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blender-archive/intern/cycles/blender/display_driver.h

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4.4 KiB
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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2021-2022 Blender Foundation */
#pragma once
#include <atomic>
#include "MEM_guardedalloc.h"
#include "RNA_blender_cpp.h"
#include "session/display_driver.h"
#include "util/thread.h"
#include "util/unique_ptr.h"
#include "util/vector.h"
typedef struct GPUContext GPUContext;
typedef struct GPUFence GPUFence;
typedef struct GPUShader GPUShader;
CCL_NAMESPACE_BEGIN
/* Base class of shader used for display driver rendering. */
class BlenderDisplayShader {
public:
static constexpr const char *position_attribute_name = "pos";
static constexpr const char *tex_coord_attribute_name = "texCoord";
/* Create shader implementation suitable for the given render engine and scene configuration. */
static unique_ptr<BlenderDisplayShader> create(BL::RenderEngine &b_engine, BL::Scene &b_scene);
BlenderDisplayShader() = default;
virtual ~BlenderDisplayShader() = default;
virtual GPUShader *bind(int width, int height) = 0;
virtual void unbind() = 0;
/* Get attribute location for position and texture coordinate respectively.
* NOTE: The shader needs to be bound to have access to those. */
virtual int get_position_attrib_location();
virtual int get_tex_coord_attrib_location();
protected:
/* Get program of this display shader.
* NOTE: The shader needs to be bound to have access to this. */
virtual GPUShader *get_shader_program() = 0;
/* Cached values of various OpenGL resources. */
int position_attribute_location_ = -1;
int tex_coord_attribute_location_ = -1;
};
/* Implementation of display rendering shader used in the case when render engine does not support
* display space shader. */
class BlenderFallbackDisplayShader : public BlenderDisplayShader {
public:
virtual GPUShader *bind(int width, int height) override;
virtual void unbind() override;
protected:
virtual GPUShader *get_shader_program() override;
void create_shader_if_needed();
void destroy_shader();
GPUShader *shader_program_ = 0;
int image_texture_location_ = -1;
int fullscreen_location_ = -1;
/* Shader compilation attempted. Which means, that if the shader program is 0 then compilation or
* linking has failed. Do not attempt to re-compile the shader. */
bool shader_compile_attempted_ = false;
};
class BlenderDisplaySpaceShader : public BlenderDisplayShader {
public:
BlenderDisplaySpaceShader(BL::RenderEngine &b_engine, BL::Scene &b_scene);
virtual GPUShader *bind(int width, int height) override;
virtual void unbind() override;
protected:
virtual GPUShader *get_shader_program() override;
BL::RenderEngine b_engine_;
BL::Scene &b_scene_;
/* Cached values of various OpenGL resources. */
GPUShader *shader_program_ = nullptr;
};
/* Display driver implementation which is specific for Blender viewport integration. */
class BlenderDisplayDriver : public DisplayDriver {
public:
BlenderDisplayDriver(BL::RenderEngine &b_engine, BL::Scene &b_scene, const bool background);
~BlenderDisplayDriver();
virtual void graphics_interop_activate() override;
virtual void graphics_interop_deactivate() override;
virtual void clear() override;
void set_zoom(float zoom_x, float zoom_y);
protected:
virtual void next_tile_begin() override;
virtual bool update_begin(const Params &params, int texture_width, int texture_height) override;
virtual void update_end() override;
virtual half4 *map_texture_buffer() override;
virtual void unmap_texture_buffer() override;
virtual GraphicsInterop graphics_interop_get() override;
virtual void draw(const Params &params) override;
virtual void flush() override;
/* Helper function which allocates new GPU context. */
void gpu_context_create();
bool gpu_context_enable();
void gpu_context_disable();
void gpu_context_destroy();
void gpu_context_lock();
void gpu_context_unlock();
/* Create GPU resources used by the display driver. */
bool gpu_resources_create();
/* Destroy all GPU resources which are being used by this object. */
void gpu_resources_destroy();
BL::RenderEngine b_engine_;
bool background_;
/* Content of the display is to be filled with zeroes. */
std::atomic<bool> need_clear_ = true;
unique_ptr<BlenderDisplayShader> display_shader_;
/* Opaque storage for an internal state and data for tiles. */
struct Tiles;
unique_ptr<Tiles> tiles_;
GPUFence *gpu_render_sync_ = nullptr;
GPUFence *gpu_upload_sync_ = nullptr;
float2 zoom_ = make_float2(1.0f, 1.0f);
};
CCL_NAMESPACE_END