context_disable();
#ifdef DEBUG
/* Avoid accidental reuse. */
memset(&DST, 0xFF, sizeof(DST));
@@ -3722,6 +3742,37 @@ void DRW_render_object_iter(
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END
}
static struct DRWSelectBuffer {
struct GPUFrameBuffer *framebuffer;
struct GPUTexture *texture_depth;
} g_select_buffer = {NULL};
static void draw_select_framebuffer_setup(const rcti *rect)
{
if (g_select_buffer.framebuffer == NULL) {
g_select_buffer.framebuffer = GPU_framebuffer_create();
}
/* If size mismatch recreate the texture. */
if ((g_select_buffer.texture_depth != NULL) &&
((GPU_texture_width(g_select_buffer.texture_depth) != BLI_rcti_size_x(rect)) ||
(GPU_texture_height(g_select_buffer.texture_depth) != BLI_rcti_size_y(rect))))
{
GPU_texture_free(g_select_buffer.texture_depth);
g_select_buffer.texture_depth = NULL;
}
if (g_select_buffer.texture_depth == NULL) {
g_select_buffer.texture_depth = GPU_texture_create_depth(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), NULL);
GPU_framebuffer_texture_attach(g_select_buffer.framebuffer, g_select_buffer.texture_depth, 0, 0);
if (!GPU_framebuffer_check_valid(g_select_buffer.framebuffer, NULL)) {
printf("Error invalid selection framebuffer\n");
}
}
}
/* Must run after all instance datas have been added. */
void DRW_render_instance_buffer_finish(void)
{
@@ -3767,13 +3818,20 @@ void DRW_draw_select_loop(
}
}
gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
struct GPUViewport *viewport = GPU_viewport_create();
GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)});
bool cache_is_dirty;
DST.viewport = viewport;
v3d->zbuf = true;
/* Setup framebuffer */
draw_select_framebuffer_setup(rect);
GPU_framebuffer_bind(g_select_buffer.framebuffer);
DRW_framebuffer_clear(false, true, false, NULL, 1.0f);
DST.options.is_select = true;
/* Get list of enabled engines */
@@ -3786,7 +3844,6 @@ void DRW_draw_select_loop(
}
/* Setup viewport */
cache_is_dirty = true;
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
@@ -3802,10 +3859,7 @@ void DRW_draw_select_loop(
/* Init engines */
drw_engines_init();
/* TODO : tag to refresh by the dependency graph */
/* ideally only refresh when objects are added/removed */
/* or render properties / materials change */
if (cache_is_dirty) {
{
drw_engines_cache_init();
if (use_obedit) {
@@ -3843,16 +3897,57 @@ void DRW_draw_select_loop(
/* Avoid accidental reuse. */
memset(&DST, 0xFF, sizeof(DST));
#endif
GPU_framebuffer_restore();
/* Cleanup for selection state */
GPU_viewport_free(viewport);
MEM_freeN(viewport);
/* Restore Drawing area. */
gpuPopAttrib();
glEnable(GL_SCISSOR_TEST);
/* restore */
rv3d->viewport = backup_viewport;
#endif /* USE_GPU_SELECT */
}
static void draw_depth_texture_to_screen(GPUTexture *texture)
{
const float w = (float)GPU_texture_width(texture);
const float h = (float)GPU_texture_height(texture);
Gwn_VertFormat *format = immVertexFormat();
unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH_COPY);
GPU_texture_bind(texture, 0);
immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
immBegin(GWN_PRIM_TRI_STRIP, 4);
immAttrib2f(texcoord, 0.0f, 0.0f);
immVertex2f(pos, 0.0f, 0.0f);
immAttrib2f(texcoord, 1.0f, 0.0f);
immVertex2f(pos, w, 0.0f);
immAttrib2f(texcoord, 0.0f, 1.0f);
immVertex2f(pos, 0.0f, h);
immAttrib2f(texcoord, 1.0f, 1.0f);
immVertex2f(pos, w, h);
immEnd();
GPU_texture_unbind(texture);
immUnbindProgram();
}
/**
* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
*/
@@ -3865,6 +3960,8 @@ void DRW_draw_depth_loop(
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = ar->regiondata;
DRW_opengl_context_enable();
/* backup (_never_ use rv3d->viewport) */
void *backup_viewport = rv3d->viewport;
rv3d->viewport = NULL;
@@ -3872,9 +3969,17 @@ void DRW_draw_depth_loop(
/* Reset before using it. */
memset(&DST, 0x0, sizeof(DST));
gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
glDisable(GL_SCISSOR_TEST);
struct GPUViewport *viewport = GPU_viewport_create();
GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy});
/* Setup framebuffer */
draw_select_framebuffer_setup(&ar->winrct);
GPU_framebuffer_bind(g_select_buffer.framebuffer);
DRW_framebuffer_clear(false, true, false, NULL, 1.0f);
bool cache_is_dirty;
DST.viewport = viewport;
v3d->zbuf = true;
@@ -3935,10 +4040,35 @@ void DRW_draw_depth_loop(
memset(&DST, 0xFF, sizeof(DST));
#endif
/* TODO: Reading depth for operators should be done here. */
GPU_framebuffer_restore();
/* Cleanup for selection state */
GPU_viewport_free(viewport);
MEM_freeN(viewport);
/* Restore Drawing area. */
gpuPopAttrib();
glEnable(GL_SCISSOR_TEST);
/* Changin context */
DRW_opengl_context_disable();
/* XXX Drawing the resulting buffer to the BACK_BUFFER */
gpuPushMatrix();
gpuPushProjectionMatrix();
wmOrtho2_region_pixelspace(ar);
gpuLoadIdentity();
glEnable(GL_DEPTH_TEST); /* Cannot write to depth buffer without testing */
glDepthFunc(GL_ALWAYS);
draw_depth_texture_to_screen(g_select_buffer.texture_depth);
glDepthFunc(GL_LEQUAL);
gpuPopMatrix();
gpuPopProjectionMatrix();
/* restore */
rv3d->viewport = backup_viewport;
}
@@ -4139,6 +4269,11 @@ extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GPUTexture *globals_ramp; /* draw_common.c */
void DRW_engines_free(void)
{
DRW_opengl_context_enable();
DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth);
DRW_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer);
DRW_shape_cache_free();
DRW_stats_free();
DRW_globals_free();
@@ -4164,9 +4299,86 @@ void DRW_engines_free(void)
MEM_SAFE_FREE(RST.bound_texs);
MEM_SAFE_FREE(RST.bound_tex_slots);
DRW_opengl_context_disable();
#ifdef WITH_CLAY_ENGINE
BLI_remlink(&R_engines, &DRW_engine_viewport_clay_type);
#endif
}
/** \} */
/** \name Init/Exit (DRW_opengl_ctx)
* \{ */
void DRW_opengl_context_create(void)
{
BLI_assert(g_ogl_context == NULL); /* Ensure it's called once */
BLI_assert(BLI_thread_is_main());
BLI_mutex_init(&g_ogl_context_mutex);
immDeactivate();
/* This changes the active context. */
g_ogl_context = WM_opengl_context_create();
/* Be sure to create gawain.context too. */
g_gwn_context = GWN_context_create();
immActivate();
/* Set default Blender OpenGL state */
GPU_state_init();
/* So we activate the window's one afterwards. */
wm_window_reset_drawable();
}
void DRW_opengl_context_destroy(void)
{
BLI_assert(BLI_thread_is_main());
if (g_ogl_context != NULL) {
WM_opengl_context_activate(g_ogl_context);
GWN_context_active_set(g_gwn_context);
GWN_context_discard(g_gwn_context);
WM_opengl_context_dispose(g_ogl_context);
BLI_mutex_end(&g_ogl_context_mutex);
}
}
void DRW_opengl_context_enable(void)
{
if (g_ogl_context != NULL) {
/* IMPORTANT: We dont support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
BLI_mutex_lock(&g_ogl_context_mutex);
if (BLI_thread_is_main()) {
immDeactivate();
}
WM_opengl_context_activate(g_ogl_context);
GWN_context_active_set(g_gwn_context);
if (BLI_thread_is_main()) {
immActivate();
}
}
}
void DRW_opengl_context_disable(void)
{
if (g_ogl_context != NULL) {
#ifdef __APPLE__
/* Need to flush before disabling draw context, otherwise it does not
* always finish drawing and viewport can be empty or partially drawn */
glFlush();
#endif
if (BLI_thread_is_main()) {
wm_window_reset_drawable();
}
else {
WM_opengl_context_release(g_ogl_context);
GWN_context_active_set(NULL);
}
BLI_mutex_unlock(&g_ogl_context_mutex);
}
}
/** \} */

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@@ -869,15 +869,6 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
return OPERATOR_CANCELLED;
}
/* XXX FIXME If engine is an OpenGL engine do not run modal.
* This is a problem for animation rendering since you cannot abort them.
* This also does not open an image editor space. */
if (RE_engine_is_opengl(re_type)) {
/* ensure at least 1 area shows result */
render_view_open(C, event->x, event->y, op->reports);
return screen_render_exec(C, op);
}
/* only one render job at a time */
if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
return OPERATOR_CANCELLED;

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@@ -57,6 +57,8 @@
#include "DEG_depsgraph.h"
#include "DRW_engine.h"
#include "WM_api.h"
#include "WM_types.h"
@@ -323,6 +325,7 @@ static void screen_opengl_render_doit(const bContext *C, OGLRender *oglrender, R
unsigned char *gp_rect;
unsigned char *render_rect = (unsigned char *)RE_RenderViewGetById(rr, oglrender->view_id)->rect32;
DRW_opengl_context_enable();
GPU_offscreen_bind(oglrender->ofs, true);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
@@ -342,6 +345,7 @@ static void screen_opengl_render_doit(const bContext *C, OGLRender *oglrender, R
blend_color_mix_byte(&render_rect[i], &render_rect[i], &gp_rect[i]);
}
GPU_offscreen_unbind(oglrender->ofs, true);
DRW_opengl_context_disable();
MEM_freeN(gp_rect);
}
@@ -652,7 +656,9 @@ static bool screen_opengl_render_init(bContext *C, wmOperator *op)
sizey = (scene->r.size * scene->r.ysch) / 100;
/* corrects render size with actual size, not every card supports non-power-of-two dimensions */
DRW_opengl_context_enable(); /* Offscreen creation needs to be done in DRW context. */
ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, true, true, err_out);
DRW_opengl_context_disable();
if (!ofs) {
BKE_reportf(op->reports, RPT_ERROR, "Failed to create OpenGL off-screen buffer, %s", err_out);
@@ -841,7 +847,9 @@ static void screen_opengl_render_end(bContext *C, OGLRender *oglrender)
if (oglrender->fx)
GPU_fx_compositor_destroy(oglrender->fx);
DRW_opengl_context_enable();
GPU_offscreen_free(oglrender->ofs);
DRW_opengl_context_disable();
if (oglrender->is_sequencer) {
MEM_freeN(oglrender->seq_data.ibufs_arr);

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@@ -65,6 +65,8 @@
#include "GPU_viewport.h"
#include "GPU_matrix.h"
#include "DRW_engine.h"
#include "WM_api.h"
#include "WM_types.h"
#include "WM_message.h"
@@ -572,7 +574,9 @@ static void view3d_main_region_exit(wmWindowManager *wm, ARegion *ar)
}
if (rv3d->viewport) {
DRW_opengl_context_enable();
GPU_viewport_free(rv3d->viewport);
DRW_opengl_context_disable();
MEM_freeN(rv3d->viewport);
rv3d->viewport = NULL;
}
@@ -757,7 +761,9 @@ static void view3d_main_region_free(ARegion *ar)
GPU_fx_compositor_destroy(rv3d->compositor);
}
if (rv3d->viewport) {
DRW_opengl_context_enable();
GPU_viewport_free(rv3d->viewport);
DRW_opengl_context_disable();
MEM_freeN(rv3d->viewport);
}

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@@ -2131,11 +2131,13 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
}
const bool own_ofs = (ofs == NULL);
DRW_opengl_context_enable();
if (own_ofs) {
/* bind */
ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, true, false, err_out);
if (ofs == NULL) {
DRW_opengl_context_disable();
return NULL;
}
}
@@ -2267,6 +2269,8 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
GPU_offscreen_free(ofs);
}
DRW_opengl_context_disable();
if (ibuf->rect_float && ibuf->rect)
IMB_rect_from_float(ibuf);

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@@ -922,6 +922,11 @@ int view3d_opengl_select(
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
#ifndef WITH_OPENGL_LEGACY
/* All of the queries need to be perform on the drawing context. */
DRW_opengl_context_enable();
#endif
/* Re-use cache (rect must be smaller then the cached)
* other context is assumed to be unchanged */
if (GPU_select_is_cached()) {
@@ -941,7 +946,7 @@ int view3d_opengl_select(
v3d->zbuf = true;
glEnable(GL_DEPTH_TEST);
}
if (vc->rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(vc->rv3d);
@@ -994,6 +999,11 @@ int view3d_opengl_select(
ED_view3d_clipping_disable();
finally:
#ifndef WITH_OPENGL_LEGACY
DRW_opengl_context_disable();
#endif
if (hits < 0) printf("Too many objects in select buffer\n"); /* XXX make error message */
UI_Theme_Restore(&theme_state);

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@@ -150,6 +150,7 @@ data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)

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@@ -58,6 +58,8 @@ void gpu_batch_init(void);
void gpu_batch_exit(void);
/* gpu_batch_presets.c */
/* Only use by draw manager. Use the presets function instead for interface. */
Gwn_Batch *gpu_batch_sphere(int lat_res, int lon_res) ATTR_WARN_UNUSED_RESULT;
/* Replacement for gluSphere */
Gwn_Batch *GPU_batch_preset_sphere(int lod) ATTR_WARN_UNUSED_RESULT;
Gwn_Batch *GPU_batch_preset_sphere_wire(int lod) ATTR_WARN_UNUSED_RESULT;

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@@ -134,6 +134,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
GPU_SHADER_3D_IMAGE_DEPTH,
GPU_SHADER_3D_IMAGE_DEPTH_COPY,
/* stereo 3d */
GPU_SHADER_2D_IMAGE_INTERLACE,
/* points */

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@@ -31,6 +31,7 @@
#include "BLI_utildefines.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "GPU_batch.h"
#include "gpu_shader_private.h"
@@ -71,7 +72,7 @@ static void batch_sphere_lat_lon_vert(
}
/* Replacement for gluSphere */
static Gwn_Batch *batch_sphere(int lat_res, int lon_res)
Gwn_Batch *gpu_batch_sphere(int lat_res, int lon_res)
{
const float lon_inc = 2 * M_PI / lon_res;
const float lat_inc = M_PI / lat_res;
@@ -146,6 +147,7 @@ static Gwn_Batch *batch_sphere_wire(int lat_res, int lon_res)
Gwn_Batch *GPU_batch_preset_sphere(int lod)
{
BLI_assert(lod >= 0 && lod <= 2);
BLI_assert(BLI_thread_is_main());
if (lod == 0) {
return g_presets_3d.batch.sphere_low;
@@ -161,6 +163,7 @@ Gwn_Batch *GPU_batch_preset_sphere(int lod)
Gwn_Batch *GPU_batch_preset_sphere_wire(int lod)
{
BLI_assert(lod >= 0 && lod <= 1);
BLI_assert(BLI_thread_is_main());
if (lod == 0) {
return g_presets_3d.batch.sphere_wire_low;
@@ -182,9 +185,9 @@ void gpu_batch_presets_init(void)
}
/* Hard coded resolution */
g_presets_3d.batch.sphere_low = batch_sphere(8, 16);
g_presets_3d.batch.sphere_med = batch_sphere(16, 10);
g_presets_3d.batch.sphere_high = batch_sphere(32, 24);
g_presets_3d.batch.sphere_low = gpu_batch_sphere(8, 16);
g_presets_3d.batch.sphere_med = gpu_batch_sphere(16, 10);
g_presets_3d.batch.sphere_high = gpu_batch_sphere(32, 24);
g_presets_3d.batch.sphere_wire_low = batch_sphere_wire(6, 8);
g_presets_3d.batch.sphere_wire_med = batch_sphere_wire(8, 16);

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@@ -77,6 +77,7 @@ extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
@@ -712,6 +713,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
[GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_linear_frag_glsl },
[GPU_SHADER_3D_IMAGE_DEPTH_COPY] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_copy_frag_glsl },
[GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_interlace_frag_glsl },

View File

@@ -345,6 +345,8 @@ void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
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) {
gpu_viewport_buffers_free(
@@ -465,6 +467,7 @@ cleanup:
if (!ok) {
GPU_viewport_free(viewport);
MEM_freeN(viewport);
DRW_opengl_context_disable();
return;
}
@@ -523,7 +526,11 @@ void GPU_viewport_unbind(GPUViewport *viewport)
if (dfbl->default_fb) {
GPU_framebuffer_texture_unbind(NULL, NULL);
GPU_framebuffer_restore();
}
DRW_opengl_context_disable();
if (dfbl->default_fb) {
glEnable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
}
@@ -581,6 +588,7 @@ static void gpu_viewport_passes_free(PassList *psl, int psl_len)
}
}
/* Must be executed inside Drawmanager Opengl Context. */
void GPU_viewport_free(GPUViewport *viewport)
{
gpu_viewport_engines_data_free(viewport);

View File

@@ -0,0 +1,12 @@
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
void main()
{
float depth = texture(image, texCoord_interp).r;
fragColor = vec4(depth);
gl_FragDepth = depth;
}

View File

@@ -35,6 +35,7 @@ set(INC
../compositor
../depsgraph
../editors/include
../draw
../gpu
../imbuf
../makesdna

View File

@@ -119,6 +119,11 @@ struct bScreen *WM_window_get_active_screen(const struct wmWindow *win) ATTR_NON
void WM_window_set_active_screen(struct wmWindow *win, struct WorkSpace *workspace, struct bScreen *screen) ATTR_NONNULL(1);
bool WM_window_is_temp_screen(const struct wmWindow *win) ATTR_WARN_UNUSED_RESULT;
void *WM_opengl_context_create(void);
void WM_opengl_context_dispose(void *context);
void WM_opengl_context_activate(void *context);
void WM_opengl_context_release(void *context);
/* defines for 'type' WM_window_open_temp */
enum {
WM_WINDOW_RENDER = 1,

View File

@@ -125,6 +125,8 @@
#include "DEG_depsgraph.h"
#include "DRW_engine.h"
#ifdef WITH_OPENSUBDIV
# include "BKE_subsurf.h"
#endif
@@ -207,6 +209,7 @@ void WM_init(bContext *C, int argc, const char **argv)
/* sets 3D mouse deadzone */
WM_ndof_deadzone_set(U.ndof_deadzone);
#endif
DRW_opengl_context_create();
GPU_init();
@@ -549,6 +552,10 @@ void WM_exit_ext(bContext *C, const bool do_python)
BLF_exit();
if (!G.background) {
DRW_opengl_context_destroy();
}
#ifdef WITH_INTERNATIONAL
BLF_free_unifont();
BLF_free_unifont_mono();

View File

@@ -1038,6 +1038,26 @@ void wm_window_make_drawable(wmWindowManager *wm, wmWindow *win)
}
}
/* Reset active the current window opengl drawing context. */
void wm_window_reset_drawable(void)
{
BLI_assert(BLI_thread_is_main());
wmWindowManager *wm = G.main->wm.first;
if (wm == NULL)
return;
wmWindow *win = wm->windrawable;
if (win && win->ghostwin) {
gpu_batch_presets_reset();
immDeactivate();
GHOST_ActivateWindowDrawingContext(win->ghostwin);
GWN_context_active_set(win->gwnctx);
immActivate();
}
}
/* called by ghost, here we handle events for windows themselves or send to event system */
/* mouse coordinate converversion happens here */
static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr C_void_ptr)
@@ -2044,3 +2064,25 @@ void wm_window_IME_end(wmWindow *win)
win->ime_data = NULL;
}
#endif /* WITH_INPUT_IME */
/* ****** direct opengl context management ****** */
void *WM_opengl_context_create(void)
{
return GHOST_CreateOpenGLContext(g_system);
}
void WM_opengl_context_dispose(void *context)
{
GHOST_DisposeOpenGLContext(g_system, (GHOST_ContextHandle)context);
}
void WM_opengl_context_activate(void *context)
{
GHOST_ActivateOpenGLContext((GHOST_ContextHandle)context);
}
void WM_opengl_context_release(void *context)
{
GHOST_ReleaseOpenGLContext((GHOST_ContextHandle)context);
}

View File

@@ -58,6 +58,7 @@ void wm_window_process_events (const bContext *C);
void wm_window_process_events_nosleep(void);
void wm_window_make_drawable(wmWindowManager *wm, wmWindow *win);
void wm_window_reset_drawable(void);
void wm_window_raise (wmWindow *win);
void wm_window_lower (wmWindow *win);