2986 lines
		
	
	
		
			84 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			2986 lines
		
	
	
		
			84 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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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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 * Copyright 2016, Blender Foundation.
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 */
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/** \file
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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_colortools.h"
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#include "BKE_curve.h"
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#include "BKE_global.h"
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#include "BKE_gpencil.h"
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#include "BKE_lattice.h"
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#include "BKE_main.h"
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#include "BKE_mball.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 "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_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 "GPU_select.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_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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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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  /* Maybe not the best place for this. */
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  if (!DST.uniform_names.buffer) {
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    DST.uniform_names.buffer = MEM_callocN(DRW_UNIFORM_BUFFER_NAME, "Name Buffer");
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    DST.uniform_names.buffer_len = DRW_UNIFORM_BUFFER_NAME;
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  }
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  else if (DST.uniform_names.buffer_len > DRW_UNIFORM_BUFFER_NAME) {
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    DST.uniform_names.buffer = MEM_reallocN(DST.uniform_names.buffer, DRW_UNIFORM_BUFFER_NAME);
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    DST.uniform_names.buffer_len = DRW_UNIFORM_BUFFER_NAME;
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  }
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  DST.uniform_names.buffer_ofs = 0;
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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(const Object *ob)
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{
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  BLI_assert((ob->base_flag & BASE_VISIBLE) != 0);
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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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int DRW_object_visibility_in_active_context(const Object *ob)
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{
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  const eEvaluationMode mode = DRW_state_is_scene_render() ? DAG_EVAL_RENDER : DAG_EVAL_VIEWPORT;
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  return BKE_object_visibility(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_object_use_hide_faces(const struct 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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    switch (ob->mode) {
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      case OB_MODE_TEXTURE_PAINT:
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        return (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
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      case OB_MODE_VERTEX_PAINT:
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      case OB_MODE_WEIGHT_PAINT:
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        return (me->editflag & (ME_EDIT_PAINT_FACE_SEL | ME_EDIT_PAINT_VERT_SEL)) != 0;
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    }
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  }
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  return false;
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}
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bool DRW_object_is_visible_psys_in_active_context(const Object *object, const ParticleSystem *psys)
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{
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  const bool for_render = DRW_state_is_image_render();
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  /* NOTE: psys_check_enabled is using object and particle system for only
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   * reading, but is using some other functions which are more generic and
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   * which are hard to make const-pointer. */
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  if (!psys_check_enabled((Object *)object, (ParticleSystem *)psys, for_render)) {
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    return false;
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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 && psys->pointcache->flag & PTCACHE_BAKED) == 0) {
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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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struct Object *DRW_object_get_dupli_parent(const Object *UNUSED(ob))
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{
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  return DST.dupli_parent;
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}
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struct DupliObject *DRW_object_get_dupli(const Object *UNUSED(ob))
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{
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  return DST.dupli_source;
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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_transform, bool use_render_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;
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    if (use_render_settings) {
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      /* Use full render settings, for renders with scene lighting. */
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      view_settings = scene->view_settings;
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    }
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    else if (use_view_transform) {
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      /* Use only view transform + look and nothing else for lookdev without
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       * scene lighting, as exposure depends on scene light intensity. */
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      BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
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      STRNCPY(view_settings.view_transform, scene->view_settings.view_transform);
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      STRNCPY(view_settings.look, scene->view_settings.look);
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    }
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    else {
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      /* For workbench use only default view transform in configuration,
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       * using no scene settings. */
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      BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
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    }
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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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  immAttr2f(texco, 0.0f, 0.0f);
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  immVertex2f(pos, -1.0f, -1.0f);
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  immAttr2f(texco, 2.0f, 0.0f);
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  immVertex2f(pos, 3.0f, -1.0f);
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  immAttr2f(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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 | 
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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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  drw_state_set(DRW_STATE_WRITE_COLOR);
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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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 | 
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  GPU_texture_bind(tex, 0);
 | 
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 | 
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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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 | 
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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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 | 
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  GPU_texture_unbind(tex);
 | 
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}
 | 
						|
 | 
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/** \} */
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						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name Multisample Resolve
 | 
						|
 * \{ */
 | 
						|
 | 
						|
/**
 | 
						|
 * Use manual multisample resolve pass.
 | 
						|
 * Much quicker than blitting back and forth.
 | 
						|
 * Assume destination fb is bound.
 | 
						|
 */
 | 
						|
void DRW_multisamples_resolve(GPUTexture *src_depth, GPUTexture *src_color, bool use_depth)
 | 
						|
{
 | 
						|
  DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_PREMUL;
 | 
						|
 | 
						|
  if (use_depth) {
 | 
						|
    state |= DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS_EQUAL;
 | 
						|
  }
 | 
						|
  drw_state_set(state);
 | 
						|
 | 
						|
  int samples = GPU_texture_samples(src_depth);
 | 
						|
 | 
						|
  BLI_assert(samples > 0);
 | 
						|
  BLI_assert(GPU_texture_samples(src_color) == samples);
 | 
						|
 | 
						|
  GPUBatch *geom = DRW_cache_fullscreen_quad_get();
 | 
						|
 | 
						|
  int builtin;
 | 
						|
  if (use_depth) {
 | 
						|
    switch (samples) {
 | 
						|
      case 2:
 | 
						|
        builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST;
 | 
						|
        break;
 | 
						|
      case 4:
 | 
						|
        builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_4_DEPTH_TEST;
 | 
						|
        break;
 | 
						|
      case 8:
 | 
						|
        builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_8_DEPTH_TEST;
 | 
						|
        break;
 | 
						|
      case 16:
 | 
						|
        builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_16_DEPTH_TEST;
 | 
						|
        break;
 | 
						|
      default:
 | 
						|
        BLI_assert(!"Mulisample count unsupported by blit shader.");
 | 
						|
        builtin = GPU_SHADER_2D_IMAGE_MULTISAMPLE_2_DEPTH_TEST;
 | 
						|
        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;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/* WARNING: only use for custom pipeline. 99% of the time, you don't want to use this. */
 | 
						|
void DRW_render_viewport_size_set(int size[2])
 | 
						|
{
 | 
						|
  DST.size[0] = size[0];
 | 
						|
  DST.size[1] = size[1];
 | 
						|
}
 | 
						|
 | 
						|
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) {
 | 
						|
    /* Release Image textures. */
 | 
						|
    BLI_mempool_iter iter;
 | 
						|
    GPUTexture **tex;
 | 
						|
    BLI_mempool_iternew(DST.vmempool->images, &iter);
 | 
						|
    while ((tex = BLI_mempool_iterstep(&iter))) {
 | 
						|
      GPU_texture_free(*tex);
 | 
						|
    }
 | 
						|
 | 
						|
    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));
 | 
						|
    BLI_mempool_clear_ex(DST.vmempool->images, BLI_mempool_len(DST.vmempool->images));
 | 
						|
  }
 | 
						|
 | 
						|
  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;
 | 
						|
  }
 | 
						|
 | 
						|
  DST.draw_ctx.sh_cfg = GPU_SHADER_CFG_DEFAULT;
 | 
						|
  if (DST.draw_ctx.rv3d && DST.draw_ctx.rv3d->rflag & RV3D_CLIPPING) {
 | 
						|
    DST.draw_ctx.sh_cfg = GPU_SHADER_CFG_CLIPPED;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/* 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);
 | 
						|
    }
 | 
						|
    if (DST.vmempool->images == NULL) {
 | 
						|
      DST.vmempool->images = BLI_mempool_create(
 | 
						|
          sizeof(GPUTexture *), 0, 512, BLI_MEMPOOL_ALLOW_ITER);
 | 
						|
    }
 | 
						|
 | 
						|
    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. */
 | 
						|
  memset(&DST.RST, 0x0, sizeof(DST.RST));
 | 
						|
 | 
						|
  if (G_draw.view_ubo == NULL) {
 | 
						|
    G_draw.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. */
 | 
						|
  if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) {
 | 
						|
    /* NOTE: data is not persistent in this case. It is reset each redraw. */
 | 
						|
    BLI_assert(free_cb == NULL); /* No callback allowed. */
 | 
						|
    /* Round to sizeof(float) for DRW_instance_data_request(). */
 | 
						|
    const size_t t = sizeof(float) - 1;
 | 
						|
    size = (size + t) & ~t;
 | 
						|
    size_t fsize = size / sizeof(float);
 | 
						|
    BLI_assert(fsize < MAX_INSTANCE_DATA_SIZE);
 | 
						|
    if (DST.object_instance_data[fsize] == NULL) {
 | 
						|
      DST.object_instance_data[fsize] = DRW_instance_data_request(DST.idatalist, fsize);
 | 
						|
    }
 | 
						|
    dd = (DrawData *)DRW_instance_data_next(DST.object_instance_data[fsize]);
 | 
						|
    memset(dd, 0, size);
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    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);
 | 
						|
}
 | 
						|
 | 
						|
/* Unlink (but don't free) the drawdata from the DrawDataList if the ID is an OB from dupli. */
 | 
						|
static void drw_drawdata_unlink_dupli(ID *id)
 | 
						|
{
 | 
						|
  if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) {
 | 
						|
    DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
 | 
						|
 | 
						|
    if (drawdata == NULL) {
 | 
						|
      return;
 | 
						|
    }
 | 
						|
 | 
						|
    BLI_listbase_clear((ListBase *)drawdata);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name Garbage Collection
 | 
						|
 * \{ */
 | 
						|
 | 
						|
void DRW_cache_free_old_batches(Main *bmain)
 | 
						|
{
 | 
						|
  Scene *scene;
 | 
						|
  ViewLayer *view_layer;
 | 
						|
  static int lasttime = 0;
 | 
						|
  int ctime = (int)PIL_check_seconds_timer();
 | 
						|
 | 
						|
  if (U.vbotimeout == 0 || (ctime - lasttime) < U.vbocollectrate || ctime == lasttime) {
 | 
						|
    return;
 | 
						|
  }
 | 
						|
 | 
						|
  lasttime = ctime;
 | 
						|
 | 
						|
  for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
 | 
						|
    for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
 | 
						|
      Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer, false);
 | 
						|
      if (depsgraph == NULL) {
 | 
						|
        continue;
 | 
						|
      }
 | 
						|
 | 
						|
      /* TODO(fclem): This is not optimal since it iter over all dupli instances.
 | 
						|
       * In this case only the source object should be tagged. */
 | 
						|
      int iter_flags = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
 | 
						|
                       DEG_ITER_OBJECT_FLAG_VISIBLE | DEG_ITER_OBJECT_FLAG_DUPLI;
 | 
						|
 | 
						|
      DEG_OBJECT_ITER_BEGIN (depsgraph, ob, iter_flags) {
 | 
						|
        DRW_batch_cache_free_old(ob, ctime);
 | 
						|
      }
 | 
						|
      DEG_OBJECT_ITER_END;
 | 
						|
    }
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \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;
 | 
						|
 | 
						|
  /* HACK: DrawData is copied by COW from the duplicated object.
 | 
						|
   * This is valid for IDs that cannot be instantiated but this
 | 
						|
   * is not what we want in this case so we clear the pointer
 | 
						|
   * ourselves here. */
 | 
						|
  drw_drawdata_unlink_dupli((ID *)ob);
 | 
						|
 | 
						|
  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);
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  /* TODO: in the future it would be nice to generate once for all viewports.
 | 
						|
   * But we need threaded DRW manager first. */
 | 
						|
  drw_batch_cache_generate_requested(ob);
 | 
						|
 | 
						|
  /* ... and clearing it here too because theses draw data are
 | 
						|
   * from a mempool and must not be free individually by depsgraph. */
 | 
						|
  drw_drawdata_unlink_dupli((ID *)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);
 | 
						|
  }
 | 
						|
  /* Reset state after drawing */
 | 
						|
  DRW_state_reset();
 | 
						|
}
 | 
						|
 | 
						|
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);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/* Draw render engine info. */
 | 
						|
void DRW_draw_region_engine_info(int xoffset, int yoffset)
 | 
						|
{
 | 
						|
  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;
 | 
						|
 | 
						|
      const int font_id = BLF_default();
 | 
						|
      UI_FontThemeColor(font_id, TH_TEXT_HI);
 | 
						|
 | 
						|
      BLF_enable(font_id, BLF_SHADOW);
 | 
						|
      BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
 | 
						|
      BLF_shadow_offset(font_id, 1, -1);
 | 
						|
 | 
						|
      while (*chr_current++ != '\0') {
 | 
						|
        line_len++;
 | 
						|
        if (*chr_current == '\n') {
 | 
						|
          char info[GPU_INFO_SIZE];
 | 
						|
          BLI_strncpy(info, chr_start, line_len + 1);
 | 
						|
          yoffset -= U.widget_unit;
 | 
						|
          BLF_draw_default(xoffset, yoffset, 0.0f, info, sizeof(info));
 | 
						|
 | 
						|
          /* Re-start counting. */
 | 
						|
          chr_start = chr_current + 1;
 | 
						|
          line_len = -1;
 | 
						|
        }
 | 
						|
      }
 | 
						|
 | 
						|
      char info[GPU_INFO_SIZE];
 | 
						|
      BLI_strncpy(info, chr_start, line_len + 1);
 | 
						|
      yoffset -= U.widget_unit;
 | 
						|
      BLF_draw_default(xoffset, yoffset, 0.0f, info, sizeof(info));
 | 
						|
 | 
						|
      BLF_disable(font_id, BLF_SHADOW);
 | 
						|
    }
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
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,
 | 
						|
                                           bool use_xray)
 | 
						|
{
 | 
						|
  switch (drawtype) {
 | 
						|
    case OB_WIRE:
 | 
						|
      use_drw_engine(&draw_engine_workbench_transparent);
 | 
						|
      break;
 | 
						|
 | 
						|
    case OB_SOLID:
 | 
						|
      if (use_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:
 | 
						|
    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_SURFACE:
 | 
						|
    case CTX_MODE_EDIT_CURVE:
 | 
						|
      use_drw_engine(&draw_engine_edit_curve_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_PARTICLE:
 | 
						|
      use_drw_engine(&draw_engine_particle_type);
 | 
						|
      break;
 | 
						|
    case CTX_MODE_POSE:
 | 
						|
    case CTX_MODE_PAINT_WEIGHT:
 | 
						|
      /* The pose engine clears the depth of the default framebuffer
 | 
						|
       * to draw an object with `OB_DRAWXRAY`.
 | 
						|
       * (different of workbench that has its own framebuffer).
 | 
						|
       * So make sure you call its `draw_scene` after all the other engines. */
 | 
						|
      use_drw_engine(&draw_engine_pose_type);
 | 
						|
      break;
 | 
						|
    case CTX_MODE_SCULPT:
 | 
						|
    case CTX_MODE_PAINT_VERTEX:
 | 
						|
    case CTX_MODE_PAINT_TEXTURE:
 | 
						|
    case CTX_MODE_OBJECT:
 | 
						|
    case CTX_MODE_PAINT_GPENCIL:
 | 
						|
    case CTX_MODE_EDIT_GPENCIL:
 | 
						|
    case CTX_MODE_SCULPT_GPENCIL:
 | 
						|
    case CTX_MODE_WEIGHT_GPENCIL:
 | 
						|
      break;
 | 
						|
    default:
 | 
						|
      BLI_assert(!"Draw mode invalid");
 | 
						|
      break;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
static void drw_engines_enable_from_overlays(int UNUSED(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 enum eContextObjectMode 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;
 | 
						|
  const bool use_xray = XRAY_ENABLED(v3d);
 | 
						|
 | 
						|
  drw_engines_enable_from_engine(engine_type, drawtype, use_xray);
 | 
						|
  /* grease pencil */
 | 
						|
  use_drw_engine(&draw_engine_gpencil_type);
 | 
						|
 | 
						|
  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 {
 | 
						|
    /* Force enable overlays engine for wireframe mode */
 | 
						|
    if (v3d->shading.type == OB_WIRE) {
 | 
						|
      drw_engines_enable_from_overlays(v3d->overlay.flag);
 | 
						|
    }
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
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_HIDE_OVERLAYS) == 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;
 | 
						|
  const bool do_annotations = (((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) &&
 | 
						|
                               ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0));
 | 
						|
  const bool do_camera_frame = !DST.options.is_image_render;
 | 
						|
 | 
						|
  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;
 | 
						|
    const int iter_flag = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
 | 
						|
                          DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE |
 | 
						|
                          DEG_ITER_OBJECT_FLAG_DUPLI;
 | 
						|
    DEG_OBJECT_ITER_BEGIN (depsgraph, ob, iter_flag) {
 | 
						|
      if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
 | 
						|
        continue;
 | 
						|
      }
 | 
						|
      if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
 | 
						|
        continue;
 | 
						|
      }
 | 
						|
      DST.dupli_parent = data_.dupli_parent;
 | 
						|
      DST.dupli_source = data_.dupli_object_current;
 | 
						|
      drw_engines_cache_populate(ob);
 | 
						|
    }
 | 
						|
    DEG_OBJECT_ITER_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;
 | 
						|
      }
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  GPU_framebuffer_bind(DST.default_framebuffer);
 | 
						|
 | 
						|
  if (do_bg_image) {
 | 
						|
    ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, false, do_camera_frame);
 | 
						|
  }
 | 
						|
 | 
						|
  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();
 | 
						|
 | 
						|
#ifdef __APPLE__
 | 
						|
  /* Fix 3D view being "laggy" on macos. (See T56996) */
 | 
						|
  GPU_flush();
 | 
						|
#endif
 | 
						|
 | 
						|
  /* annotations - temporary drawing buffer (3d space) */
 | 
						|
  /* XXX: Or should we use a proper draw/overlay engine for this case? */
 | 
						|
  if (do_annotations) {
 | 
						|
    GPU_depth_test(false);
 | 
						|
    /* XXX: as scene->gpd is not copied for COW yet */
 | 
						|
    ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, true);
 | 
						|
    GPU_depth_test(true);
 | 
						|
  }
 | 
						|
 | 
						|
  DRW_draw_callbacks_post_scene();
 | 
						|
  if (DST.draw_ctx.evil_C) {
 | 
						|
    DRW_state_reset();
 | 
						|
    ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW);
 | 
						|
    /* Callback can be nasty and do whatever they want with the state.
 | 
						|
     * Don't trust them! */
 | 
						|
    DRW_state_reset();
 | 
						|
  }
 | 
						|
 | 
						|
  DRW_state_reset();
 | 
						|
 | 
						|
  drw_debug_draw();
 | 
						|
 | 
						|
  GPU_depth_test(false);
 | 
						|
  drw_engines_draw_text();
 | 
						|
  GPU_depth_test(true);
 | 
						|
 | 
						|
  if (DST.draw_ctx.evil_C) {
 | 
						|
    /* needed so gizmo isn't obscured */
 | 
						|
    if ((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_HIDE_OVERLAYS) == 0) && (do_annotations)) {
 | 
						|
      GPU_depth_test(false);
 | 
						|
      /* XXX: as scene->gpd is not copied for COW yet */
 | 
						|
      ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, false);
 | 
						|
      GPU_depth_test(true);
 | 
						|
    }
 | 
						|
 | 
						|
    if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 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. */
 | 
						|
      GPU_depth_test(false);
 | 
						|
      DRW_draw_gizmo_2d();
 | 
						|
      GPU_depth_test(true);
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  DRW_stats_reset();
 | 
						|
 | 
						|
  if (do_bg_image) {
 | 
						|
    ED_view3d_draw_bgpic_test(scene, depsgraph, ar, v3d, true, do_camera_frame);
 | 
						|
  }
 | 
						|
 | 
						|
  if (G.debug_value > 20 && G.debug_value < 30) {
 | 
						|
    GPU_depth_test(false);
 | 
						|
    rcti rect; /* local coordinate visible rect inside region, to accommodate overlapping ui */
 | 
						|
    ED_region_visible_rect(DST.draw_ctx.ar, &rect);
 | 
						|
    DRW_stats_draw(&rect);
 | 
						|
    GPU_depth_test(true);
 | 
						|
  }
 | 
						|
 | 
						|
  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,
 | 
						|
                                    const bool do_color_management,
 | 
						|
                                    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);
 | 
						|
  /* WATCH: Force color management to output CManaged byte buffer by
 | 
						|
   * forcing is_image_render to false. */
 | 
						|
  DST.options.is_image_render = !do_color_management;
 | 
						|
  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. */
 | 
						|
bool DRW_render_check_grease_pencil(Depsgraph *depsgraph)
 | 
						|
{
 | 
						|
  DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
 | 
						|
    if (ob->type == OB_GPENCIL) {
 | 
						|
      if (DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF) {
 | 
						|
        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();
 | 
						|
 | 
						|
  /* 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. */
 | 
						|
  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;
 | 
						|
  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] = {engine->resolution_x, engine->resolution_y};
 | 
						|
  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]);
 | 
						|
  }
 | 
						|
 | 
						|
  /* Reset state before drawing */
 | 
						|
  DRW_state_reset();
 | 
						|
 | 
						|
  /* 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_state_reset();
 | 
						|
      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
 | 
						|
 | 
						|
  /* Reset state after drawing */
 | 
						|
  DRW_state_reset();
 | 
						|
 | 
						|
  /* 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;
 | 
						|
  const int iter_flag = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
 | 
						|
                        DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE |
 | 
						|
                        DEG_ITER_OBJECT_FLAG_DUPLI;
 | 
						|
  DEG_OBJECT_ITER_BEGIN (depsgraph, ob, iter_flag) {
 | 
						|
    if ((object_type_exclude_viewport & (1 << ob->type)) == 0) {
 | 
						|
      DST.dupli_parent = data_.dupli_parent;
 | 
						|
      DST.dupli_source = data_.dupli_object_current;
 | 
						|
      DST.ob_state = NULL;
 | 
						|
      callback(vedata, ob, engine, depsgraph);
 | 
						|
 | 
						|
      drw_batch_cache_generate_requested(ob);
 | 
						|
    }
 | 
						|
  }
 | 
						|
  DEG_OBJECT_ITER_END;
 | 
						|
}
 | 
						|
 | 
						|
/* Assume a valid gl context is bound (and that the gl_context_mutex has been acquired).
 | 
						|
 * 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();
 | 
						|
 | 
						|
  /* The use of custom pipeline in other thread using the same
 | 
						|
   * resources as the main thread (viewport) may lead to data
 | 
						|
   * races and undefined behavior on certain drivers. Using
 | 
						|
   * GPU_finish to sync seems to fix the issue. (see T62997) */
 | 
						|
  GPU_finish();
 | 
						|
 | 
						|
#ifdef DEBUG
 | 
						|
  /* Avoid accidental reuse. */
 | 
						|
  drw_state_ensure_not_reused(&DST);
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
static struct DRWSelectBuffer {
 | 
						|
  struct GPUFrameBuffer *framebuffer_depth_only;
 | 
						|
  struct GPUFrameBuffer *framebuffer_select_id;
 | 
						|
  struct GPUTexture *texture_depth;
 | 
						|
  struct GPUTexture *texture_u32;
 | 
						|
} g_select_buffer = {NULL};
 | 
						|
 | 
						|
static void draw_select_framebuffer_depth_only_setup(const int size[2])
 | 
						|
{
 | 
						|
  if (g_select_buffer.framebuffer_depth_only == NULL) {
 | 
						|
    g_select_buffer.framebuffer_depth_only = GPU_framebuffer_create();
 | 
						|
    g_select_buffer.framebuffer_select_id = GPU_framebuffer_create();
 | 
						|
  }
 | 
						|
 | 
						|
  if ((g_select_buffer.texture_depth != NULL) &&
 | 
						|
      ((GPU_texture_width(g_select_buffer.texture_depth) != size[0]) ||
 | 
						|
       (GPU_texture_height(g_select_buffer.texture_depth) != size[1]))) {
 | 
						|
    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(
 | 
						|
        size[0], size[1], GPU_DEPTH_COMPONENT24, NULL, NULL);
 | 
						|
 | 
						|
    GPU_framebuffer_texture_attach(
 | 
						|
        g_select_buffer.framebuffer_depth_only, g_select_buffer.texture_depth, 0, 0);
 | 
						|
 | 
						|
    GPU_framebuffer_texture_attach(
 | 
						|
        g_select_buffer.framebuffer_select_id, g_select_buffer.texture_depth, 0, 0);
 | 
						|
 | 
						|
    GPU_framebuffer_check_valid(g_select_buffer.framebuffer_depth_only, NULL);
 | 
						|
    GPU_framebuffer_check_valid(g_select_buffer.framebuffer_select_id, NULL);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
static void draw_select_framebuffer_select_id_setup(const int size[2])
 | 
						|
{
 | 
						|
  draw_select_framebuffer_depth_only_setup(size);
 | 
						|
 | 
						|
  if ((g_select_buffer.texture_u32 != NULL) &&
 | 
						|
      ((GPU_texture_width(g_select_buffer.texture_u32) != size[0]) ||
 | 
						|
       (GPU_texture_height(g_select_buffer.texture_u32) != size[1]))) {
 | 
						|
    GPU_texture_free(g_select_buffer.texture_u32);
 | 
						|
    g_select_buffer.texture_u32 = NULL;
 | 
						|
  }
 | 
						|
 | 
						|
  if (g_select_buffer.texture_u32 == NULL) {
 | 
						|
    g_select_buffer.texture_u32 = GPU_texture_create_2d(size[0], size[1], GPU_R32UI, NULL, NULL);
 | 
						|
 | 
						|
    GPU_framebuffer_texture_attach(
 | 
						|
        g_select_buffer.framebuffer_select_id, g_select_buffer.texture_u32, 0, 0);
 | 
						|
 | 
						|
    GPU_framebuffer_check_valid(g_select_buffer.framebuffer_select_id, NULL);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/* 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 draw_surface,
 | 
						|
                          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_HIDE_OVERLAYS)) {
 | 
						|
      /* Note: don't use "BKE_object_pose_armature_get" here, it breaks selection. */
 | 
						|
      Object *obpose = OBPOSE_FROM_OBACT(obact);
 | 
						|
      if (obpose) {
 | 
						|
        use_obedit = true;
 | 
						|
        obedit_mode = CTX_MODE_POSE;
 | 
						|
      }
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  int viewport_size[2] = {BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)};
 | 
						|
  struct GPUViewport *viewport = GPU_viewport_create();
 | 
						|
  GPU_viewport_size_set(viewport, viewport_size);
 | 
						|
 | 
						|
  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 if (!draw_surface) {
 | 
						|
    /* grease pencil selection */
 | 
						|
    use_drw_engine(&draw_engine_gpencil_type);
 | 
						|
 | 
						|
    drw_engines_enable_from_overlays(v3d->overlay.flag);
 | 
						|
    drw_engines_enable_from_object_mode();
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    drw_engines_enable_basic();
 | 
						|
    /* grease pencil selection */
 | 
						|
    use_drw_engine(&draw_engine_gpencil_type);
 | 
						|
 | 
						|
    drw_engines_enable_from_overlays(v3d->overlay.flag);
 | 
						|
    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, v3d, obact->type, obact->mode, ob_iter) {
 | 
						|
        drw_engines_cache_populate(ob_iter);
 | 
						|
      }
 | 
						|
      FOREACH_OBJECT_IN_MODE_END;
 | 
						|
#  endif
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      const int iter_flag = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
 | 
						|
                            DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE |
 | 
						|
                            DEG_ITER_OBJECT_FLAG_DUPLI;
 | 
						|
      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, iter_flag) {
 | 
						|
        if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
 | 
						|
          continue;
 | 
						|
        }
 | 
						|
 | 
						|
        if ((ob->base_flag & BASE_SELECTABLE) &&
 | 
						|
            (object_type_exclude_select & (1 << ob->type)) == 0) {
 | 
						|
          if (object_filter_fn != NULL) {
 | 
						|
            if (ob->base_flag & BASE_FROM_DUPLI) {
 | 
						|
              /* 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_FROM_DUPLI) == 0) {
 | 
						|
            Object *ob_orig = DEG_get_original_object(ob);
 | 
						|
            DRW_select_load_id(ob_orig->select_id);
 | 
						|
          }
 | 
						|
          DST.dupli_parent = data_.dupli_parent;
 | 
						|
          DST.dupli_source = data_.dupli_object_current;
 | 
						|
          drw_engines_cache_populate(ob);
 | 
						|
        }
 | 
						|
      }
 | 
						|
      DEG_OBJECT_ITER_END;
 | 
						|
    }
 | 
						|
 | 
						|
    drw_engines_cache_finish();
 | 
						|
 | 
						|
    DRW_render_instance_buffer_finish();
 | 
						|
  }
 | 
						|
 | 
						|
  /* Setup framebuffer */
 | 
						|
  draw_select_framebuffer_depth_only_setup(viewport_size);
 | 
						|
  GPU_framebuffer_bind(g_select_buffer.framebuffer_depth_only);
 | 
						|
  GPU_framebuffer_clear_depth(g_select_buffer.framebuffer_depth_only, 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 */
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
 | 
						|
 */
 | 
						|
static void drw_draw_depth_loop_imp(void)
 | 
						|
{
 | 
						|
  DRW_opengl_context_enable();
 | 
						|
 | 
						|
  /* Setup framebuffer */
 | 
						|
  DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(
 | 
						|
      DST.viewport);
 | 
						|
  GPU_framebuffer_bind(fbl->depth_only_fb);
 | 
						|
  GPU_framebuffer_clear_depth(fbl->depth_only_fb, 1.0f);
 | 
						|
 | 
						|
  /* Setup viewport */
 | 
						|
  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(DST.draw_ctx.scene);
 | 
						|
 | 
						|
    View3D *v3d = DST.draw_ctx.v3d;
 | 
						|
    const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
 | 
						|
    const int iter_flag = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
 | 
						|
                          DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE |
 | 
						|
                          DEG_ITER_OBJECT_FLAG_DUPLI;
 | 
						|
    DEG_OBJECT_ITER_BEGIN (DST.draw_ctx.depsgraph, ob, iter_flag) {
 | 
						|
      if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
 | 
						|
        continue;
 | 
						|
      }
 | 
						|
 | 
						|
      if (v3d->localvd && ((v3d->local_view_uuid & ob->base_local_view_bits) == 0)) {
 | 
						|
        continue;
 | 
						|
      }
 | 
						|
 | 
						|
      DST.dupli_parent = data_.dupli_parent;
 | 
						|
      DST.dupli_source = data_.dupli_object_current;
 | 
						|
      drw_engines_cache_populate(ob);
 | 
						|
    }
 | 
						|
    DEG_OBJECT_ITER_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();
 | 
						|
 | 
						|
  /* TODO: Reading depth for operators should be done here. */
 | 
						|
 | 
						|
  GPU_framebuffer_restore();
 | 
						|
 | 
						|
  /* Changin context */
 | 
						|
  DRW_opengl_context_disable();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
 | 
						|
 */
 | 
						|
void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
 | 
						|
                         ARegion *ar,
 | 
						|
                         View3D *v3d,
 | 
						|
                         GPUViewport *viewport)
 | 
						|
{
 | 
						|
  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;
 | 
						|
 | 
						|
  /* Reset before using it. */
 | 
						|
  drw_state_prepare_clean_for_draw(&DST);
 | 
						|
 | 
						|
  DST.viewport = viewport;
 | 
						|
  DST.options.is_depth = true;
 | 
						|
 | 
						|
  /* 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,
 | 
						|
  };
 | 
						|
 | 
						|
  /* Get list of enabled engines */
 | 
						|
  {
 | 
						|
    drw_engines_enable_basic();
 | 
						|
    if (DRW_state_draw_support()) {
 | 
						|
      drw_engines_enable_from_object_mode();
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  drw_draw_depth_loop_imp();
 | 
						|
 | 
						|
  drw_engines_disable();
 | 
						|
 | 
						|
#ifdef DEBUG
 | 
						|
  /* Avoid accidental reuse. */
 | 
						|
  drw_state_ensure_not_reused(&DST);
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Converted from ED_view3d_draw_depth_gpencil (legacy drawing).
 | 
						|
 */
 | 
						|
void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
 | 
						|
                                 ARegion *ar,
 | 
						|
                                 View3D *v3d,
 | 
						|
                                 GPUViewport *viewport)
 | 
						|
{
 | 
						|
  Scene *scene = DEG_get_evaluated_scene(depsgraph);
 | 
						|
  ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
 | 
						|
  RegionView3D *rv3d = ar->regiondata;
 | 
						|
 | 
						|
  /* Reset before using it. */
 | 
						|
  drw_state_prepare_clean_for_draw(&DST);
 | 
						|
 | 
						|
  DST.viewport = viewport;
 | 
						|
  DST.options.is_depth = true;
 | 
						|
 | 
						|
  /* 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),
 | 
						|
      .depsgraph = depsgraph,
 | 
						|
  };
 | 
						|
 | 
						|
  use_drw_engine(&draw_engine_gpencil_type);
 | 
						|
  drw_draw_depth_loop_imp();
 | 
						|
  drw_engines_disable();
 | 
						|
 | 
						|
#ifdef DEBUG
 | 
						|
  /* Avoid accidental reuse. */
 | 
						|
  drw_state_ensure_not_reused(&DST);
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Clears the Depth Buffer and draws only the specified object.
 | 
						|
 */
 | 
						|
void DRW_draw_depth_object(ARegion *ar, GPUViewport *viewport, Object *object)
 | 
						|
{
 | 
						|
  RegionView3D *rv3d = ar->regiondata;
 | 
						|
 | 
						|
  DRW_opengl_context_enable();
 | 
						|
 | 
						|
  /* Setup framebuffer */
 | 
						|
  DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
 | 
						|
 | 
						|
  GPU_framebuffer_bind(fbl->depth_only_fb);
 | 
						|
  GPU_framebuffer_clear_depth(fbl->depth_only_fb, 1.0f);
 | 
						|
  GPU_depth_test(true);
 | 
						|
  GPU_matrix_mul(object->obmat);
 | 
						|
 | 
						|
  const float(*world_clip_planes)[4] = NULL;
 | 
						|
  if (rv3d->rflag & RV3D_CLIPPING) {
 | 
						|
    ED_view3d_clipping_set(rv3d);
 | 
						|
    ED_view3d_clipping_local(rv3d, object->obmat);
 | 
						|
    world_clip_planes = rv3d->clip_local;
 | 
						|
  }
 | 
						|
 | 
						|
  switch (object->type) {
 | 
						|
    case OB_MESH: {
 | 
						|
      GPUBatch *batch;
 | 
						|
 | 
						|
      Mesh *me = object->data;
 | 
						|
 | 
						|
      if (object->mode & OB_MODE_EDIT) {
 | 
						|
        batch = DRW_mesh_batch_cache_get_edit_triangles(me);
 | 
						|
      }
 | 
						|
      else {
 | 
						|
        batch = DRW_mesh_batch_cache_get_surface(me);
 | 
						|
      }
 | 
						|
 | 
						|
      DRW_mesh_batch_cache_create_requested(object, me, NULL, false, true);
 | 
						|
 | 
						|
      const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED :
 | 
						|
                                                          GPU_SHADER_CFG_DEFAULT;
 | 
						|
      GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
 | 
						|
      if (world_clip_planes != NULL) {
 | 
						|
        GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes[0]);
 | 
						|
      }
 | 
						|
 | 
						|
      GPU_batch_draw(batch);
 | 
						|
    } break;
 | 
						|
    case OB_CURVE:
 | 
						|
    case OB_SURF:
 | 
						|
      break;
 | 
						|
  }
 | 
						|
 | 
						|
  if (rv3d->rflag & RV3D_CLIPPING) {
 | 
						|
    ED_view3d_clipping_disable();
 | 
						|
  }
 | 
						|
 | 
						|
  GPU_matrix_set(rv3d->viewmat);
 | 
						|
  GPU_depth_test(false);
 | 
						|
  GPU_framebuffer_restore();
 | 
						|
  DRW_opengl_context_disable();
 | 
						|
}
 | 
						|
 | 
						|
/* Set an opengl context to be used with shaders that draw on U32 colors. */
 | 
						|
void DRW_framebuffer_select_id_setup(ARegion *ar, const bool clear)
 | 
						|
{
 | 
						|
  RegionView3D *rv3d = ar->regiondata;
 | 
						|
 | 
						|
  DRW_opengl_context_enable();
 | 
						|
 | 
						|
  /* Setup framebuffer */
 | 
						|
  int viewport_size[2] = {ar->winx, ar->winy};
 | 
						|
  draw_select_framebuffer_select_id_setup(viewport_size);
 | 
						|
  GPU_framebuffer_bind(g_select_buffer.framebuffer_select_id);
 | 
						|
 | 
						|
  /* dithering and AA break color coding, so disable */
 | 
						|
  glDisable(GL_DITHER);
 | 
						|
 | 
						|
  GPU_depth_test(true);
 | 
						|
  glDisable(GL_SCISSOR_TEST);
 | 
						|
 | 
						|
  if (clear) {
 | 
						|
    GPU_framebuffer_clear_color_depth(
 | 
						|
        g_select_buffer.framebuffer_select_id, (const float[4]){0.0f}, 1.0f);
 | 
						|
  }
 | 
						|
 | 
						|
  if (rv3d->rflag & RV3D_CLIPPING) {
 | 
						|
    ED_view3d_clipping_set(rv3d);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/* Ends the context for selection and restoring the previous one. */
 | 
						|
void DRW_framebuffer_select_id_release(ARegion *ar)
 | 
						|
{
 | 
						|
  RegionView3D *rv3d = ar->regiondata;
 | 
						|
 | 
						|
  if (rv3d->rflag & RV3D_CLIPPING) {
 | 
						|
    ED_view3d_clipping_disable();
 | 
						|
  }
 | 
						|
 | 
						|
  GPU_depth_test(false);
 | 
						|
 | 
						|
  GPU_framebuffer_restore();
 | 
						|
 | 
						|
  DRW_opengl_context_disable();
 | 
						|
}
 | 
						|
 | 
						|
/* Read a block of pixels from the select frame buffer. */
 | 
						|
void DRW_framebuffer_select_id_read(const rcti *rect, uint *r_buf)
 | 
						|
{
 | 
						|
  /* clamp rect by texture */
 | 
						|
  rcti r = {
 | 
						|
      .xmin = 0,
 | 
						|
      .xmax = GPU_texture_width(g_select_buffer.texture_u32),
 | 
						|
      .ymin = 0,
 | 
						|
      .ymax = GPU_texture_height(g_select_buffer.texture_u32),
 | 
						|
  };
 | 
						|
 | 
						|
  rcti rect_clamp = *rect;
 | 
						|
  if (BLI_rcti_isect(&r, &rect_clamp, &rect_clamp)) {
 | 
						|
    GPU_texture_read_rect(g_select_buffer.texture_u32, GPU_DATA_UNSIGNED_INT, &rect_clamp, r_buf);
 | 
						|
 | 
						|
    if (!BLI_rcti_compare(rect, &rect_clamp)) {
 | 
						|
      GPU_select_buffer_stride_realign(rect, &rect_clamp, r_buf);
 | 
						|
    }
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    size_t buf_size = BLI_rcti_size_x(rect) * BLI_rcti_size_y(rect) * sizeof(*r_buf);
 | 
						|
 | 
						|
    memset(r_buf, 0, buf_size);
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \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;
 | 
						|
}
 | 
						|
 | 
						|
bool DRW_state_is_playback(void)
 | 
						|
{
 | 
						|
  if (DST.draw_ctx.evil_C != NULL) {
 | 
						|
    struct wmWindowManager *wm = CTX_wm_manager(DST.draw_ctx.evil_C);
 | 
						|
    return ED_screen_animation_playing(wm) != NULL;
 | 
						|
  }
 | 
						|
  return false;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * 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_HIDE_OVERLAYS) == 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_workbench_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_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_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_batch_cache_dirty_tag_cb = DRW_mball_batch_cache_dirty_tag;
 | 
						|
    BKE_mball_batch_cache_free_cb = DRW_mball_batch_cache_free;
 | 
						|
 | 
						|
    BKE_curve_batch_cache_dirty_tag_cb = DRW_curve_batch_cache_dirty_tag;
 | 
						|
    BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free;
 | 
						|
 | 
						|
    BKE_mesh_batch_cache_dirty_tag_cb = DRW_mesh_batch_cache_dirty_tag;
 | 
						|
    BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free;
 | 
						|
 | 
						|
    BKE_lattice_batch_cache_dirty_tag_cb = DRW_lattice_batch_cache_dirty_tag;
 | 
						|
    BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free;
 | 
						|
 | 
						|
    BKE_particle_batch_cache_dirty_tag_cb = DRW_particle_batch_cache_dirty_tag;
 | 
						|
    BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free;
 | 
						|
 | 
						|
    BKE_gpencil_batch_cache_dirty_tag_cb = DRW_gpencil_batch_cache_dirty_tag;
 | 
						|
    BKE_gpencil_batch_cache_free_cb = DRW_gpencil_batch_cache_free;
 | 
						|
  }
 | 
						|
}
 | 
						|
 | 
						|
void DRW_engines_free(void)
 | 
						|
{
 | 
						|
  if (DST.gl_context == NULL) {
 | 
						|
    /* Nothing has been setup. Nothing to clear.
 | 
						|
     * Otherwise, DRW_opengl_context_enable can
 | 
						|
     * create a context in background mode. (see T62355) */
 | 
						|
    return;
 | 
						|
  }
 | 
						|
 | 
						|
  DRW_opengl_context_enable();
 | 
						|
 | 
						|
  DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_u32);
 | 
						|
  DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth);
 | 
						|
  GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer_select_id);
 | 
						|
  GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer_depth_only);
 | 
						|
 | 
						|
  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(G_draw.block_ubo);
 | 
						|
  DRW_UBO_FREE_SAFE(G_draw.view_ubo);
 | 
						|
  DRW_TEXTURE_FREE_SAFE(G_draw.ramp);
 | 
						|
  DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
 | 
						|
  MEM_SAFE_FREE(g_pos_format);
 | 
						|
 | 
						|
  MEM_SAFE_FREE(DST.uniform_names.buffer);
 | 
						|
 | 
						|
  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 */
 | 
						|
    GPU_flush();
 | 
						|
#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)
 | 
						|
{
 | 
						|
  if (G.background && DST.gl_context == NULL) {
 | 
						|
    WM_init_opengl(G_MAIN);
 | 
						|
  }
 | 
						|
  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)
 | 
						|
{
 | 
						|
  GPU_flush();
 | 
						|
  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);
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 |