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.
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@@ -345,6 +345,8 @@ void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
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int rect_w = BLI_rcti_size_x(rect) + 1;
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int rect_h = BLI_rcti_size_y(rect) + 1;
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DRW_opengl_context_enable();
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if (dfbl->default_fb) {
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if (rect_w != viewport->size[0] || rect_h != viewport->size[1] || U.ogl_multisamples != viewport->samples) {
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gpu_viewport_buffers_free(
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@@ -465,6 +467,7 @@ cleanup:
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if (!ok) {
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GPU_viewport_free(viewport);
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MEM_freeN(viewport);
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DRW_opengl_context_disable();
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return;
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}
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@@ -523,7 +526,11 @@ void GPU_viewport_unbind(GPUViewport *viewport)
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if (dfbl->default_fb) {
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GPU_framebuffer_texture_unbind(NULL, NULL);
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GPU_framebuffer_restore();
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}
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DRW_opengl_context_disable();
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if (dfbl->default_fb) {
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glEnable(GL_SCISSOR_TEST);
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glDisable(GL_DEPTH_TEST);
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}
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@@ -581,6 +588,7 @@ static void gpu_viewport_passes_free(PassList *psl, int psl_len)
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}
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}
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/* Must be executed inside Drawmanager Opengl Context. */
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void GPU_viewport_free(GPUViewport *viewport)
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{
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gpu_viewport_engines_data_free(viewport);
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