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:
@@ -125,4 +125,9 @@ void EDIT_ARMATURE_collection_settings_create(struct IDProperty *properties);
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void PAINT_WEIGHT_collection_settings_create(struct IDProperty *properties);
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void PAINT_VERTEX_collection_settings_create(struct IDProperty *properties);
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void DRW_opengl_context_create(void);
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void DRW_opengl_context_destroy(void);
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void DRW_opengl_context_enable(void);
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void DRW_opengl_context_disable(void);
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#endif /* __DRW_ENGINE_H__ */
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@@ -45,6 +45,7 @@ static struct DRWShapeCache {
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Gwn_Batch *drw_single_vertice;
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Gwn_Batch *drw_fullscreen_quad;
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Gwn_Batch *drw_quad;
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Gwn_Batch *drw_sphere;
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Gwn_Batch *drw_screenspace_circle;
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Gwn_Batch *drw_plain_axes;
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Gwn_Batch *drw_single_arrow;
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@@ -266,7 +267,6 @@ Gwn_Batch *DRW_cache_fullscreen_quad_get(void)
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Gwn_Batch *DRW_cache_quad_get(void)
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{
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if (!SHC.drw_quad) {
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/* Use a triangle instead of a real quad */
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float pos[4][2] = {{-1.0f, -1.0f}, { 1.0f, -1.0f}, {1.0f, 1.0f}, {-1.0f, 1.0f}};
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float uvs[4][2] = {{ 0.0f, 0.0f}, { 1.0f, 0.0f}, {1.0f, 1.0f}, { 0.0f, 1.0f}};
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@@ -294,7 +294,10 @@ Gwn_Batch *DRW_cache_quad_get(void)
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/* Sphere */
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Gwn_Batch *DRW_cache_sphere_get(void)
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{
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return GPU_batch_preset_sphere(2);
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if (!SHC.drw_sphere) {
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SHC.drw_sphere = gpu_batch_sphere(32, 24);
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}
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return SHC.drw_sphere;
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}
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/** \} */
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@@ -30,6 +30,7 @@
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#include "BLI_rect.h"
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#include "BLI_string.h"
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#include "BLI_string_utils.h"
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#include "BLI_threads.h"
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#include "BIF_glutil.h"
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@@ -82,6 +83,7 @@
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#include "WM_api.h"
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#include "WM_types.h"
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#include "wm_window.h"
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#include "draw_manager_text.h"
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#include "draw_manager_profiling.h"
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@@ -97,6 +99,8 @@
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#include "engines/basic/basic_engine.h"
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#include "engines/external/external_engine.h"
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#include "../../../intern/gawain/gawain/gwn_context.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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@@ -369,6 +373,13 @@ static struct DRWMatrixOveride {
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ListBase DRW_engines = {NULL, NULL};
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/* Unique ghost context used by the draw manager. */
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static void *g_ogl_context = NULL;
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static Gwn_Context *g_gwn_context = NULL;
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/* Mutex to lock the drw manager and avoid concurent context usage. */
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static ThreadMutex g_ogl_context_mutex = BLI_MUTEX_INITIALIZER;
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#ifdef USE_GPU_SELECT
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static unsigned int g_DRW_select_id = (unsigned int)-1;
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@@ -3440,6 +3451,7 @@ void DRW_draw_render_loop_ex(
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ARegion *ar, View3D *v3d, const eObjectMode object_mode,
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const bContext *evil_C)
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{
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Scene *scene = DEG_get_evaluated_scene(depsgraph);
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ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
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RegionView3D *rv3d = ar->regiondata;
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@@ -3626,6 +3638,11 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
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RenderData *r = &scene->r;
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Render *render = engine->re;
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const EvaluationContext *eval_ctx = RE_GetEvalCtx(render);
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/* Changing Context */
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DRW_opengl_context_enable();
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/* IMPORTANT: We dont support immediate mode in render mode!
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* This shall remain in effect until immediate mode supports
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* multiple threads. */
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/* Reset before using it. */
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memset(&DST, 0x0, sizeof(DST));
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@@ -3705,6 +3722,9 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
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glEnable(GL_SCISSOR_TEST);
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GPU_framebuffer_restore();
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/* Changing Context */
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DRW_opengl_context_disable();
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#ifdef DEBUG
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/* Avoid accidental reuse. */
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memset(&DST, 0xFF, sizeof(DST));
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@@ -3722,6 +3742,37 @@ void DRW_render_object_iter(
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DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END
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}
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static struct DRWSelectBuffer {
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struct GPUFrameBuffer *framebuffer;
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struct GPUTexture *texture_depth;
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} g_select_buffer = {NULL};
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static void draw_select_framebuffer_setup(const rcti *rect)
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{
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if (g_select_buffer.framebuffer == NULL) {
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g_select_buffer.framebuffer = GPU_framebuffer_create();
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}
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/* If size mismatch recreate the texture. */
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if ((g_select_buffer.texture_depth != NULL) &&
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((GPU_texture_width(g_select_buffer.texture_depth) != BLI_rcti_size_x(rect)) ||
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(GPU_texture_height(g_select_buffer.texture_depth) != BLI_rcti_size_y(rect))))
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{
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GPU_texture_free(g_select_buffer.texture_depth);
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g_select_buffer.texture_depth = NULL;
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}
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if (g_select_buffer.texture_depth == NULL) {
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g_select_buffer.texture_depth = GPU_texture_create_depth(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), NULL);
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GPU_framebuffer_texture_attach(g_select_buffer.framebuffer, g_select_buffer.texture_depth, 0, 0);
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if (!GPU_framebuffer_check_valid(g_select_buffer.framebuffer, NULL)) {
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printf("Error invalid selection framebuffer\n");
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}
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}
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}
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/* Must run after all instance datas have been added. */
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void DRW_render_instance_buffer_finish(void)
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{
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@@ -3767,13 +3818,20 @@ void DRW_draw_select_loop(
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}
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}
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gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
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glDisable(GL_SCISSOR_TEST);
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struct GPUViewport *viewport = GPU_viewport_create();
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GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)});
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bool cache_is_dirty;
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DST.viewport = viewport;
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v3d->zbuf = true;
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/* Setup framebuffer */
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draw_select_framebuffer_setup(rect);
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GPU_framebuffer_bind(g_select_buffer.framebuffer);
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DRW_framebuffer_clear(false, true, false, NULL, 1.0f);
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DST.options.is_select = true;
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/* Get list of enabled engines */
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@@ -3786,7 +3844,6 @@ void DRW_draw_select_loop(
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}
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/* Setup viewport */
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cache_is_dirty = true;
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/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
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DST.draw_ctx = (DRWContextState){
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@@ -3802,10 +3859,7 @@ void DRW_draw_select_loop(
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/* Init engines */
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drw_engines_init();
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/* TODO : tag to refresh by the dependency graph */
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/* ideally only refresh when objects are added/removed */
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/* or render properties / materials change */
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if (cache_is_dirty) {
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{
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drw_engines_cache_init();
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if (use_obedit) {
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@@ -3843,16 +3897,57 @@ void DRW_draw_select_loop(
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/* Avoid accidental reuse. */
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memset(&DST, 0xFF, sizeof(DST));
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#endif
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GPU_framebuffer_restore();
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/* Cleanup for selection state */
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GPU_viewport_free(viewport);
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MEM_freeN(viewport);
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/* Restore Drawing area. */
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gpuPopAttrib();
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glEnable(GL_SCISSOR_TEST);
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/* restore */
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rv3d->viewport = backup_viewport;
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#endif /* USE_GPU_SELECT */
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}
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static void draw_depth_texture_to_screen(GPUTexture *texture)
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{
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const float w = (float)GPU_texture_width(texture);
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const float h = (float)GPU_texture_height(texture);
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Gwn_VertFormat *format = immVertexFormat();
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unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH_COPY);
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GPU_texture_bind(texture, 0);
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immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
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immBegin(GWN_PRIM_TRI_STRIP, 4);
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immAttrib2f(texcoord, 0.0f, 0.0f);
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immVertex2f(pos, 0.0f, 0.0f);
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immAttrib2f(texcoord, 1.0f, 0.0f);
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immVertex2f(pos, w, 0.0f);
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immAttrib2f(texcoord, 0.0f, 1.0f);
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immVertex2f(pos, 0.0f, h);
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immAttrib2f(texcoord, 1.0f, 1.0f);
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immVertex2f(pos, w, h);
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immEnd();
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GPU_texture_unbind(texture);
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immUnbindProgram();
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}
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/**
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* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
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*/
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@@ -3865,6 +3960,8 @@ void DRW_draw_depth_loop(
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ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
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RegionView3D *rv3d = ar->regiondata;
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DRW_opengl_context_enable();
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/* backup (_never_ use rv3d->viewport) */
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void *backup_viewport = rv3d->viewport;
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rv3d->viewport = NULL;
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@@ -3872,9 +3969,17 @@ void DRW_draw_depth_loop(
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/* Reset before using it. */
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memset(&DST, 0x0, sizeof(DST));
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gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
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glDisable(GL_SCISSOR_TEST);
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struct GPUViewport *viewport = GPU_viewport_create();
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GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy});
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/* Setup framebuffer */
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draw_select_framebuffer_setup(&ar->winrct);
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GPU_framebuffer_bind(g_select_buffer.framebuffer);
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DRW_framebuffer_clear(false, true, false, NULL, 1.0f);
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bool cache_is_dirty;
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DST.viewport = viewport;
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v3d->zbuf = true;
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@@ -3935,10 +4040,35 @@ void DRW_draw_depth_loop(
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memset(&DST, 0xFF, sizeof(DST));
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#endif
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/* TODO: Reading depth for operators should be done here. */
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GPU_framebuffer_restore();
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/* Cleanup for selection state */
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GPU_viewport_free(viewport);
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MEM_freeN(viewport);
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/* Restore Drawing area. */
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gpuPopAttrib();
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glEnable(GL_SCISSOR_TEST);
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/* Changin context */
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DRW_opengl_context_disable();
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/* XXX Drawing the resulting buffer to the BACK_BUFFER */
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gpuPushMatrix();
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gpuPushProjectionMatrix();
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wmOrtho2_region_pixelspace(ar);
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gpuLoadIdentity();
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glEnable(GL_DEPTH_TEST); /* Cannot write to depth buffer without testing */
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glDepthFunc(GL_ALWAYS);
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draw_depth_texture_to_screen(g_select_buffer.texture_depth);
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glDepthFunc(GL_LEQUAL);
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gpuPopMatrix();
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gpuPopProjectionMatrix();
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/* restore */
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rv3d->viewport = backup_viewport;
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}
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@@ -4139,6 +4269,11 @@ extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
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extern struct GPUTexture *globals_ramp; /* draw_common.c */
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void DRW_engines_free(void)
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{
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DRW_opengl_context_enable();
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DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth);
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DRW_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer);
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DRW_shape_cache_free();
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DRW_stats_free();
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DRW_globals_free();
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@@ -4164,9 +4299,86 @@ void DRW_engines_free(void)
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MEM_SAFE_FREE(RST.bound_texs);
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MEM_SAFE_FREE(RST.bound_tex_slots);
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DRW_opengl_context_disable();
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#ifdef WITH_CLAY_ENGINE
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BLI_remlink(&R_engines, &DRW_engine_viewport_clay_type);
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#endif
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}
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/** \} */
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/** \name Init/Exit (DRW_opengl_ctx)
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* \{ */
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void DRW_opengl_context_create(void)
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{
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BLI_assert(g_ogl_context == NULL); /* Ensure it's called once */
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BLI_assert(BLI_thread_is_main());
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BLI_mutex_init(&g_ogl_context_mutex);
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immDeactivate();
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/* This changes the active context. */
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g_ogl_context = WM_opengl_context_create();
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/* Be sure to create gawain.context too. */
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g_gwn_context = GWN_context_create();
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immActivate();
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/* Set default Blender OpenGL state */
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GPU_state_init();
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/* So we activate the window's one afterwards. */
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wm_window_reset_drawable();
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}
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void DRW_opengl_context_destroy(void)
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{
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BLI_assert(BLI_thread_is_main());
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if (g_ogl_context != NULL) {
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WM_opengl_context_activate(g_ogl_context);
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GWN_context_active_set(g_gwn_context);
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GWN_context_discard(g_gwn_context);
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WM_opengl_context_dispose(g_ogl_context);
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BLI_mutex_end(&g_ogl_context_mutex);
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}
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}
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void DRW_opengl_context_enable(void)
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{
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if (g_ogl_context != NULL) {
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/* IMPORTANT: We dont support immediate mode in render mode!
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* This shall remain in effect until immediate mode supports
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* multiple threads. */
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BLI_mutex_lock(&g_ogl_context_mutex);
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if (BLI_thread_is_main()) {
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immDeactivate();
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}
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WM_opengl_context_activate(g_ogl_context);
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GWN_context_active_set(g_gwn_context);
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if (BLI_thread_is_main()) {
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immActivate();
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}
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}
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}
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void DRW_opengl_context_disable(void)
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{
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if (g_ogl_context != NULL) {
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#ifdef __APPLE__
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/* Need to flush before disabling draw context, otherwise it does not
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* always finish drawing and viewport can be empty or partially drawn */
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glFlush();
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#endif
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if (BLI_thread_is_main()) {
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wm_window_reset_drawable();
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}
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else {
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WM_opengl_context_release(g_ogl_context);
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GWN_context_active_set(NULL);
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}
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BLI_mutex_unlock(&g_ogl_context_mutex);
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}
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}
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/** \} */
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@@ -869,15 +869,6 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
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return OPERATOR_CANCELLED;
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}
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/* XXX FIXME If engine is an OpenGL engine do not run modal.
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* This is a problem for animation rendering since you cannot abort them.
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* This also does not open an image editor space. */
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if (RE_engine_is_opengl(re_type)) {
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/* ensure at least 1 area shows result */
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render_view_open(C, event->x, event->y, op->reports);
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return screen_render_exec(C, op);
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}
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/* only one render job at a time */
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if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
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return OPERATOR_CANCELLED;
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@@ -57,6 +57,8 @@
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#include "DEG_depsgraph.h"
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#include "DRW_engine.h"
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#include "WM_api.h"
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#include "WM_types.h"
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@@ -323,6 +325,7 @@ static void screen_opengl_render_doit(const bContext *C, OGLRender *oglrender, R
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unsigned char *gp_rect;
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unsigned char *render_rect = (unsigned char *)RE_RenderViewGetById(rr, oglrender->view_id)->rect32;
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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);
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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 */
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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 },
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
@@ -35,6 +35,7 @@ set(INC
|
||||
../compositor
|
||||
../depsgraph
|
||||
../editors/include
|
||||
../draw
|
||||
../gpu
|
||||
../imbuf
|
||||
../makesdna
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user