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.
71 lines
2.3 KiB
C++
71 lines
2.3 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2016 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Mike Erwin
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/* Batched geometry rendering is powered by the Gawain library.
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* This file contains any additions or modifications specific to Blender.
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*/
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#ifndef __GPU_BATCH_H__
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#define __GPU_BATCH_H__
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#include "../../../intern/gawain/gawain/gwn_batch.h"
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struct rctf;
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// TODO: CMake magic to do this:
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// #include "gawain/batch.h"
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#include "BLI_compiler_attrs.h"
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#include "GPU_shader.h"
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/* Extend GWN_batch_program_set to use Blender’s library of built-in shader programs. */
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/* gpu_batch.c */
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void GWN_batch_program_set_builtin(Gwn_Batch *batch, GPUBuiltinShader shader_id) ATTR_NONNULL(1);
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Gwn_Batch *GPU_batch_tris_from_poly_2d_encoded(
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const uchar *polys_flat, uint polys_flat_len, const struct rctf *rect
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) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1);
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Gwn_Batch *GPU_batch_wire_from_poly_2d_encoded(
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const uchar *polys_flat, uint polys_flat_len, const struct rctf *rect
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) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1);
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void gpu_batch_init(void);
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void gpu_batch_exit(void);
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/* gpu_batch_presets.c */
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/* Only use by draw manager. Use the presets function instead for interface. */
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Gwn_Batch *gpu_batch_sphere(int lat_res, int lon_res) ATTR_WARN_UNUSED_RESULT;
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/* Replacement for gluSphere */
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Gwn_Batch *GPU_batch_preset_sphere(int lod) ATTR_WARN_UNUSED_RESULT;
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Gwn_Batch *GPU_batch_preset_sphere_wire(int lod) ATTR_WARN_UNUSED_RESULT;
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void gpu_batch_presets_init(void);
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void gpu_batch_presets_exit(void);
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#endif /* __GPU_BATCH_H__ */
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