Everything seems to behave like it should when drawdata is alloced on instances.
		
			
				
	
	
		
			2639 lines
		
	
	
		
			69 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			2639 lines
		
	
	
		
			69 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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						|
 * Copyright 2016, Blender Foundation.
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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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 * Contributor(s): Blender Institute
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 *
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 */
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/** \file blender/draw/intern/draw_manager.c
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 *  \ingroup draw
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 */
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#include <stdio.h>
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#include "BLI_listbase.h"
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#include "BLI_mempool.h"
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#include "BLI_rect.h"
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#include "BLI_string.h"
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#include "BLI_threads.h"
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#include "BLF_api.h"
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#include "BKE_global.h"
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#include "BKE_mesh.h"
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#include "BKE_object.h"
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#include "BKE_particle.h"
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#include "BKE_pointcache.h"
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#include "BKE_workspace.h"
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#include "draw_manager.h"
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#include "DNA_camera_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_world_types.h"
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#include "ED_space_api.h"
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#include "ED_screen.h"
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#include "ED_gpencil.h"
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#include "ED_particle.h"
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#include "ED_view3d.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_framebuffer.h"
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#include "GPU_immediate.h"
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#include "GPU_uniformbuffer.h"
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#include "GPU_viewport.h"
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#include "GPU_matrix.h"
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#include "IMB_colormanagement.h"
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#include "RE_engine.h"
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#include "RE_pipeline.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "WM_api.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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/* only for callbacks */
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#include "draw_cache_impl.h"
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#include "draw_mode_engines.h"
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#include "engines/eevee/eevee_engine.h"
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#include "engines/basic/basic_engine.h"
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#include "engines/workbench/workbench_engine.h"
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#include "engines/external/external_engine.h"
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#include "GPU_context.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#ifdef USE_GPU_SELECT
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#  include "GPU_select.h"
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#endif
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/** Render State: No persistent data between draw calls. */
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DRWManager DST = {NULL};
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static ListBase DRW_engines = {NULL, NULL};
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extern struct GPUUniformBuffer *view_ubo; /* draw_manager_exec.c */
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static void drw_state_prepare_clean_for_draw(DRWManager *dst)
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{
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	memset(dst, 0x0, offsetof(DRWManager, gl_context));
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}
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/* This function is used to reset draw manager to a state
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 * where we don't re-use data by accident across different
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 * draw calls.
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 */
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#ifdef DEBUG
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static void drw_state_ensure_not_reused(DRWManager *dst)
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{
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	memset(dst, 0xff, offsetof(DRWManager, gl_context));
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}
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#endif
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/* -------------------------------------------------------------------- */
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void DRW_draw_callbacks_pre_scene(void)
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{
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	RegionView3D *rv3d = DST.draw_ctx.rv3d;
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	GPU_matrix_projection_set(rv3d->winmat);
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	GPU_matrix_set(rv3d->viewmat);
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}
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void DRW_draw_callbacks_post_scene(void)
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{
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	RegionView3D *rv3d = DST.draw_ctx.rv3d;
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	GPU_matrix_projection_set(rv3d->winmat);
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	GPU_matrix_set(rv3d->viewmat);
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}
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struct DRWTextStore *DRW_text_cache_ensure(void)
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{
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	BLI_assert(DST.text_store_p);
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	if (*DST.text_store_p == NULL) {
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		*DST.text_store_p = DRW_text_cache_create();
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	}
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	return *DST.text_store_p;
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}
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/* -------------------------------------------------------------------- */
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/** \name Settings
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 * \{ */
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bool DRW_object_is_renderable(Object *ob)
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{
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	BLI_assert(BKE_object_is_visible(ob, OB_VISIBILITY_CHECK_UNKNOWN_RENDER_MODE));
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	if (ob->type == OB_MESH) {
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		if ((ob == DST.draw_ctx.object_edit) || BKE_object_is_in_editmode(ob)) {
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			View3D *v3d = DST.draw_ctx.v3d;
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			const int mask = (V3D_OVERLAY_EDIT_OCCLUDE_WIRE | V3D_OVERLAY_EDIT_WEIGHT);
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			if (v3d && v3d->overlay.edit_flag & mask) {
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				return false;
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			}
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		}
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	}
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	return true;
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}
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/**
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 * Return whether this object is visible depending if
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 * we are rendering or drawing in the viewport.
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 */
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bool DRW_check_object_visible_within_active_context(Object *ob)
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{
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	const eObjectVisibilityCheck mode = DRW_state_is_scene_render() ?
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	                                     OB_VISIBILITY_CHECK_FOR_RENDER :
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	                                     OB_VISIBILITY_CHECK_FOR_VIEWPORT;
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	return BKE_object_is_visible(ob, mode);
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}
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bool DRW_object_is_flat_normal(const Object *ob)
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{
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	if (ob->type == OB_MESH) {
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		const Mesh *me = ob->data;
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		if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) {
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			return false;
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		}
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	}
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	return true;
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}
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bool DRW_check_psys_visible_within_active_context(
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        Object *object,
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        struct ParticleSystem *psys)
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{
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	const DRWContextState *draw_ctx = DRW_context_state_get();
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	const Scene *scene = draw_ctx->scene;
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	if (object == draw_ctx->object_edit) {
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		return false;
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	}
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	const ParticleSettings *part = psys->part;
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	const ParticleEditSettings *pset = &scene->toolsettings->particle;
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	if (object->mode == OB_MODE_PARTICLE_EDIT) {
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		if (psys_in_edit_mode(draw_ctx->depsgraph, psys)) {
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			if ((pset->flag & PE_DRAW_PART) == 0) {
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				return false;
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			}
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			if ((part->childtype == 0) &&
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			    (psys->flag & PSYS_HAIR_DYNAMICS &&
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			     psys->pointcache->flag & PTCACHE_BAKED) == 0)
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			{
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				return false;
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			}
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		}
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	}
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	return true;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Color Management
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 * \{ */
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/* Use color management profile to draw texture to framebuffer */
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void DRW_transform_to_display(GPUTexture *tex, bool use_view_settings)
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{
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	drw_state_set(DRW_STATE_WRITE_COLOR);
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	GPUVertFormat *vert_format = immVertexFormat();
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	uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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	uint texco = GPU_vertformat_attr_add(vert_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
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	const float dither = 1.0f;
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	bool use_ocio = false;
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	/* View transform is already applied for offscreen, don't apply again, see: T52046 */
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	if (!(DST.options.is_image_render && !DST.options.is_scene_render)) {
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		Scene *scene = DST.draw_ctx.scene;
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		ColorManagedDisplaySettings *display_settings = &scene->display_settings;
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		ColorManagedViewSettings *view_settings = (use_view_settings) ? &scene->view_settings : NULL;
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		use_ocio = IMB_colormanagement_setup_glsl_draw_from_space(
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		        view_settings, display_settings, NULL, dither, false);
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	}
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	if (!use_ocio) {
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		/* View transform is already applied for offscreen, don't apply again, see: T52046 */
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		if (DST.options.is_image_render && !DST.options.is_scene_render) {
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			immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
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			immUniformColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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		}
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		else {
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			immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB);
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		}
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		immUniform1i("image", 0);
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	}
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	GPU_texture_bind(tex, 0); /* OCIO texture bind point is 0 */
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	float mat[4][4];
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	unit_m4(mat);
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	immUniformMatrix4fv("ModelViewProjectionMatrix", mat);
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	/* Full screen triangle */
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	immBegin(GPU_PRIM_TRIS, 3);
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	immAttrib2f(texco, 0.0f, 0.0f);
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	immVertex2f(pos, -1.0f, -1.0f);
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	immAttrib2f(texco, 2.0f, 0.0f);
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	immVertex2f(pos, 3.0f, -1.0f);
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	immAttrib2f(texco, 0.0f, 2.0f);
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	immVertex2f(pos, -1.0f, 3.0f);
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	immEnd();
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	GPU_texture_unbind(tex);
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	if (use_ocio) {
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		IMB_colormanagement_finish_glsl_draw();
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	}
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	else {
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		immUnbindProgram();
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	}
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}
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/* Draw texture to framebuffer without any color transforms */
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void DRW_transform_none(GPUTexture *tex)
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{
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	/* Draw as texture for final render (without immediate mode). */
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	GPUBatch *geom = DRW_cache_fullscreen_quad_get();
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	GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_IMAGE_COLOR);
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	GPU_texture_bind(tex, 0);
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	const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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	GPU_batch_uniform_4fv(geom, "color", white);
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	float mat[4][4];
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	unit_m4(mat);
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	GPU_batch_uniform_mat4(geom, "ModelViewProjectionMatrix", mat);
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	GPU_batch_program_use_begin(geom);
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	GPU_batch_draw_range_ex(geom, 0, 0, false);
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	GPU_batch_program_use_end(geom);
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	GPU_texture_unbind(tex);
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}
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/** \} */
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						|
 | 
						|
 | 
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/* -------------------------------------------------------------------- */
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						|
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/** \name Multisample Resolve
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 * \{ */
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/* Use manual multisample resolve pass.
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 * Much quicker than blitting back and forth.
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 * Assume destination fb is bound*/
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void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color, bool use_depth)
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{
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	DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL;
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	if (use_depth) {
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		state |= DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
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	}
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	drw_state_set(state);
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	int samples = GPU_texture_samples(src_depth);
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	BLI_assert(samples > 0);
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	BLI_assert(GPU_texture_samples(src_color) == samples);
 | 
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 | 
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	GPUBatch *geom = DRW_cache_fullscreen_quad_get();
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	int builtin;
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	if (use_depth) {
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		switch (samples) {
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			case 2:  builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST; break;
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			case 4:  builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST; break;
 | 
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			case 8:  builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST; break;
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			case 16: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST; break;
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			default:
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				BLI_assert("Mulisample count unsupported by blit shader.");
 | 
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				builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST;
 | 
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				break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		switch (samples) {
 | 
						|
			case 2:  builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2; break;
 | 
						|
			case 4:  builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4; break;
 | 
						|
			case 8:  builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8; break;
 | 
						|
			case 16: builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16; break;
 | 
						|
			default:
 | 
						|
				BLI_assert("Mulisample count unsupported by blit shader.");
 | 
						|
				builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2;
 | 
						|
				break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	GPU_batch_program_set_builtin(geom, builtin);
 | 
						|
 | 
						|
	if (use_depth) {
 | 
						|
		GPU_texture_bind(src_depth, 0);
 | 
						|
		GPU_batch_uniform_1i(geom, "depthMulti", 0);
 | 
						|
	}
 | 
						|
 | 
						|
	GPU_texture_bind(src_color, 1);
 | 
						|
	GPU_batch_uniform_1i(geom, "colorMulti", 1);
 | 
						|
 | 
						|
	float mat[4][4];
 | 
						|
	unit_m4(mat);
 | 
						|
	GPU_batch_uniform_mat4(geom, "ModelViewProjectionMatrix", mat);
 | 
						|
 | 
						|
	/* avoid gpuMatrix calls */
 | 
						|
	GPU_batch_program_use_begin(geom);
 | 
						|
	GPU_batch_draw_range_ex(geom, 0, 0, false);
 | 
						|
	GPU_batch_program_use_end(geom);
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
 | 
						|
/** \name Viewport (DRW_viewport)
 | 
						|
 * \{ */
 | 
						|
 | 
						|
void *drw_viewport_engine_data_ensure(void *engine_type)
 | 
						|
{
 | 
						|
	void *data = GPU_viewport_engine_data_get(DST.viewport, engine_type);
 | 
						|
 | 
						|
	if (data == NULL) {
 | 
						|
		data = GPU_viewport_engine_data_create(DST.viewport, engine_type);
 | 
						|
	}
 | 
						|
	return data;
 | 
						|
}
 | 
						|
 | 
						|
void DRW_engine_viewport_data_size_get(
 | 
						|
        const void *engine_type_v,
 | 
						|
        int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len)
 | 
						|
{
 | 
						|
	const DrawEngineType *engine_type = engine_type_v;
 | 
						|
 | 
						|
	if (r_fbl_len) {
 | 
						|
		*r_fbl_len = engine_type->vedata_size->fbl_len;
 | 
						|
	}
 | 
						|
	if (r_txl_len) {
 | 
						|
		*r_txl_len = engine_type->vedata_size->txl_len;
 | 
						|
	}
 | 
						|
	if (r_psl_len) {
 | 
						|
		*r_psl_len = engine_type->vedata_size->psl_len;
 | 
						|
	}
 | 
						|
	if (r_stl_len) {
 | 
						|
		*r_stl_len = engine_type->vedata_size->stl_len;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
const float *DRW_viewport_size_get(void)
 | 
						|
{
 | 
						|
	return DST.size;
 | 
						|
}
 | 
						|
 | 
						|
const float *DRW_viewport_invert_size_get(void)
 | 
						|
{
 | 
						|
	return DST.inv_size;
 | 
						|
}
 | 
						|
 | 
						|
const float *DRW_viewport_screenvecs_get(void)
 | 
						|
{
 | 
						|
	return &DST.screenvecs[0][0];
 | 
						|
}
 | 
						|
 | 
						|
const float *DRW_viewport_pixelsize_get(void)
 | 
						|
{
 | 
						|
	return &DST.pixsize;
 | 
						|
}
 | 
						|
 | 
						|
static void drw_viewport_cache_resize(void)
 | 
						|
{
 | 
						|
	/* Release the memiter before clearing the mempools that references them */
 | 
						|
	GPU_viewport_cache_release(DST.viewport);
 | 
						|
 | 
						|
	if (DST.vmempool != NULL) {
 | 
						|
		BLI_mempool_clear_ex(DST.vmempool->calls, BLI_mempool_len(DST.vmempool->calls));
 | 
						|
		BLI_mempool_clear_ex(DST.vmempool->states, BLI_mempool_len(DST.vmempool->states));
 | 
						|
		BLI_mempool_clear_ex(DST.vmempool->shgroups, BLI_mempool_len(DST.vmempool->shgroups));
 | 
						|
		BLI_mempool_clear_ex(DST.vmempool->uniforms, BLI_mempool_len(DST.vmempool->uniforms));
 | 
						|
		BLI_mempool_clear_ex(DST.vmempool->passes, BLI_mempool_len(DST.vmempool->passes));
 | 
						|
	}
 | 
						|
 | 
						|
	DRW_instance_data_list_free_unused(DST.idatalist);
 | 
						|
	DRW_instance_data_list_resize(DST.idatalist);
 | 
						|
}
 | 
						|
 | 
						|
/* Not a viewport variable, we could split this out. */
 | 
						|
static void drw_context_state_init(void)
 | 
						|
{
 | 
						|
	if (DST.draw_ctx.obact) {
 | 
						|
		DST.draw_ctx.object_mode = DST.draw_ctx.obact->mode;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		DST.draw_ctx.object_mode = OB_MODE_OBJECT;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Edit object. */
 | 
						|
	if (DST.draw_ctx.object_mode & OB_MODE_EDIT) {
 | 
						|
		DST.draw_ctx.object_edit = DST.draw_ctx.obact;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		DST.draw_ctx.object_edit = NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Pose object. */
 | 
						|
	if (DST.draw_ctx.object_mode & OB_MODE_POSE) {
 | 
						|
		DST.draw_ctx.object_pose = DST.draw_ctx.obact;
 | 
						|
	}
 | 
						|
	else if (DST.draw_ctx.object_mode & OB_MODE_WEIGHT_PAINT) {
 | 
						|
		DST.draw_ctx.object_pose = BKE_object_pose_armature_get(DST.draw_ctx.obact);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		DST.draw_ctx.object_pose = NULL;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* It also stores viewport variable to an immutable place: DST
 | 
						|
 * This is because a cache uniform only store reference
 | 
						|
 * to its value. And we don't want to invalidate the cache
 | 
						|
 * if this value change per viewport */
 | 
						|
static void drw_viewport_var_init(void)
 | 
						|
{
 | 
						|
	RegionView3D *rv3d = DST.draw_ctx.rv3d;
 | 
						|
	/* Refresh DST.size */
 | 
						|
	if (DST.viewport) {
 | 
						|
		int size[2];
 | 
						|
		GPU_viewport_size_get(DST.viewport, size);
 | 
						|
		DST.size[0] = size[0];
 | 
						|
		DST.size[1] = size[1];
 | 
						|
		DST.inv_size[0] = 1.0f / size[0];
 | 
						|
		DST.inv_size[1] = 1.0f / size[1];
 | 
						|
 | 
						|
		DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(DST.viewport);
 | 
						|
		DST.default_framebuffer = fbl->default_fb;
 | 
						|
 | 
						|
		DST.vmempool = GPU_viewport_mempool_get(DST.viewport);
 | 
						|
 | 
						|
		if (DST.vmempool->calls == NULL) {
 | 
						|
			DST.vmempool->calls = BLI_mempool_create(sizeof(DRWCall), 0, 512, 0);
 | 
						|
		}
 | 
						|
		if (DST.vmempool->states == NULL) {
 | 
						|
			DST.vmempool->states = BLI_mempool_create(sizeof(DRWCallState), 0, 512, BLI_MEMPOOL_ALLOW_ITER);
 | 
						|
		}
 | 
						|
		if (DST.vmempool->shgroups == NULL) {
 | 
						|
			DST.vmempool->shgroups = BLI_mempool_create(sizeof(DRWShadingGroup), 0, 256, 0);
 | 
						|
		}
 | 
						|
		if (DST.vmempool->uniforms == NULL) {
 | 
						|
			DST.vmempool->uniforms = BLI_mempool_create(sizeof(DRWUniform), 0, 512, 0);
 | 
						|
		}
 | 
						|
		if (DST.vmempool->passes == NULL) {
 | 
						|
			DST.vmempool->passes = BLI_mempool_create(sizeof(DRWPass), 0, 64, 0);
 | 
						|
		}
 | 
						|
 | 
						|
		DST.idatalist = GPU_viewport_instance_data_list_get(DST.viewport);
 | 
						|
		DRW_instance_data_list_reset(DST.idatalist);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		DST.size[0] = 0;
 | 
						|
		DST.size[1] = 0;
 | 
						|
 | 
						|
		DST.inv_size[0] = 0;
 | 
						|
		DST.inv_size[1] = 0;
 | 
						|
 | 
						|
		DST.default_framebuffer = NULL;
 | 
						|
		DST.vmempool = NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	if (rv3d != NULL) {
 | 
						|
		/* Refresh DST.screenvecs */
 | 
						|
		copy_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]);
 | 
						|
		copy_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]);
 | 
						|
		normalize_v3(DST.screenvecs[0]);
 | 
						|
		normalize_v3(DST.screenvecs[1]);
 | 
						|
 | 
						|
		/* Refresh DST.pixelsize */
 | 
						|
		DST.pixsize = rv3d->pixsize;
 | 
						|
 | 
						|
		copy_m4_m4(DST.original_mat.mat[DRW_MAT_PERS], rv3d->persmat);
 | 
						|
		copy_m4_m4(DST.original_mat.mat[DRW_MAT_PERSINV], rv3d->persinv);
 | 
						|
		copy_m4_m4(DST.original_mat.mat[DRW_MAT_VIEW], rv3d->viewmat);
 | 
						|
		copy_m4_m4(DST.original_mat.mat[DRW_MAT_VIEWINV], rv3d->viewinv);
 | 
						|
		copy_m4_m4(DST.original_mat.mat[DRW_MAT_WIN], rv3d->winmat);
 | 
						|
		invert_m4_m4(DST.original_mat.mat[DRW_MAT_WININV], rv3d->winmat);
 | 
						|
 | 
						|
		memcpy(DST.view_data.matstate.mat, DST.original_mat.mat, sizeof(DST.original_mat.mat));
 | 
						|
 | 
						|
		copy_v4_v4(DST.view_data.viewcamtexcofac, rv3d->viewcamtexcofac);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		copy_v4_fl4(DST.view_data.viewcamtexcofac, 1.0f, 1.0f, 0.0f, 0.0f);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Reset facing */
 | 
						|
	DST.frontface = GL_CCW;
 | 
						|
	DST.backface = GL_CW;
 | 
						|
	glFrontFace(DST.frontface);
 | 
						|
 | 
						|
	if (DST.draw_ctx.object_edit) {
 | 
						|
		ED_view3d_init_mats_rv3d(DST.draw_ctx.object_edit, rv3d);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Alloc array of texture reference. */
 | 
						|
	if (DST.RST.bound_texs == NULL) {
 | 
						|
		DST.RST.bound_texs = MEM_callocN(sizeof(GPUTexture *) * GPU_max_textures(), "Bound GPUTexture refs");
 | 
						|
	}
 | 
						|
	if (DST.RST.bound_tex_slots == NULL) {
 | 
						|
		DST.RST.bound_tex_slots = MEM_callocN(sizeof(char) * GPU_max_textures(), "Bound Texture Slots");
 | 
						|
	}
 | 
						|
	if (DST.RST.bound_ubos == NULL) {
 | 
						|
		DST.RST.bound_ubos = MEM_callocN(sizeof(GPUUniformBuffer *) * GPU_max_ubo_binds(), "Bound GPUUniformBuffer refs");
 | 
						|
	}
 | 
						|
	if (DST.RST.bound_ubo_slots == NULL) {
 | 
						|
		DST.RST.bound_ubo_slots = MEM_callocN(sizeof(char) * GPU_max_ubo_binds(), "Bound Ubo Slots");
 | 
						|
	}
 | 
						|
 | 
						|
	if (view_ubo == NULL) {
 | 
						|
		view_ubo = DRW_uniformbuffer_create(sizeof(ViewUboStorage), NULL);
 | 
						|
	}
 | 
						|
 | 
						|
	DST.override_mat = 0;
 | 
						|
	DST.dirty_mat = true;
 | 
						|
	DST.state_cache_id = 1;
 | 
						|
 | 
						|
	DST.clipping.updated = false;
 | 
						|
 | 
						|
	memset(DST.object_instance_data, 0x0, sizeof(DST.object_instance_data));
 | 
						|
}
 | 
						|
 | 
						|
void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type)
 | 
						|
{
 | 
						|
	BLI_assert(type >= 0 && type < DRW_MAT_COUNT);
 | 
						|
	/* Can't use this in render mode. */
 | 
						|
	BLI_assert(((DST.override_mat & (1 << type)) != 0) || DST.draw_ctx.rv3d != NULL);
 | 
						|
 | 
						|
	copy_m4_m4(mat, DST.view_data.matstate.mat[type]);
 | 
						|
}
 | 
						|
 | 
						|
void DRW_viewport_matrix_get_all(DRWMatrixState *state)
 | 
						|
{
 | 
						|
	memcpy(state, DST.view_data.matstate.mat, sizeof(DRWMatrixState));
 | 
						|
}
 | 
						|
 | 
						|
void DRW_viewport_matrix_override_set(const float mat[4][4], DRWViewportMatrixType type)
 | 
						|
{
 | 
						|
	BLI_assert(type < DRW_MAT_COUNT);
 | 
						|
	copy_m4_m4(DST.view_data.matstate.mat[type], mat);
 | 
						|
	DST.override_mat |= (1 << type);
 | 
						|
	DST.dirty_mat = true;
 | 
						|
	DST.clipping.updated = false;
 | 
						|
}
 | 
						|
 | 
						|
void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type)
 | 
						|
{
 | 
						|
	BLI_assert(type < DRW_MAT_COUNT);
 | 
						|
	copy_m4_m4(DST.view_data.matstate.mat[type], DST.original_mat.mat[type]);
 | 
						|
	DST.override_mat &= ~(1 << type);
 | 
						|
	DST.dirty_mat = true;
 | 
						|
	DST.clipping.updated = false;
 | 
						|
}
 | 
						|
 | 
						|
void DRW_viewport_matrix_override_set_all(DRWMatrixState *state)
 | 
						|
{
 | 
						|
	memcpy(DST.view_data.matstate.mat, state, sizeof(DRWMatrixState));
 | 
						|
	DST.override_mat = 0xFFFFFF;
 | 
						|
	DST.dirty_mat = true;
 | 
						|
	DST.clipping.updated = false;
 | 
						|
}
 | 
						|
 | 
						|
void DRW_viewport_matrix_override_unset_all(void)
 | 
						|
{
 | 
						|
	memcpy(DST.view_data.matstate.mat, DST.original_mat.mat, sizeof(DRWMatrixState));
 | 
						|
	DST.override_mat = 0;
 | 
						|
	DST.dirty_mat = true;
 | 
						|
	DST.clipping.updated = false;
 | 
						|
}
 | 
						|
 | 
						|
bool DRW_viewport_is_persp_get(void)
 | 
						|
{
 | 
						|
	RegionView3D *rv3d = DST.draw_ctx.rv3d;
 | 
						|
	if (rv3d) {
 | 
						|
		return rv3d->is_persp;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		return DST.view_data.matstate.mat[DRW_MAT_WIN][3][3] == 0.0f;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
float DRW_viewport_near_distance_get(void)
 | 
						|
{
 | 
						|
	float projmat[4][4];
 | 
						|
	DRW_viewport_matrix_get(projmat, DRW_MAT_WIN);
 | 
						|
 | 
						|
	if (DRW_viewport_is_persp_get()) {
 | 
						|
		return -projmat[3][2] / (projmat[2][2] - 1.0f);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		return -(projmat[3][2] + 1.0f) / projmat[2][2];
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
float DRW_viewport_far_distance_get(void)
 | 
						|
{
 | 
						|
	float projmat[4][4];
 | 
						|
	DRW_viewport_matrix_get(projmat, DRW_MAT_WIN);
 | 
						|
 | 
						|
	if (DRW_viewport_is_persp_get()) {
 | 
						|
		return -projmat[3][2] / (projmat[2][2] + 1.0f);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		return -(projmat[3][2] - 1.0f) / projmat[2][2];
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void)
 | 
						|
{
 | 
						|
	return GPU_viewport_framebuffer_list_get(DST.viewport);
 | 
						|
}
 | 
						|
 | 
						|
DefaultTextureList *DRW_viewport_texture_list_get(void)
 | 
						|
{
 | 
						|
	return GPU_viewport_texture_list_get(DST.viewport);
 | 
						|
}
 | 
						|
 | 
						|
void DRW_viewport_request_redraw(void)
 | 
						|
{
 | 
						|
	GPU_viewport_tag_update(DST.viewport);
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name ViewLayers (DRW_scenelayer)
 | 
						|
 * \{ */
 | 
						|
 | 
						|
void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type)
 | 
						|
{
 | 
						|
	for (ViewLayerEngineData *sled = DST.draw_ctx.view_layer->drawdata.first; sled; sled = sled->next) {
 | 
						|
		if (sled->engine_type == engine_type) {
 | 
						|
			return sled->storage;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
void **DRW_view_layer_engine_data_ensure_ex(
 | 
						|
        ViewLayer *view_layer, DrawEngineType *engine_type, void (*callback)(void *storage))
 | 
						|
{
 | 
						|
	ViewLayerEngineData *sled;
 | 
						|
 | 
						|
	for (sled = view_layer->drawdata.first; sled; sled = sled->next) {
 | 
						|
		if (sled->engine_type == engine_type) {
 | 
						|
			return &sled->storage;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	sled = MEM_callocN(sizeof(ViewLayerEngineData), "ViewLayerEngineData");
 | 
						|
	sled->engine_type = engine_type;
 | 
						|
	sled->free = callback;
 | 
						|
	BLI_addtail(&view_layer->drawdata, sled);
 | 
						|
 | 
						|
	return &sled->storage;
 | 
						|
}
 | 
						|
 | 
						|
void **DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type, void (*callback)(void *storage))
 | 
						|
{
 | 
						|
	return DRW_view_layer_engine_data_ensure_ex(DST.draw_ctx.view_layer, engine_type, callback);
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
 | 
						|
/** \name Draw Data (DRW_drawdata)
 | 
						|
 * \{ */
 | 
						|
 | 
						|
/* Used for DRW_drawdata_from_id()
 | 
						|
 * All ID-datablocks which have their own 'local' DrawData
 | 
						|
 * should have the same arrangement in their structs.
 | 
						|
 */
 | 
						|
typedef struct IdDdtTemplate {
 | 
						|
	ID id;
 | 
						|
	struct AnimData *adt;
 | 
						|
	DrawDataList drawdata;
 | 
						|
} IdDdtTemplate;
 | 
						|
 | 
						|
/* Check if ID can have AnimData */
 | 
						|
static bool id_type_can_have_drawdata(const short id_type)
 | 
						|
{
 | 
						|
	/* Only some ID-blocks have this info for now */
 | 
						|
	/* TODO: finish adding this for the other blocktypes */
 | 
						|
	switch (id_type) {
 | 
						|
		/* has DrawData */
 | 
						|
		case ID_OB:
 | 
						|
		case ID_WO:
 | 
						|
			return true;
 | 
						|
 | 
						|
		/* no DrawData */
 | 
						|
		default:
 | 
						|
			return false;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static bool id_can_have_drawdata(const ID *id)
 | 
						|
{
 | 
						|
	/* sanity check */
 | 
						|
	if (id == NULL)
 | 
						|
		return false;
 | 
						|
 | 
						|
	return id_type_can_have_drawdata(GS(id->name));
 | 
						|
}
 | 
						|
 | 
						|
/* Get DrawData from the given ID-block. In order for this to work, we assume that
 | 
						|
 * the DrawData pointer is stored in the struct in the same fashion as in IdDdtTemplate.
 | 
						|
 */
 | 
						|
DrawDataList *DRW_drawdatalist_from_id(ID *id)
 | 
						|
{
 | 
						|
	/* only some ID-blocks have this info for now, so we cast the
 | 
						|
	 * types that do to be of type IdDdtTemplate, and extract the
 | 
						|
	 * DrawData that way
 | 
						|
	 */
 | 
						|
	if (id_can_have_drawdata(id)) {
 | 
						|
		IdDdtTemplate *idt = (IdDdtTemplate *)id;
 | 
						|
		return &idt->drawdata;
 | 
						|
	}
 | 
						|
	else
 | 
						|
		return NULL;
 | 
						|
}
 | 
						|
 | 
						|
DrawData *DRW_drawdata_get(ID *id, DrawEngineType *engine_type)
 | 
						|
{
 | 
						|
	DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
 | 
						|
 | 
						|
	if (drawdata == NULL)
 | 
						|
		return NULL;
 | 
						|
 | 
						|
	LISTBASE_FOREACH(DrawData *, dd, drawdata) {
 | 
						|
		if (dd->engine_type == engine_type) {
 | 
						|
			return dd;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
DrawData *DRW_drawdata_ensure(
 | 
						|
        ID *id,
 | 
						|
        DrawEngineType *engine_type,
 | 
						|
        size_t size,
 | 
						|
        DrawDataInitCb init_cb,
 | 
						|
        DrawDataFreeCb free_cb)
 | 
						|
{
 | 
						|
	BLI_assert(size >= sizeof(DrawData));
 | 
						|
	BLI_assert(id_can_have_drawdata(id));
 | 
						|
	/* Try to re-use existing data. */
 | 
						|
	DrawData *dd = DRW_drawdata_get(id, engine_type);
 | 
						|
	if (dd != NULL) {
 | 
						|
		return dd;
 | 
						|
	}
 | 
						|
 | 
						|
	DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
 | 
						|
 | 
						|
	/* Allocate new data. */
 | 
						|
	dd = MEM_callocN(size, "DrawData");
 | 
						|
	dd->engine_type = engine_type;
 | 
						|
	dd->free = free_cb;
 | 
						|
	/* Perform user-side initialization, if needed. */
 | 
						|
	if (init_cb != NULL) {
 | 
						|
		init_cb(dd);
 | 
						|
	}
 | 
						|
	/* Register in the list. */
 | 
						|
	BLI_addtail((ListBase *)drawdata, dd);
 | 
						|
	return dd;
 | 
						|
}
 | 
						|
 | 
						|
void DRW_drawdata_free(ID *id)
 | 
						|
{
 | 
						|
	DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
 | 
						|
 | 
						|
	if (drawdata == NULL)
 | 
						|
		return;
 | 
						|
 | 
						|
	LISTBASE_FOREACH(DrawData *, dd, drawdata) {
 | 
						|
		if (dd->free != NULL) {
 | 
						|
			dd->free(dd);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	BLI_freelistN((ListBase *)drawdata);
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
 | 
						|
/** \name Rendering (DRW_engines)
 | 
						|
 * \{ */
 | 
						|
 | 
						|
static void drw_engines_init(void)
 | 
						|
{
 | 
						|
	for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
 | 
						|
		DrawEngineType *engine = link->data;
 | 
						|
		ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
 | 
						|
		PROFILE_START(stime);
 | 
						|
 | 
						|
		if (engine->engine_init) {
 | 
						|
			engine->engine_init(data);
 | 
						|
		}
 | 
						|
 | 
						|
		PROFILE_END_UPDATE(data->init_time, stime);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_cache_init(void)
 | 
						|
{
 | 
						|
	for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
 | 
						|
		DrawEngineType *engine = link->data;
 | 
						|
		ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
 | 
						|
 | 
						|
		if (data->text_draw_cache) {
 | 
						|
			DRW_text_cache_destroy(data->text_draw_cache);
 | 
						|
			data->text_draw_cache = NULL;
 | 
						|
		}
 | 
						|
		if (DST.text_store_p == NULL) {
 | 
						|
			DST.text_store_p = &data->text_draw_cache;
 | 
						|
		}
 | 
						|
 | 
						|
		if (engine->cache_init) {
 | 
						|
			engine->cache_init(data);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_world_update(Scene *scene)
 | 
						|
{
 | 
						|
	if (scene->world == NULL) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
 | 
						|
		DrawEngineType *engine = link->data;
 | 
						|
		ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
 | 
						|
 | 
						|
		if (engine->id_update) {
 | 
						|
			engine->id_update(data, &scene->world->id);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_cache_populate(Object *ob)
 | 
						|
{
 | 
						|
	DST.ob_state = NULL;
 | 
						|
 | 
						|
	for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
 | 
						|
		DrawEngineType *engine = link->data;
 | 
						|
		ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
 | 
						|
 | 
						|
		if (engine->id_update) {
 | 
						|
			engine->id_update(data, &ob->id);
 | 
						|
		}
 | 
						|
 | 
						|
		if (engine->cache_populate) {
 | 
						|
			engine->cache_populate(data, ob);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_cache_finish(void)
 | 
						|
{
 | 
						|
	for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
 | 
						|
		DrawEngineType *engine = link->data;
 | 
						|
		ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
 | 
						|
 | 
						|
		if (engine->cache_finish) {
 | 
						|
			engine->cache_finish(data);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_draw_background(void)
 | 
						|
{
 | 
						|
	for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
 | 
						|
		DrawEngineType *engine = link->data;
 | 
						|
		ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
 | 
						|
 | 
						|
		if (engine->draw_background) {
 | 
						|
			PROFILE_START(stime);
 | 
						|
 | 
						|
			DRW_stats_group_start(engine->idname);
 | 
						|
			engine->draw_background(data);
 | 
						|
			DRW_stats_group_end();
 | 
						|
 | 
						|
			PROFILE_END_UPDATE(data->background_time, stime);
 | 
						|
			return;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* No draw_background found, doing default background */
 | 
						|
	if (DRW_state_draw_background()) {
 | 
						|
		DRW_draw_background();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_draw_scene(void)
 | 
						|
{
 | 
						|
	for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
 | 
						|
		DrawEngineType *engine = link->data;
 | 
						|
		ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
 | 
						|
		PROFILE_START(stime);
 | 
						|
 | 
						|
		if (engine->draw_scene) {
 | 
						|
			DRW_stats_group_start(engine->idname);
 | 
						|
			engine->draw_scene(data);
 | 
						|
			/* Restore for next engine */
 | 
						|
			if (DRW_state_is_fbo()) {
 | 
						|
				GPU_framebuffer_bind(DST.default_framebuffer);
 | 
						|
			}
 | 
						|
			DRW_stats_group_end();
 | 
						|
		}
 | 
						|
 | 
						|
		PROFILE_END_UPDATE(data->render_time, stime);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_draw_text(void)
 | 
						|
{
 | 
						|
	for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
 | 
						|
		DrawEngineType *engine = link->data;
 | 
						|
		ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
 | 
						|
		PROFILE_START(stime);
 | 
						|
 | 
						|
		if (data->text_draw_cache) {
 | 
						|
			DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.ar);
 | 
						|
		}
 | 
						|
 | 
						|
		PROFILE_END_UPDATE(data->render_time, stime);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
#define MAX_INFO_LINES 10
 | 
						|
 | 
						|
/**
 | 
						|
 * Returns the offset required for the drawing of engines info.
 | 
						|
 */
 | 
						|
int DRW_draw_region_engine_info_offset(void)
 | 
						|
{
 | 
						|
	int lines = 0;
 | 
						|
	for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
 | 
						|
		DrawEngineType *engine = link->data;
 | 
						|
		ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
 | 
						|
 | 
						|
		/* Count the number of lines. */
 | 
						|
		if (data->info[0] != '\0') {
 | 
						|
			lines++;
 | 
						|
			char *c = data->info;
 | 
						|
			while (*c++ != '\0') {
 | 
						|
				if (*c == '\n') {
 | 
						|
					lines++;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return MIN2(MAX_INFO_LINES, lines) * UI_UNIT_Y;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Actual drawing;
 | 
						|
 */
 | 
						|
void DRW_draw_region_engine_info(void)
 | 
						|
{
 | 
						|
	const char *info_array_final[MAX_INFO_LINES + 1];
 | 
						|
	/* This should be maxium number of engines running at the same time. */
 | 
						|
	char info_array[MAX_INFO_LINES][GPU_INFO_SIZE];
 | 
						|
	int i = 0;
 | 
						|
 | 
						|
	const DRWContextState *draw_ctx = DRW_context_state_get();
 | 
						|
	ARegion *ar = draw_ctx->ar;
 | 
						|
	float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
 | 
						|
 | 
						|
	UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color);
 | 
						|
	mul_v3_fl(fill_color, fill_color[3]);
 | 
						|
 | 
						|
	for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
 | 
						|
		DrawEngineType *engine = link->data;
 | 
						|
		ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
 | 
						|
 | 
						|
		if (data->info[0] != '\0') {
 | 
						|
			char *chr_current = data->info;
 | 
						|
			char *chr_start = chr_current;
 | 
						|
			int line_len = 0;
 | 
						|
 | 
						|
			while (*chr_current++ != '\0') {
 | 
						|
				line_len++;
 | 
						|
				if (*chr_current == '\n') {
 | 
						|
					BLI_strncpy(info_array[i++], chr_start, line_len + 1);
 | 
						|
					/* Re-start counting. */
 | 
						|
					chr_start = chr_current + 1;
 | 
						|
					line_len = -1;
 | 
						|
				}
 | 
						|
			}
 | 
						|
 | 
						|
			BLI_strncpy(info_array[i++], chr_start, line_len + 1);
 | 
						|
 | 
						|
			if (i >= MAX_INFO_LINES) {
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	for (int j = 0; j < i; j++) {
 | 
						|
		info_array_final[j] = info_array[j];
 | 
						|
	}
 | 
						|
	info_array_final[i] = NULL;
 | 
						|
 | 
						|
	if (info_array[0] != NULL) {
 | 
						|
		ED_region_info_draw_multiline(ar, info_array_final, fill_color, true);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
#undef MAX_INFO_LINES
 | 
						|
 | 
						|
static void use_drw_engine(DrawEngineType *engine)
 | 
						|
{
 | 
						|
	LinkData *ld = MEM_callocN(sizeof(LinkData), "enabled engine link data");
 | 
						|
	ld->data = engine;
 | 
						|
	BLI_addtail(&DST.enabled_engines, ld);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Use for external render engines.
 | 
						|
 */
 | 
						|
static void drw_engines_enable_external(void)
 | 
						|
{
 | 
						|
	use_drw_engine(DRW_engine_viewport_external_type.draw_engine);
 | 
						|
}
 | 
						|
 | 
						|
/* TODO revisit this when proper layering is implemented */
 | 
						|
/* Gather all draw engines needed and store them in DST.enabled_engines
 | 
						|
 * That also define the rendering order of engines */
 | 
						|
static void drw_engines_enable_from_engine(RenderEngineType *engine_type, int drawtype, int shading_flags)
 | 
						|
{
 | 
						|
	switch (drawtype) {
 | 
						|
		case OB_WIRE:
 | 
						|
			break;
 | 
						|
 | 
						|
		case OB_SOLID:
 | 
						|
			if (shading_flags & V3D_SHADING_XRAY) {
 | 
						|
				use_drw_engine(&draw_engine_workbench_transparent);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				use_drw_engine(&draw_engine_workbench_solid);
 | 
						|
			}
 | 
						|
			break;
 | 
						|
 | 
						|
		case OB_MATERIAL:
 | 
						|
		case OB_RENDER:
 | 
						|
		default:
 | 
						|
			/* TODO layers */
 | 
						|
			if (engine_type->draw_engine != NULL) {
 | 
						|
				use_drw_engine(engine_type->draw_engine);
 | 
						|
			}
 | 
						|
 | 
						|
			if ((engine_type->flag & RE_INTERNAL) == 0) {
 | 
						|
				drw_engines_enable_external();
 | 
						|
			}
 | 
						|
			break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_enable_from_object_mode(void)
 | 
						|
{
 | 
						|
	use_drw_engine(&draw_engine_object_type);
 | 
						|
	/* TODO(fclem) remove this, it does not belong to it's own engine. */
 | 
						|
	use_drw_engine(&draw_engine_motion_path_type);
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_enable_from_paint_mode(int mode)
 | 
						|
{
 | 
						|
	switch (mode) {
 | 
						|
		case CTX_MODE_SCULPT:
 | 
						|
			use_drw_engine(&draw_engine_sculpt_type);
 | 
						|
			break;
 | 
						|
		case CTX_MODE_PAINT_WEIGHT:
 | 
						|
			use_drw_engine(&draw_engine_pose_type);
 | 
						|
			use_drw_engine(&draw_engine_paint_weight_type);
 | 
						|
			break;
 | 
						|
		case CTX_MODE_PAINT_VERTEX:
 | 
						|
			use_drw_engine(&draw_engine_paint_vertex_type);
 | 
						|
			break;
 | 
						|
		case CTX_MODE_PAINT_TEXTURE:
 | 
						|
			use_drw_engine(&draw_engine_paint_texture_type);
 | 
						|
			break;
 | 
						|
		default:
 | 
						|
			break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_enable_from_mode(int mode)
 | 
						|
{
 | 
						|
	switch (mode) {
 | 
						|
		case CTX_MODE_EDIT_MESH:
 | 
						|
			use_drw_engine(&draw_engine_edit_mesh_type);
 | 
						|
			break;
 | 
						|
		case CTX_MODE_EDIT_CURVE:
 | 
						|
			use_drw_engine(&draw_engine_edit_curve_type);
 | 
						|
			break;
 | 
						|
		case CTX_MODE_EDIT_SURFACE:
 | 
						|
			use_drw_engine(&draw_engine_edit_surface_type);
 | 
						|
			break;
 | 
						|
		case CTX_MODE_EDIT_TEXT:
 | 
						|
			use_drw_engine(&draw_engine_edit_text_type);
 | 
						|
			break;
 | 
						|
		case CTX_MODE_EDIT_ARMATURE:
 | 
						|
			use_drw_engine(&draw_engine_edit_armature_type);
 | 
						|
			break;
 | 
						|
		case CTX_MODE_EDIT_METABALL:
 | 
						|
			use_drw_engine(&draw_engine_edit_metaball_type);
 | 
						|
			break;
 | 
						|
		case CTX_MODE_EDIT_LATTICE:
 | 
						|
			use_drw_engine(&draw_engine_edit_lattice_type);
 | 
						|
			break;
 | 
						|
		case CTX_MODE_POSE:
 | 
						|
			use_drw_engine(&draw_engine_pose_type);
 | 
						|
			break;
 | 
						|
		case CTX_MODE_PARTICLE:
 | 
						|
			use_drw_engine(&draw_engine_particle_type);
 | 
						|
			break;
 | 
						|
		case CTX_MODE_SCULPT:
 | 
						|
		case CTX_MODE_PAINT_WEIGHT:
 | 
						|
		case CTX_MODE_PAINT_VERTEX:
 | 
						|
		case CTX_MODE_PAINT_TEXTURE:
 | 
						|
			/* Should have already been enabled */
 | 
						|
			break;
 | 
						|
		case CTX_MODE_OBJECT:
 | 
						|
			break;
 | 
						|
		case CTX_MODE_GPENCIL_PAINT:
 | 
						|
		case CTX_MODE_GPENCIL_EDIT:
 | 
						|
		case CTX_MODE_GPENCIL_SCULPT:
 | 
						|
		case CTX_MODE_GPENCIL_WEIGHT:
 | 
						|
			break;
 | 
						|
		default:
 | 
						|
			BLI_assert(!"Draw mode invalid");
 | 
						|
			break;
 | 
						|
	}
 | 
						|
	/* grease pencil */
 | 
						|
	use_drw_engine(&draw_engine_gpencil_type);
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_enable_from_overlays(int overlay_flag)
 | 
						|
{
 | 
						|
	if (overlay_flag) {
 | 
						|
		use_drw_engine(&draw_engine_overlay_type);
 | 
						|
	}
 | 
						|
}
 | 
						|
/**
 | 
						|
 * Use for select and depth-drawing.
 | 
						|
 */
 | 
						|
static void drw_engines_enable_basic(void)
 | 
						|
{
 | 
						|
	use_drw_engine(DRW_engine_viewport_basic_type.draw_engine);
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_enable(ViewLayer *view_layer, RenderEngineType *engine_type)
 | 
						|
{
 | 
						|
	Object *obact = OBACT(view_layer);
 | 
						|
	const int mode = CTX_data_mode_enum_ex(DST.draw_ctx.object_edit, obact, DST.draw_ctx.object_mode);
 | 
						|
	View3D * v3d = DST.draw_ctx.v3d;
 | 
						|
	const int drawtype = v3d->shading.type;
 | 
						|
 | 
						|
	drw_engines_enable_from_engine(engine_type, drawtype, v3d->shading.flag);
 | 
						|
 | 
						|
	if (DRW_state_draw_support()) {
 | 
						|
		/* Draw paint modes first so that they are drawn below the wireframes. */
 | 
						|
		drw_engines_enable_from_paint_mode(mode);
 | 
						|
		drw_engines_enable_from_overlays(v3d->overlay.flag);
 | 
						|
		drw_engines_enable_from_object_mode();
 | 
						|
		drw_engines_enable_from_mode(mode);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* if gpencil must draw the strokes, but not the object */
 | 
						|
		drw_engines_enable_from_mode(mode);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_disable(void)
 | 
						|
{
 | 
						|
	BLI_freelistN(&DST.enabled_engines);
 | 
						|
}
 | 
						|
 | 
						|
static uint DRW_engines_get_hash(void)
 | 
						|
{
 | 
						|
	uint hash = 0;
 | 
						|
	/* The cache depends on enabled engines */
 | 
						|
	/* FIXME : if collision occurs ... segfault */
 | 
						|
	for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
 | 
						|
		DrawEngineType *engine = link->data;
 | 
						|
		hash += BLI_ghashutil_strhash_p(engine->idname);
 | 
						|
	}
 | 
						|
 | 
						|
	return hash;
 | 
						|
}
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
 | 
						|
/** \name View Update
 | 
						|
 * \{ */
 | 
						|
 | 
						|
void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
 | 
						|
{
 | 
						|
	RenderEngineType *engine_type = update_ctx->engine_type;
 | 
						|
	ARegion *ar = update_ctx->ar;
 | 
						|
	View3D *v3d = update_ctx->v3d;
 | 
						|
	RegionView3D *rv3d = ar->regiondata;
 | 
						|
	Depsgraph *depsgraph = update_ctx->depsgraph;
 | 
						|
	Scene *scene = update_ctx->scene;
 | 
						|
	ViewLayer *view_layer = update_ctx->view_layer;
 | 
						|
 | 
						|
	/* Separate update for each stereo view. */
 | 
						|
	for (int view = 0; view < 2; view++) {
 | 
						|
		GPUViewport *viewport = WM_draw_region_get_viewport(ar, view);
 | 
						|
		if (!viewport) {
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		/* XXX Really nasty locking. But else this could
 | 
						|
		 * be executed by the material previews thread
 | 
						|
		 * while rendering a viewport. */
 | 
						|
		BLI_ticket_mutex_lock(DST.gl_context_mutex);
 | 
						|
 | 
						|
		/* Reset before using it. */
 | 
						|
		drw_state_prepare_clean_for_draw(&DST);
 | 
						|
 | 
						|
		DST.viewport = viewport;
 | 
						|
		DST.draw_ctx = (DRWContextState){
 | 
						|
			.ar = ar, .rv3d = rv3d, .v3d = v3d,
 | 
						|
			.scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
 | 
						|
			.engine_type = engine_type,
 | 
						|
			.depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
 | 
						|
		};
 | 
						|
 | 
						|
		drw_engines_enable(view_layer, engine_type);
 | 
						|
 | 
						|
		for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
 | 
						|
			DrawEngineType *draw_engine = link->data;
 | 
						|
			ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine);
 | 
						|
 | 
						|
			if (draw_engine->view_update) {
 | 
						|
				draw_engine->view_update(data);
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		DST.viewport = NULL;
 | 
						|
 | 
						|
		drw_engines_disable();
 | 
						|
 | 
						|
		BLI_ticket_mutex_unlock(DST.gl_context_mutex);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
 | 
						|
/** \name Main Draw Loops (DRW_draw)
 | 
						|
 * \{ */
 | 
						|
 | 
						|
/* Everything starts here.
 | 
						|
 * This function takes care of calling all cache and rendering functions
 | 
						|
 * for each relevant engine / mode engine. */
 | 
						|
void DRW_draw_view(const bContext *C)
 | 
						|
{
 | 
						|
	Depsgraph *depsgraph = CTX_data_depsgraph(C);
 | 
						|
	ARegion *ar = CTX_wm_region(C);
 | 
						|
	View3D *v3d = CTX_wm_view3d(C);
 | 
						|
	Scene *scene = DEG_get_evaluated_scene(depsgraph);
 | 
						|
	RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
 | 
						|
	GPUViewport *viewport = WM_draw_region_get_bound_viewport(ar);
 | 
						|
 | 
						|
	/* Reset before using it. */
 | 
						|
	drw_state_prepare_clean_for_draw(&DST);
 | 
						|
	DST.options.draw_text = (
 | 
						|
	        (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0 &&
 | 
						|
	        (v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) != 0);
 | 
						|
	DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, C);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Used for both regular and off-screen drawing.
 | 
						|
 * Need to reset DST before calling this function
 | 
						|
 */
 | 
						|
void DRW_draw_render_loop_ex(
 | 
						|
        struct Depsgraph *depsgraph,
 | 
						|
        RenderEngineType *engine_type,
 | 
						|
        ARegion *ar, View3D *v3d,
 | 
						|
        GPUViewport *viewport,
 | 
						|
        const bContext *evil_C)
 | 
						|
{
 | 
						|
 | 
						|
	Scene *scene = DEG_get_evaluated_scene(depsgraph);
 | 
						|
	ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
 | 
						|
	RegionView3D *rv3d = ar->regiondata;
 | 
						|
	bool do_annotations = (((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) && ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0));
 | 
						|
 | 
						|
	DST.draw_ctx.evil_C = evil_C;
 | 
						|
	DST.viewport = viewport;
 | 
						|
 | 
						|
	/* Setup viewport */
 | 
						|
	GPU_viewport_engines_data_validate(DST.viewport, DRW_engines_get_hash());
 | 
						|
 | 
						|
	DST.draw_ctx = (DRWContextState){
 | 
						|
	    .ar = ar, .rv3d = rv3d, .v3d = v3d,
 | 
						|
	    .scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
 | 
						|
	    .engine_type = engine_type,
 | 
						|
	    .depsgraph = depsgraph,
 | 
						|
 | 
						|
	    /* reuse if caller sets */
 | 
						|
	    .evil_C = DST.draw_ctx.evil_C,
 | 
						|
	};
 | 
						|
	drw_context_state_init();
 | 
						|
	drw_viewport_var_init();
 | 
						|
 | 
						|
	/* Get list of enabled engines */
 | 
						|
	drw_engines_enable(view_layer, engine_type);
 | 
						|
 | 
						|
	/* Update ubos */
 | 
						|
	DRW_globals_update();
 | 
						|
 | 
						|
	drw_debug_init();
 | 
						|
	DRW_hair_init();
 | 
						|
 | 
						|
	/* No framebuffer allowed before drawing. */
 | 
						|
	BLI_assert(GPU_framebuffer_active_get() == NULL);
 | 
						|
 | 
						|
	/* Init engines */
 | 
						|
	drw_engines_init();
 | 
						|
 | 
						|
	/* Cache filling */
 | 
						|
	{
 | 
						|
		PROFILE_START(stime);
 | 
						|
		drw_engines_cache_init();
 | 
						|
		drw_engines_world_update(scene);
 | 
						|
 | 
						|
		const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
 | 
						|
		DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob)
 | 
						|
		{
 | 
						|
			if ((object_type_exclude_viewport & (1 << ob->type)) == 0) {
 | 
						|
				drw_engines_cache_populate(ob);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
 | 
						|
 | 
						|
		drw_engines_cache_finish();
 | 
						|
 | 
						|
		DRW_render_instance_buffer_finish();
 | 
						|
 | 
						|
#ifdef USE_PROFILE
 | 
						|
		double *cache_time = GPU_viewport_cache_time_get(DST.viewport);
 | 
						|
		PROFILE_END_UPDATE(*cache_time, stime);
 | 
						|
#endif
 | 
						|
	}
 | 
						|
 | 
						|
	DRW_stats_begin();
 | 
						|
 | 
						|
	GPU_framebuffer_bind(DST.default_framebuffer);
 | 
						|
 | 
						|
	/* Start Drawing */
 | 
						|
	DRW_state_reset();
 | 
						|
 | 
						|
	DRW_hair_update();
 | 
						|
 | 
						|
	drw_engines_draw_background();
 | 
						|
 | 
						|
	/* WIP, single image drawn over the camera view (replace) */
 | 
						|
	bool do_bg_image = false;
 | 
						|
	if (rv3d->persp == RV3D_CAMOB) {
 | 
						|
		Object *cam_ob = v3d->camera;
 | 
						|
		if (cam_ob && cam_ob->type == OB_CAMERA) {
 | 
						|
			Camera *cam = cam_ob->data;
 | 
						|
			if (!BLI_listbase_is_empty(&cam->bg_images)) {
 | 
						|
				do_bg_image = true;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (do_bg_image) {
 | 
						|
		ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, false, true);
 | 
						|
	}
 | 
						|
 | 
						|
 | 
						|
	DRW_draw_callbacks_pre_scene();
 | 
						|
	if (DST.draw_ctx.evil_C) {
 | 
						|
		ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW);
 | 
						|
	}
 | 
						|
 | 
						|
	drw_engines_draw_scene();
 | 
						|
 | 
						|
	/* annotations - temporary drawing buffer (3d space) */
 | 
						|
	/* XXX: Or should we use a proper draw/overlay engine for this case? */
 | 
						|
	if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
 | 
						|
	    (do_annotations))
 | 
						|
	{
 | 
						|
		glDisable(GL_DEPTH_TEST);
 | 
						|
		/* XXX: as scene->gpd is not copied for COW yet */
 | 
						|
		ED_gpencil_draw_view3d_annotations(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, true);
 | 
						|
		glEnable(GL_DEPTH_TEST);
 | 
						|
	}
 | 
						|
 | 
						|
	DRW_draw_callbacks_post_scene();
 | 
						|
	if (DST.draw_ctx.evil_C) {
 | 
						|
		ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW);
 | 
						|
	}
 | 
						|
 | 
						|
	DRW_state_reset();
 | 
						|
 | 
						|
	drw_debug_draw();
 | 
						|
 | 
						|
	glDisable(GL_DEPTH_TEST);
 | 
						|
	drw_engines_draw_text();
 | 
						|
	glEnable(GL_DEPTH_TEST);
 | 
						|
 | 
						|
	if (DST.draw_ctx.evil_C) {
 | 
						|
		/* needed so gizmo isn't obscured */
 | 
						|
		if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
 | 
						|
		    ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0))
 | 
						|
		{
 | 
						|
			glDisable(GL_DEPTH_TEST);
 | 
						|
			DRW_draw_gizmo_3d();
 | 
						|
		}
 | 
						|
 | 
						|
		DRW_draw_region_info();
 | 
						|
 | 
						|
		/* annotations - temporary drawing buffer (screenspace) */
 | 
						|
		/* XXX: Or should we use a proper draw/overlay engine for this case? */
 | 
						|
		if (((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) &&
 | 
						|
		    (do_annotations))
 | 
						|
		{
 | 
						|
			glDisable(GL_DEPTH_TEST);
 | 
						|
			/* XXX: as scene->gpd is not copied for COW yet */
 | 
						|
			ED_gpencil_draw_view3d_annotations(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, false);
 | 
						|
			glEnable(GL_DEPTH_TEST);
 | 
						|
		}
 | 
						|
 | 
						|
		if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
 | 
						|
			/* Draw 2D after region info so we can draw on top of the camera passepartout overlay.
 | 
						|
			 * 'DRW_draw_region_info' sets the projection in pixel-space. */
 | 
						|
			DRW_draw_gizmo_2d();
 | 
						|
			glEnable(GL_DEPTH_TEST);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	DRW_stats_reset();
 | 
						|
 | 
						|
	if (do_bg_image) {
 | 
						|
		ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, true, true);
 | 
						|
	}
 | 
						|
 | 
						|
	if (G.debug_value > 20) {
 | 
						|
		glDisable(GL_DEPTH_TEST);
 | 
						|
		rcti rect; /* local coordinate visible rect inside region, to accomodate overlapping ui */
 | 
						|
		ED_region_visible_rect(DST.draw_ctx.ar, &rect);
 | 
						|
		DRW_stats_draw(&rect);
 | 
						|
		glEnable(GL_DEPTH_TEST);
 | 
						|
	}
 | 
						|
 | 
						|
	if (WM_draw_region_get_bound_viewport(ar)) {
 | 
						|
		/* Don't unbind the framebuffer yet in this case and let
 | 
						|
		 * GPU_viewport_unbind do it, so that we can still do further
 | 
						|
		 * drawing of action zones on top. */
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		GPU_framebuffer_restore();
 | 
						|
	}
 | 
						|
 | 
						|
	DRW_state_reset();
 | 
						|
	drw_engines_disable();
 | 
						|
 | 
						|
	drw_viewport_cache_resize();
 | 
						|
 | 
						|
#ifdef DEBUG
 | 
						|
	/* Avoid accidental reuse. */
 | 
						|
	drw_state_ensure_not_reused(&DST);
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
void DRW_draw_render_loop(
 | 
						|
        struct Depsgraph *depsgraph,
 | 
						|
        ARegion *ar, View3D *v3d,
 | 
						|
        GPUViewport *viewport)
 | 
						|
{
 | 
						|
	/* Reset before using it. */
 | 
						|
	drw_state_prepare_clean_for_draw(&DST);
 | 
						|
 | 
						|
	Scene *scene = DEG_get_evaluated_scene(depsgraph);
 | 
						|
	RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
 | 
						|
 | 
						|
	DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, NULL);
 | 
						|
}
 | 
						|
 | 
						|
/* @viewport CAN be NULL, in this case we create one. */
 | 
						|
void DRW_draw_render_loop_offscreen(
 | 
						|
        struct Depsgraph *depsgraph, RenderEngineType *engine_type,
 | 
						|
        ARegion *ar, View3D *v3d,
 | 
						|
        const bool draw_background, GPUOffScreen *ofs,
 | 
						|
        GPUViewport *viewport)
 | 
						|
{
 | 
						|
	/* Create temporary viewport if needed. */
 | 
						|
	GPUViewport *render_viewport = viewport;
 | 
						|
	if (viewport == NULL) {
 | 
						|
		render_viewport = GPU_viewport_create_from_offscreen(ofs);
 | 
						|
	}
 | 
						|
 | 
						|
	GPU_framebuffer_restore();
 | 
						|
 | 
						|
	/* Reset before using it. */
 | 
						|
	drw_state_prepare_clean_for_draw(&DST);
 | 
						|
	DST.options.is_image_render = true;
 | 
						|
	DST.options.draw_background = draw_background;
 | 
						|
	DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, render_viewport, NULL);
 | 
						|
 | 
						|
	/* Free temporary viewport. */
 | 
						|
	if (viewport == NULL) {
 | 
						|
		/* don't free data owned by 'ofs' */
 | 
						|
		GPU_viewport_clear_from_offscreen(render_viewport);
 | 
						|
		GPU_viewport_free(render_viewport);
 | 
						|
	}
 | 
						|
 | 
						|
	/* we need to re-bind (annoying!) */
 | 
						|
	GPU_offscreen_bind(ofs, false);
 | 
						|
}
 | 
						|
 | 
						|
/* helper to check if exit object type to render */
 | 
						|
static bool DRW_render_check_grease_pencil(Depsgraph *depsgraph)
 | 
						|
{
 | 
						|
	DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob)
 | 
						|
	{
 | 
						|
		if ((ob->type == OB_GPENCIL) && (DRW_check_object_visible_within_active_context(ob))) {
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END
 | 
						|
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
static void DRW_render_gpencil_to_image(RenderEngine *engine, struct RenderLayer *render_layer, const rcti *rect)
 | 
						|
{
 | 
						|
	if (draw_engine_gpencil_type.render_to_image) {
 | 
						|
		ViewportEngineData *gpdata = drw_viewport_engine_data_ensure(&draw_engine_gpencil_type);
 | 
						|
		draw_engine_gpencil_type.render_to_image(gpdata, engine, render_layer, rect);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph)
 | 
						|
{
 | 
						|
	/* This function is only valid for Cycles
 | 
						|
	 * Eevee done all work in the Eevee render directly.
 | 
						|
	 * Maybe it can be done equal for both engines?
 | 
						|
	*/
 | 
						|
	if (STREQ(engine->type->name, "Eevee")) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Early out if there are no grease pencil objects, especially important
 | 
						|
	 * to avoid failing in in background renders without OpenGL context. */
 | 
						|
	if (!DRW_render_check_grease_pencil(depsgraph)) {
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	Scene *scene = DEG_get_evaluated_scene(depsgraph);
 | 
						|
	ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
 | 
						|
	RenderEngineType *engine_type = engine->type;
 | 
						|
	RenderData *r = &scene->r;
 | 
						|
	Render *render = engine->re;
 | 
						|
	/* Changing Context */
 | 
						|
	if (G.background && DST.gl_context == NULL) {
 | 
						|
		WM_init_opengl(G_MAIN);
 | 
						|
	}
 | 
						|
 | 
						|
	void *re_gl_context = RE_gl_context_get(render);
 | 
						|
	void *re_gpu_context = NULL;
 | 
						|
 | 
						|
	/* Changing Context */
 | 
						|
	if (re_gl_context != NULL) {
 | 
						|
		DRW_opengl_render_context_enable(re_gl_context);
 | 
						|
		/* We need to query gpu context after a gl context has been bound. */
 | 
						|
		re_gpu_context = RE_gpu_context_get(render);
 | 
						|
		DRW_gawain_render_context_enable(re_gpu_context);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		DRW_opengl_context_enable();
 | 
						|
	}
 | 
						|
 | 
						|
	/* Reset before using it. */
 | 
						|
	drw_state_prepare_clean_for_draw(&DST);
 | 
						|
	DST.options.is_image_render = true;
 | 
						|
	DST.options.is_scene_render = true;
 | 
						|
	DST.options.draw_background = scene->r.alphamode == R_ADDSKY;
 | 
						|
	DST.buffer_finish_called = true;
 | 
						|
 | 
						|
	DST.draw_ctx = (DRWContextState) {
 | 
						|
		.scene = scene, .view_layer = view_layer,
 | 
						|
		.engine_type = engine_type,
 | 
						|
		.depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
 | 
						|
	};
 | 
						|
	drw_context_state_init();
 | 
						|
 | 
						|
	DST.viewport = GPU_viewport_create();
 | 
						|
	const int size[2] = { (r->size * r->xsch) / 100, (r->size * r->ysch) / 100 };
 | 
						|
	GPU_viewport_size_set(DST.viewport, size);
 | 
						|
 | 
						|
	drw_viewport_var_init();
 | 
						|
 | 
						|
	/* set default viewport */
 | 
						|
	gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
 | 
						|
	glDisable(GL_SCISSOR_TEST);
 | 
						|
	glViewport(0, 0, size[0], size[1]);
 | 
						|
 | 
						|
	/* Main rendering. */
 | 
						|
	rctf view_rect;
 | 
						|
	rcti render_rect;
 | 
						|
	RE_GetViewPlane(render, &view_rect, &render_rect);
 | 
						|
	if (BLI_rcti_is_empty(&render_rect)) {
 | 
						|
		BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
 | 
						|
	}
 | 
						|
 | 
						|
	RenderResult *render_result = RE_engine_get_result(engine);
 | 
						|
	RenderLayer *render_layer = render_result->layers.first;
 | 
						|
 | 
						|
	DRW_render_gpencil_to_image(engine, render_layer, &render_rect);
 | 
						|
 | 
						|
	/* Force cache to reset. */
 | 
						|
	drw_viewport_cache_resize();
 | 
						|
	GPU_viewport_free(DST.viewport);
 | 
						|
	DRW_state_reset();
 | 
						|
 | 
						|
	glDisable(GL_DEPTH_TEST);
 | 
						|
 | 
						|
	/* Restore Drawing area. */
 | 
						|
	gpuPopAttrib();
 | 
						|
	glEnable(GL_SCISSOR_TEST);
 | 
						|
	GPU_framebuffer_restore();
 | 
						|
 | 
						|
	/* Changing Context */
 | 
						|
	/* GPXX Review this context */
 | 
						|
	DRW_opengl_context_disable();
 | 
						|
 | 
						|
	DST.buffer_finish_called = false;
 | 
						|
}
 | 
						|
 | 
						|
void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
 | 
						|
{
 | 
						|
	Scene *scene = DEG_get_evaluated_scene(depsgraph);
 | 
						|
	ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
 | 
						|
	RenderEngineType *engine_type = engine->type;
 | 
						|
	DrawEngineType *draw_engine_type = engine_type->draw_engine;
 | 
						|
	RenderData *r = &scene->r;
 | 
						|
	Render *render = engine->re;
 | 
						|
 | 
						|
	if (G.background && DST.gl_context == NULL) {
 | 
						|
		WM_init_opengl(G_MAIN);
 | 
						|
	}
 | 
						|
 | 
						|
	void *re_gl_context = RE_gl_context_get(render);
 | 
						|
	void *re_gpu_context = NULL;
 | 
						|
 | 
						|
	/* Changing Context */
 | 
						|
	if (re_gl_context != NULL) {
 | 
						|
		DRW_opengl_render_context_enable(re_gl_context);
 | 
						|
		/* We need to query gpu context after a gl context has been bound. */
 | 
						|
		re_gpu_context = RE_gpu_context_get(render);
 | 
						|
		DRW_gawain_render_context_enable(re_gpu_context);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		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. */
 | 
						|
	drw_state_prepare_clean_for_draw(&DST);
 | 
						|
	DST.options.is_image_render = true;
 | 
						|
	DST.options.is_scene_render = true;
 | 
						|
	DST.options.draw_background = scene->r.alphamode == R_ADDSKY;
 | 
						|
 | 
						|
	DST.draw_ctx = (DRWContextState){
 | 
						|
	    .scene = scene, .view_layer = view_layer,
 | 
						|
	    .engine_type = engine_type,
 | 
						|
	    .depsgraph = depsgraph, .object_mode = OB_MODE_OBJECT,
 | 
						|
	};
 | 
						|
	drw_context_state_init();
 | 
						|
 | 
						|
	DST.viewport = GPU_viewport_create();
 | 
						|
	const int size[2] = {(r->size * r->xsch) / 100, (r->size * r->ysch) / 100};
 | 
						|
	GPU_viewport_size_set(DST.viewport, size);
 | 
						|
 | 
						|
	drw_viewport_var_init();
 | 
						|
 | 
						|
	ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
 | 
						|
 | 
						|
	/* set default viewport */
 | 
						|
	glViewport(0, 0, size[0], size[1]);
 | 
						|
 | 
						|
	/* Main rendering. */
 | 
						|
	rctf view_rect;
 | 
						|
	rcti render_rect;
 | 
						|
	RE_GetViewPlane(render, &view_rect, &render_rect);
 | 
						|
	if (BLI_rcti_is_empty(&render_rect)) {
 | 
						|
		BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
 | 
						|
	}
 | 
						|
 | 
						|
	/* Init render result. */
 | 
						|
	RenderResult *render_result = RE_engine_begin_result(
 | 
						|
	        engine,
 | 
						|
	        0,
 | 
						|
	        0,
 | 
						|
	        (int)size[0],
 | 
						|
	        (int)size[1],
 | 
						|
	        view_layer->name,
 | 
						|
	        /* RR_ALL_VIEWS */ NULL);
 | 
						|
 | 
						|
	RenderLayer *render_layer = render_result->layers.first;
 | 
						|
	for (RenderView *render_view = render_result->views.first;
 | 
						|
	     render_view != NULL;
 | 
						|
	     render_view = render_view->next)
 | 
						|
	{
 | 
						|
		RE_SetActiveRenderView(render, render_view->name);
 | 
						|
		engine_type->draw_engine->render_to_image(data, engine, render_layer, &render_rect);
 | 
						|
		/* grease pencil: render result is merged in the previous render result. */
 | 
						|
		if (DRW_render_check_grease_pencil(depsgraph)) {
 | 
						|
			DRW_render_gpencil_to_image(engine, render_layer, &render_rect);
 | 
						|
		}
 | 
						|
		DST.buffer_finish_called = false;
 | 
						|
	}
 | 
						|
 | 
						|
	RE_engine_end_result(engine, render_result, false, false, false);
 | 
						|
 | 
						|
	/* Force cache to reset. */
 | 
						|
	drw_viewport_cache_resize();
 | 
						|
 | 
						|
	GPU_viewport_free(DST.viewport);
 | 
						|
	GPU_framebuffer_restore();
 | 
						|
 | 
						|
#ifdef DEBUG
 | 
						|
	/* Avoid accidental reuse. */
 | 
						|
	drw_state_ensure_not_reused(&DST);
 | 
						|
#endif
 | 
						|
 | 
						|
	/* Changing Context */
 | 
						|
	if (re_gl_context != NULL) {
 | 
						|
		DRW_gawain_render_context_disable(re_gpu_context);
 | 
						|
		DRW_opengl_render_context_disable(re_gl_context);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		DRW_opengl_context_disable();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void DRW_render_object_iter(
 | 
						|
	void *vedata, RenderEngine *engine, struct Depsgraph *depsgraph,
 | 
						|
	void (*callback)(void *vedata, Object *ob, RenderEngine *engine, struct Depsgraph *depsgraph))
 | 
						|
{
 | 
						|
	const DRWContextState *draw_ctx = DRW_context_state_get();
 | 
						|
 | 
						|
	DRW_hair_init();
 | 
						|
 | 
						|
	const int object_type_exclude_viewport = draw_ctx->v3d ? draw_ctx->v3d->object_type_exclude_viewport : 0;
 | 
						|
	DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob)
 | 
						|
	{
 | 
						|
		if ((object_type_exclude_viewport & (1 << ob->type)) == 0) {
 | 
						|
			DST.ob_state = NULL;
 | 
						|
			callback(vedata, ob, engine, depsgraph);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END
 | 
						|
}
 | 
						|
 | 
						|
/* Assume a valid gl context is bound (and that the gl_context_mutex has been aquired).
 | 
						|
 * This function only setup DST and execute the given function.
 | 
						|
 * Warning: similar to DRW_render_to_image you cannot use default lists (dfbl & dtxl). */
 | 
						|
void DRW_custom_pipeline(
 | 
						|
        DrawEngineType *draw_engine_type,
 | 
						|
        struct Depsgraph *depsgraph,
 | 
						|
        void (*callback)(void *vedata, void *user_data),
 | 
						|
        void *user_data)
 | 
						|
{
 | 
						|
	Scene *scene = DEG_get_evaluated_scene(depsgraph);
 | 
						|
	ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
 | 
						|
 | 
						|
	/* Reset before using it. */
 | 
						|
	drw_state_prepare_clean_for_draw(&DST);
 | 
						|
	DST.options.is_image_render = true;
 | 
						|
	DST.options.is_scene_render = true;
 | 
						|
	DST.options.draw_background = false;
 | 
						|
 | 
						|
	DST.draw_ctx = (DRWContextState){
 | 
						|
	    .scene = scene,
 | 
						|
	    .view_layer = view_layer,
 | 
						|
	    .engine_type = NULL,
 | 
						|
	    .depsgraph = depsgraph,
 | 
						|
	    .object_mode = OB_MODE_OBJECT,
 | 
						|
	};
 | 
						|
	drw_context_state_init();
 | 
						|
 | 
						|
	DST.viewport = GPU_viewport_create();
 | 
						|
	const int size[2] = {1, 1};
 | 
						|
	GPU_viewport_size_set(DST.viewport, size);
 | 
						|
 | 
						|
	drw_viewport_var_init();
 | 
						|
 | 
						|
	DRW_hair_init();
 | 
						|
 | 
						|
	ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
 | 
						|
 | 
						|
	/* Execute the callback */
 | 
						|
	callback(data, user_data);
 | 
						|
	DST.buffer_finish_called = false;
 | 
						|
 | 
						|
	GPU_viewport_free(DST.viewport);
 | 
						|
	GPU_framebuffer_restore();
 | 
						|
 | 
						|
#ifdef DEBUG
 | 
						|
	/* Avoid accidental reuse. */
 | 
						|
	drw_state_ensure_not_reused(&DST);
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
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_2D(
 | 
						|
		        BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), GPU_DEPTH_COMPONENT24, NULL, 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)
 | 
						|
{
 | 
						|
	BLI_assert(!DST.buffer_finish_called && "DRW_render_instance_buffer_finish called twice!");
 | 
						|
	DST.buffer_finish_called = true;
 | 
						|
	DRW_instance_buffer_finish(DST.idatalist);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing).
 | 
						|
 */
 | 
						|
void DRW_draw_select_loop(
 | 
						|
        struct Depsgraph *depsgraph,
 | 
						|
        ARegion *ar, View3D *v3d,
 | 
						|
        bool UNUSED(use_obedit_skip), bool UNUSED(use_nearest), const rcti *rect,
 | 
						|
        DRW_SelectPassFn select_pass_fn, void *select_pass_user_data,
 | 
						|
        DRW_ObjectFilterFn object_filter_fn, void *object_filter_user_data)
 | 
						|
{
 | 
						|
	Scene *scene = DEG_get_evaluated_scene(depsgraph);
 | 
						|
	RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
 | 
						|
	ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
 | 
						|
	Object *obact = OBACT(view_layer);
 | 
						|
	Object *obedit = OBEDIT_FROM_OBACT(obact);
 | 
						|
#ifndef USE_GPU_SELECT
 | 
						|
	UNUSED_VARS(vc, scene, view_layer, v3d, ar, rect);
 | 
						|
#else
 | 
						|
	RegionView3D *rv3d = ar->regiondata;
 | 
						|
 | 
						|
	/* Reset before using it. */
 | 
						|
	drw_state_prepare_clean_for_draw(&DST);
 | 
						|
 | 
						|
	bool use_obedit = false;
 | 
						|
	int obedit_mode = 0;
 | 
						|
	if (obedit != NULL) {
 | 
						|
		if (obedit->type == OB_MBALL) {
 | 
						|
			use_obedit = true;
 | 
						|
			obedit_mode = CTX_MODE_EDIT_METABALL;
 | 
						|
		}
 | 
						|
		else if (obedit->type == OB_ARMATURE) {
 | 
						|
			use_obedit = true;
 | 
						|
			obedit_mode = CTX_MODE_EDIT_ARMATURE;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	if (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) {
 | 
						|
		if (!(v3d->flag2 & V3D_RENDER_OVERRIDE)) {
 | 
						|
			Object *obpose = OBPOSE_FROM_OBACT(obact);
 | 
						|
			if (obpose) {
 | 
						|
				use_obedit = true;
 | 
						|
				obedit_mode = CTX_MODE_POSE;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	struct GPUViewport *viewport = GPU_viewport_create();
 | 
						|
	GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)});
 | 
						|
 | 
						|
	DST.viewport = viewport;
 | 
						|
	DST.options.is_select = true;
 | 
						|
 | 
						|
	/* Get list of enabled engines */
 | 
						|
	if (use_obedit) {
 | 
						|
		drw_engines_enable_from_paint_mode(obedit_mode);
 | 
						|
		drw_engines_enable_from_mode(obedit_mode);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		drw_engines_enable_basic();
 | 
						|
		drw_engines_enable_from_object_mode();
 | 
						|
	}
 | 
						|
 | 
						|
	/* Setup viewport */
 | 
						|
 | 
						|
	/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
 | 
						|
	DST.draw_ctx = (DRWContextState){
 | 
						|
		.ar = ar, .rv3d = rv3d, .v3d = v3d,
 | 
						|
		.scene = scene, .view_layer = view_layer, .obact = obact,
 | 
						|
		.engine_type = engine_type,
 | 
						|
		.depsgraph = depsgraph,
 | 
						|
	};
 | 
						|
	drw_context_state_init();
 | 
						|
	drw_viewport_var_init();
 | 
						|
 | 
						|
	/* Update ubos */
 | 
						|
	DRW_globals_update();
 | 
						|
 | 
						|
	/* Init engines */
 | 
						|
	drw_engines_init();
 | 
						|
	DRW_hair_init();
 | 
						|
 | 
						|
	{
 | 
						|
		drw_engines_cache_init();
 | 
						|
		drw_engines_world_update(scene);
 | 
						|
 | 
						|
		if (use_obedit) {
 | 
						|
#if 0
 | 
						|
			drw_engines_cache_populate(obact);
 | 
						|
#else
 | 
						|
			FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, obact->mode, ob_iter) {
 | 
						|
				drw_engines_cache_populate(ob_iter);
 | 
						|
			}
 | 
						|
			FOREACH_OBJECT_IN_MODE_END;
 | 
						|
#endif
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			const int object_type_exclude_select = (
 | 
						|
			        v3d->object_type_exclude_viewport | v3d->object_type_exclude_select
 | 
						|
			);
 | 
						|
			bool filter_exclude = false;
 | 
						|
			DEG_OBJECT_ITER_BEGIN(
 | 
						|
			        depsgraph, ob,
 | 
						|
			        DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
 | 
						|
			        DEG_ITER_OBJECT_FLAG_VISIBLE |
 | 
						|
			        DEG_ITER_OBJECT_FLAG_DUPLI)
 | 
						|
			{
 | 
						|
				if ((ob->base_flag & BASE_SELECTABLE) &&
 | 
						|
				    (object_type_exclude_select & (1 << ob->type)) == 0)
 | 
						|
				{
 | 
						|
					if (object_filter_fn != NULL) {
 | 
						|
						if (ob->base_flag & BASE_FROMDUPLI) {
 | 
						|
							/* pass (use previous filter_exclude value) */
 | 
						|
						}
 | 
						|
						else {
 | 
						|
							filter_exclude = (object_filter_fn(ob, object_filter_user_data) == false);
 | 
						|
						}
 | 
						|
						if (filter_exclude) {
 | 
						|
							continue;
 | 
						|
						}
 | 
						|
					}
 | 
						|
 | 
						|
					/* This relies on dupli instances being after their instancing object. */
 | 
						|
					if ((ob->base_flag & BASE_FROMDUPLI) == 0) {
 | 
						|
						Object *ob_orig = DEG_get_original_object(ob);
 | 
						|
						DRW_select_load_id(ob_orig->select_color);
 | 
						|
					}
 | 
						|
					drw_engines_cache_populate(ob);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			DEG_OBJECT_ITER_END;
 | 
						|
		}
 | 
						|
 | 
						|
		drw_engines_cache_finish();
 | 
						|
 | 
						|
		DRW_render_instance_buffer_finish();
 | 
						|
	}
 | 
						|
 | 
						|
	/* Setup framebuffer */
 | 
						|
	draw_select_framebuffer_setup(rect);
 | 
						|
	GPU_framebuffer_bind(g_select_buffer.framebuffer);
 | 
						|
	GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f);
 | 
						|
 | 
						|
	/* Start Drawing */
 | 
						|
	DRW_state_reset();
 | 
						|
	DRW_draw_callbacks_pre_scene();
 | 
						|
 | 
						|
	DRW_hair_update();
 | 
						|
 | 
						|
	DRW_state_lock(
 | 
						|
	        DRW_STATE_WRITE_DEPTH |
 | 
						|
	        DRW_STATE_DEPTH_ALWAYS |
 | 
						|
	        DRW_STATE_DEPTH_LESS_EQUAL |
 | 
						|
	        DRW_STATE_DEPTH_EQUAL |
 | 
						|
	        DRW_STATE_DEPTH_GREATER |
 | 
						|
	        DRW_STATE_DEPTH_ALWAYS);
 | 
						|
 | 
						|
	/* Only 1-2 passes. */
 | 
						|
	while (true) {
 | 
						|
		if (!select_pass_fn(DRW_SELECT_PASS_PRE, select_pass_user_data)) {
 | 
						|
			break;
 | 
						|
		}
 | 
						|
 | 
						|
		drw_engines_draw_scene();
 | 
						|
 | 
						|
		if (!select_pass_fn(DRW_SELECT_PASS_POST, select_pass_user_data)) {
 | 
						|
			break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	DRW_state_lock(0);
 | 
						|
 | 
						|
	DRW_draw_callbacks_post_scene();
 | 
						|
 | 
						|
	DRW_state_reset();
 | 
						|
	drw_engines_disable();
 | 
						|
 | 
						|
#ifdef DEBUG
 | 
						|
	/* Avoid accidental reuse. */
 | 
						|
	drw_state_ensure_not_reused(&DST);
 | 
						|
#endif
 | 
						|
	GPU_framebuffer_restore();
 | 
						|
 | 
						|
	/* Cleanup for selection state */
 | 
						|
	GPU_viewport_free(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);
 | 
						|
 | 
						|
	GPUVertFormat *format = immVertexFormat();
 | 
						|
	uint texcoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | 
						|
	uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
 | 
						|
 | 
						|
	immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH_COPY);
 | 
						|
 | 
						|
	GPU_texture_bind(texture, 0);
 | 
						|
 | 
						|
	immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
 | 
						|
 | 
						|
	immBegin(GPU_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).
 | 
						|
 */
 | 
						|
void DRW_draw_depth_loop(
 | 
						|
        Depsgraph *depsgraph,
 | 
						|
        ARegion *ar, View3D *v3d)
 | 
						|
{
 | 
						|
	Scene *scene = DEG_get_evaluated_scene(depsgraph);
 | 
						|
	RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
 | 
						|
	ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
 | 
						|
	RegionView3D *rv3d = ar->regiondata;
 | 
						|
 | 
						|
	DRW_opengl_context_enable();
 | 
						|
 | 
						|
	/* Reset before using it. */
 | 
						|
	drw_state_prepare_clean_for_draw(&DST);
 | 
						|
 | 
						|
	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);
 | 
						|
	GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f);
 | 
						|
 | 
						|
	DST.viewport = viewport;
 | 
						|
	DST.options.is_depth = true;
 | 
						|
 | 
						|
	/* Get list of enabled engines */
 | 
						|
	{
 | 
						|
		drw_engines_enable_basic();
 | 
						|
		drw_engines_enable_from_object_mode();
 | 
						|
	}
 | 
						|
 | 
						|
	/* Setup viewport */
 | 
						|
 | 
						|
	/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
 | 
						|
	DST.draw_ctx = (DRWContextState){
 | 
						|
		.ar = ar, .rv3d = rv3d, .v3d = v3d,
 | 
						|
		.scene = scene, .view_layer = view_layer, .obact = OBACT(view_layer),
 | 
						|
		.engine_type = engine_type,
 | 
						|
		.depsgraph = depsgraph,
 | 
						|
	};
 | 
						|
	drw_context_state_init();
 | 
						|
	drw_viewport_var_init();
 | 
						|
 | 
						|
	/* Update ubos */
 | 
						|
	DRW_globals_update();
 | 
						|
 | 
						|
	/* Init engines */
 | 
						|
	drw_engines_init();
 | 
						|
	DRW_hair_init();
 | 
						|
 | 
						|
	{
 | 
						|
		drw_engines_cache_init();
 | 
						|
		drw_engines_world_update(scene);
 | 
						|
 | 
						|
		const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
 | 
						|
		DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(depsgraph, ob)
 | 
						|
		{
 | 
						|
			if ((object_type_exclude_viewport & (1 << ob->type)) == 0) {
 | 
						|
				drw_engines_cache_populate(ob);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
 | 
						|
 | 
						|
		drw_engines_cache_finish();
 | 
						|
 | 
						|
		DRW_render_instance_buffer_finish();
 | 
						|
	}
 | 
						|
 | 
						|
	/* Start Drawing */
 | 
						|
	DRW_state_reset();
 | 
						|
 | 
						|
	DRW_hair_update();
 | 
						|
 | 
						|
	DRW_draw_callbacks_pre_scene();
 | 
						|
	drw_engines_draw_scene();
 | 
						|
	DRW_draw_callbacks_post_scene();
 | 
						|
 | 
						|
	DRW_state_reset();
 | 
						|
	drw_engines_disable();
 | 
						|
 | 
						|
#ifdef DEBUG
 | 
						|
	/* Avoid accidental reuse. */
 | 
						|
	drw_state_ensure_not_reused(&DST);
 | 
						|
#endif
 | 
						|
 | 
						|
	/* TODO: Reading depth for operators should be done here. */
 | 
						|
 | 
						|
	GPU_framebuffer_restore();
 | 
						|
 | 
						|
	/* Cleanup for selection state */
 | 
						|
	GPU_viewport_free(viewport);
 | 
						|
 | 
						|
	/* Changin context */
 | 
						|
	DRW_opengl_context_disable();
 | 
						|
 | 
						|
	/* XXX Drawing the resulting buffer to the BACK_BUFFER */
 | 
						|
	GPU_matrix_push();
 | 
						|
	GPU_matrix_push_projection();
 | 
						|
	wmOrtho2_region_pixelspace(ar);
 | 
						|
	GPU_matrix_identity_set();
 | 
						|
 | 
						|
	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);
 | 
						|
 | 
						|
	GPU_matrix_pop();
 | 
						|
	GPU_matrix_pop_projection();
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
 | 
						|
/** \name Draw Manager State (DRW_state)
 | 
						|
 * \{ */
 | 
						|
 | 
						|
void DRW_state_dfdy_factors_get(float dfdyfac[2])
 | 
						|
{
 | 
						|
	GPU_get_dfdy_factors(dfdyfac);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * When false, drawing doesn't output to a pixel buffer
 | 
						|
 * eg: Occlusion queries, or when we have setup a context to draw in already.
 | 
						|
 */
 | 
						|
bool DRW_state_is_fbo(void)
 | 
						|
{
 | 
						|
	return ((DST.default_framebuffer != NULL) || DST.options.is_image_render);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * For when engines need to know if this is drawing for selection or not.
 | 
						|
 */
 | 
						|
bool DRW_state_is_select(void)
 | 
						|
{
 | 
						|
	return DST.options.is_select;
 | 
						|
}
 | 
						|
 | 
						|
bool DRW_state_is_depth(void)
 | 
						|
{
 | 
						|
	return DST.options.is_depth;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Whether we are rendering for an image
 | 
						|
 */
 | 
						|
bool DRW_state_is_image_render(void)
 | 
						|
{
 | 
						|
	return DST.options.is_image_render;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Whether we are rendering only the render engine,
 | 
						|
 * or if we should also render the mode engines.
 | 
						|
 */
 | 
						|
bool DRW_state_is_scene_render(void)
 | 
						|
{
 | 
						|
	BLI_assert(DST.options.is_scene_render ?
 | 
						|
	           DST.options.is_image_render : true);
 | 
						|
	return DST.options.is_scene_render;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
* Whether we are rendering simple opengl render
 | 
						|
*/
 | 
						|
bool DRW_state_is_opengl_render(void)
 | 
						|
{
 | 
						|
	return DST.options.is_image_render && !DST.options.is_scene_render;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Should text draw in this mode?
 | 
						|
 */
 | 
						|
bool DRW_state_show_text(void)
 | 
						|
{
 | 
						|
	return (DST.options.is_select) == 0 &&
 | 
						|
	       (DST.options.is_depth) == 0 &&
 | 
						|
	       (DST.options.is_scene_render) == 0 &&
 | 
						|
	       (DST.options.draw_text) == 0;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Should draw support elements
 | 
						|
 * Objects center, selection outline, probe data, ...
 | 
						|
 */
 | 
						|
bool DRW_state_draw_support(void)
 | 
						|
{
 | 
						|
	View3D *v3d = DST.draw_ctx.v3d;
 | 
						|
	return (DRW_state_is_scene_render() == false) &&
 | 
						|
	        (v3d != NULL) &&
 | 
						|
	        ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Whether we should render the background
 | 
						|
 */
 | 
						|
bool DRW_state_draw_background(void)
 | 
						|
{
 | 
						|
	if (DRW_state_is_image_render() == false) {
 | 
						|
		return true;
 | 
						|
	}
 | 
						|
	return DST.options.draw_background;
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
 | 
						|
/** \name Context State (DRW_context_state)
 | 
						|
 * \{ */
 | 
						|
 | 
						|
const DRWContextState *DRW_context_state_get(void)
 | 
						|
{
 | 
						|
	return &DST.draw_ctx;
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
 | 
						|
/** \name Init/Exit (DRW_engines)
 | 
						|
 * \{ */
 | 
						|
 | 
						|
bool DRW_engine_render_support(DrawEngineType *draw_engine_type)
 | 
						|
{
 | 
						|
	return draw_engine_type->render_to_image;
 | 
						|
}
 | 
						|
 | 
						|
void DRW_engine_register(DrawEngineType *draw_engine_type)
 | 
						|
{
 | 
						|
	BLI_addtail(&DRW_engines, draw_engine_type);
 | 
						|
}
 | 
						|
 | 
						|
void DRW_engines_register(void)
 | 
						|
{
 | 
						|
	RE_engines_register(&DRW_engine_viewport_eevee_type);
 | 
						|
	RE_engines_register(&DRW_engine_viewport_opengl_type);
 | 
						|
 | 
						|
	DRW_engine_register(&draw_engine_workbench_solid);
 | 
						|
	DRW_engine_register(&draw_engine_workbench_transparent);
 | 
						|
 | 
						|
	DRW_engine_register(&draw_engine_object_type);
 | 
						|
	DRW_engine_register(&draw_engine_edit_armature_type);
 | 
						|
	DRW_engine_register(&draw_engine_edit_curve_type);
 | 
						|
	DRW_engine_register(&draw_engine_edit_lattice_type);
 | 
						|
	DRW_engine_register(&draw_engine_edit_mesh_type);
 | 
						|
	DRW_engine_register(&draw_engine_edit_metaball_type);
 | 
						|
	DRW_engine_register(&draw_engine_edit_surface_type);
 | 
						|
	DRW_engine_register(&draw_engine_edit_text_type);
 | 
						|
	DRW_engine_register(&draw_engine_motion_path_type);
 | 
						|
	DRW_engine_register(&draw_engine_overlay_type);
 | 
						|
	DRW_engine_register(&draw_engine_paint_texture_type);
 | 
						|
	DRW_engine_register(&draw_engine_paint_vertex_type);
 | 
						|
	DRW_engine_register(&draw_engine_paint_weight_type);
 | 
						|
	DRW_engine_register(&draw_engine_particle_type);
 | 
						|
	DRW_engine_register(&draw_engine_pose_type);
 | 
						|
	DRW_engine_register(&draw_engine_sculpt_type);
 | 
						|
	DRW_engine_register(&draw_engine_gpencil_type);
 | 
						|
 | 
						|
	/* setup callbacks */
 | 
						|
	{
 | 
						|
		/* BKE: mball.c */
 | 
						|
		extern void *BKE_mball_batch_cache_dirty_cb;
 | 
						|
		extern void *BKE_mball_batch_cache_free_cb;
 | 
						|
		/* BKE: curve.c */
 | 
						|
		extern void *BKE_curve_batch_cache_dirty_cb;
 | 
						|
		extern void *BKE_curve_batch_cache_free_cb;
 | 
						|
		/* BKE: mesh.c */
 | 
						|
		extern void *BKE_mesh_batch_cache_dirty_cb;
 | 
						|
		extern void *BKE_mesh_batch_cache_free_cb;
 | 
						|
		/* BKE: lattice.c */
 | 
						|
		extern void *BKE_lattice_batch_cache_dirty_cb;
 | 
						|
		extern void *BKE_lattice_batch_cache_free_cb;
 | 
						|
		/* BKE: particle.c */
 | 
						|
		extern void *BKE_particle_batch_cache_dirty_cb;
 | 
						|
		extern void *BKE_particle_batch_cache_free_cb;
 | 
						|
		/* BKE: gpencil.c */
 | 
						|
		extern void *BKE_gpencil_batch_cache_dirty_cb;
 | 
						|
		extern void *BKE_gpencil_batch_cache_free_cb;
 | 
						|
 | 
						|
		BKE_mball_batch_cache_dirty_cb = DRW_mball_batch_cache_dirty;
 | 
						|
		BKE_mball_batch_cache_free_cb = DRW_mball_batch_cache_free;
 | 
						|
 | 
						|
		BKE_curve_batch_cache_dirty_cb = DRW_curve_batch_cache_dirty;
 | 
						|
		BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free;
 | 
						|
 | 
						|
		BKE_mesh_batch_cache_dirty_cb = DRW_mesh_batch_cache_dirty;
 | 
						|
		BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free;
 | 
						|
 | 
						|
		BKE_lattice_batch_cache_dirty_cb = DRW_lattice_batch_cache_dirty;
 | 
						|
		BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free;
 | 
						|
 | 
						|
		BKE_particle_batch_cache_dirty_cb = DRW_particle_batch_cache_dirty;
 | 
						|
		BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free;
 | 
						|
 | 
						|
		BKE_gpencil_batch_cache_dirty_cb = DRW_gpencil_batch_cache_dirty;
 | 
						|
		BKE_gpencil_batch_cache_free_cb = DRW_gpencil_batch_cache_free;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
extern struct GPUVertFormat *g_pos_format; /* draw_shgroup.c */
 | 
						|
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);
 | 
						|
	GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer);
 | 
						|
 | 
						|
	DRW_hair_free();
 | 
						|
	DRW_shape_cache_free();
 | 
						|
	DRW_stats_free();
 | 
						|
	DRW_globals_free();
 | 
						|
 | 
						|
	DrawEngineType *next;
 | 
						|
	for (DrawEngineType *type = DRW_engines.first; type; type = next) {
 | 
						|
		next = type->next;
 | 
						|
		BLI_remlink(&R_engines, type);
 | 
						|
 | 
						|
		if (type->engine_free) {
 | 
						|
			type->engine_free();
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	DRW_UBO_FREE_SAFE(globals_ubo);
 | 
						|
	DRW_UBO_FREE_SAFE(view_ubo);
 | 
						|
	DRW_TEXTURE_FREE_SAFE(globals_ramp);
 | 
						|
	MEM_SAFE_FREE(g_pos_format);
 | 
						|
 | 
						|
	MEM_SAFE_FREE(DST.RST.bound_texs);
 | 
						|
	MEM_SAFE_FREE(DST.RST.bound_tex_slots);
 | 
						|
	MEM_SAFE_FREE(DST.RST.bound_ubos);
 | 
						|
	MEM_SAFE_FREE(DST.RST.bound_ubo_slots);
 | 
						|
 | 
						|
	DRW_opengl_context_disable();
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/** \name Init/Exit (DRW_opengl_ctx)
 | 
						|
 * \{ */
 | 
						|
 | 
						|
void DRW_opengl_context_create(void)
 | 
						|
{
 | 
						|
	BLI_assert(DST.gl_context == NULL); /* Ensure it's called once */
 | 
						|
 | 
						|
	DST.gl_context_mutex = BLI_ticket_mutex_alloc();
 | 
						|
	if (!G.background) {
 | 
						|
		immDeactivate();
 | 
						|
	}
 | 
						|
	/* This changes the active context. */
 | 
						|
	DST.gl_context = WM_opengl_context_create();
 | 
						|
	WM_opengl_context_activate(DST.gl_context);
 | 
						|
	/* Be sure to create gawain.context too. */
 | 
						|
	DST.gpu_context = GPU_context_create();
 | 
						|
	if (!G.background) {
 | 
						|
		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 (DST.gl_context != NULL) {
 | 
						|
		WM_opengl_context_activate(DST.gl_context);
 | 
						|
		GPU_context_active_set(DST.gpu_context);
 | 
						|
		GPU_context_discard(DST.gpu_context);
 | 
						|
		WM_opengl_context_dispose(DST.gl_context);
 | 
						|
		BLI_ticket_mutex_free(DST.gl_context_mutex);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void DRW_opengl_context_enable_ex(bool restore)
 | 
						|
{
 | 
						|
	if (DST.gl_context != NULL) {
 | 
						|
		/* IMPORTANT: We dont support immediate mode in render mode!
 | 
						|
		 * This shall remain in effect until immediate mode supports
 | 
						|
		 * multiple threads. */
 | 
						|
		BLI_ticket_mutex_lock(DST.gl_context_mutex);
 | 
						|
		if (BLI_thread_is_main() && restore) {
 | 
						|
			if (!G.background) {
 | 
						|
				immDeactivate();
 | 
						|
			}
 | 
						|
		}
 | 
						|
		WM_opengl_context_activate(DST.gl_context);
 | 
						|
		GPU_context_active_set(DST.gpu_context);
 | 
						|
		if (BLI_thread_is_main() && restore) {
 | 
						|
			if (!G.background) {
 | 
						|
				immActivate();
 | 
						|
			}
 | 
						|
			BLF_batch_reset();
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void DRW_opengl_context_disable_ex(bool restore)
 | 
						|
{
 | 
						|
	if (DST.gl_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() && restore) {
 | 
						|
			wm_window_reset_drawable();
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			WM_opengl_context_release(DST.gl_context);
 | 
						|
			GPU_context_active_set(NULL);
 | 
						|
		}
 | 
						|
 | 
						|
		BLI_ticket_mutex_unlock(DST.gl_context_mutex);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void DRW_opengl_context_enable(void)
 | 
						|
{
 | 
						|
	DRW_opengl_context_enable_ex(true);
 | 
						|
}
 | 
						|
 | 
						|
void DRW_opengl_context_disable(void)
 | 
						|
{
 | 
						|
	DRW_opengl_context_disable_ex(true);
 | 
						|
}
 | 
						|
 | 
						|
void DRW_opengl_render_context_enable(void *re_gl_context)
 | 
						|
{
 | 
						|
	/* If thread is main you should use DRW_opengl_context_enable(). */
 | 
						|
	BLI_assert(!BLI_thread_is_main());
 | 
						|
 | 
						|
	/* TODO get rid of the blocking. Only here because of the static global DST. */
 | 
						|
	BLI_ticket_mutex_lock(DST.gl_context_mutex);
 | 
						|
	WM_opengl_context_activate(re_gl_context);
 | 
						|
}
 | 
						|
 | 
						|
void DRW_opengl_render_context_disable(void *re_gl_context)
 | 
						|
{
 | 
						|
	glFlush();
 | 
						|
	WM_opengl_context_release(re_gl_context);
 | 
						|
	/* TODO get rid of the blocking. */
 | 
						|
	BLI_ticket_mutex_unlock(DST.gl_context_mutex);
 | 
						|
}
 | 
						|
 | 
						|
/* Needs to be called AFTER DRW_opengl_render_context_enable() */
 | 
						|
void DRW_gawain_render_context_enable(void *re_gpu_context)
 | 
						|
{
 | 
						|
	/* If thread is main you should use DRW_opengl_context_enable(). */
 | 
						|
	BLI_assert(!BLI_thread_is_main());
 | 
						|
 | 
						|
	GPU_context_active_set(re_gpu_context);
 | 
						|
	DRW_shape_cache_reset(); /* XXX fix that too. */
 | 
						|
}
 | 
						|
 | 
						|
/* Needs to be called BEFORE DRW_opengl_render_context_disable() */
 | 
						|
void DRW_gawain_render_context_disable(void *UNUSED(re_gpu_context))
 | 
						|
{
 | 
						|
	DRW_shape_cache_reset(); /* XXX fix that too. */
 | 
						|
	GPU_context_active_set(NULL);
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 |