This can be used by any engine actually. For example to give feedback regarding probe caching in Eevee, .... Unline master, we try to conciliate both the original viewport info (FPS, view name) and the render info. Note: I had to split the function in two because the camera alpha passepartout is handled inside the view3d_draw_region_info function. Review: Campbell Barton and Clement Foucault. Thanks to Sergey Sharybin and Pablo Vazquez for some of the design discussions.
116 lines
3.5 KiB
C++
116 lines
3.5 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s):
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file GPU_viewport.h
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* \ingroup gpu
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*/
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#ifndef __GPU_VIEWPORT_H__
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#define __GPU_VIEWPORT_H__
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#include <stdbool.h>
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#include "DNA_vec_types.h"
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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#define GPU_INFO_SIZE 512 /* IMA_MAX_RENDER_TEXT */
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typedef struct GPUViewport GPUViewport;
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/* All FramebufferLists are just the same pointers with different names */
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typedef struct FramebufferList {
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struct GPUFrameBuffer *framebuffers[0];
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} FramebufferList;
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typedef struct TextureList {
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struct GPUTexture *textures[0];
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} TextureList;
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typedef struct PassList {
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struct DRWPass *passes[0];
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} PassList;
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typedef struct StorageList {
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void *storage[0]; /* custom structs from the engine */
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} StorageList;
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typedef struct ViewportEngineData {
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void *engine_type;
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FramebufferList *fbl;
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TextureList *txl;
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PassList *psl;
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StorageList *stl;
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char info[GPU_INFO_SIZE];
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/* we may want to put this elsewhere */
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struct DRWTextStore *text_draw_cache;
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/* Profiling data */
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double init_time;
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double cache_time;
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double render_time;
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double background_time;
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} ViewportEngineData;
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typedef struct ViewportEngineData_Info {
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int fbl_len;
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int txl_len;
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int psl_len;
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int stl_len;
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} ViewportEngineData_Info;
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GPUViewport *GPU_viewport_create(void);
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void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect);
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void GPU_viewport_unbind(GPUViewport *viewport);
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void GPU_viewport_free(GPUViewport *viewport);
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GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs);
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void GPU_viewport_clear_from_offscreen(GPUViewport *viewport);
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void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type);
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void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_type);
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void *GPU_viewport_framebuffer_list_get(GPUViewport *viewport);
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void *GPU_viewport_texture_list_get(GPUViewport *viewport);
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void GPU_viewport_size_get(const GPUViewport *viewport, int size[2]);
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void GPU_viewport_size_set(GPUViewport *viewport, const int size[2]);
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bool GPU_viewport_cache_validate(GPUViewport *viewport, unsigned int hash);
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/* debug */
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bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256]);
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void GPU_viewport_debug_depth_free(GPUViewport *viewport);
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void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y);
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void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar);
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bool GPU_viewport_debug_depth_is_valid(GPUViewport *viewport);
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int GPU_viewport_debug_depth_width(const GPUViewport *viewport);
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int GPU_viewport_debug_depth_height(const GPUViewport *viewport);
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#endif // __GPU_VIEWPORT_H__
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