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blender-archive/source/blender/gpu/intern/gpu_viewport.c

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2006 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*
* System that manages viewport drawing.
*/
#include <string.h>
#include "BLI_math_vector.h"
#include "BLI_rect.h"
#include "BKE_colortools.h"
#include "IMB_colormanagement.h"
#include "DNA_vec_types.h"
#include "GPU_capabilities.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"
#include "GPU_viewport.h"
#include "DRW_engine.h"
#include "MEM_guardedalloc.h"
/* Struct storing a viewport specific GPUBatch.
* The end-goal is to have a single batch shared across viewport and use a model matrix to place
* the batch. Due to OCIO and Image/UV editor we are not able to use an model matrix yet. */
struct GPUViewportBatch {
GPUBatch *batch;
struct {
rctf rect_pos;
rctf rect_uv;
} last_used_parameters;
};
static struct {
GPUVertFormat format;
struct {
uint pos, tex_coord;
} attr_id;
} g_viewport = {{0}};
struct GPUViewport {
int size[2];
int flag;
/* Set the active view (for stereoscopic viewport rendering). */
int active_view;
/* Viewport Resources. */
struct DRWData *draw_data;
/** Color buffers, one for each stereo view. Only one if not stereo viewport. */
GPUTexture *color_render_tx[2];
GPUTexture *color_overlay_tx[2];
/** Depth buffer. Can be shared with GPUOffscreen. */
GPUTexture *depth_tx;
/** Compositing framebuffer for stereo viewport. */
GPUFrameBuffer *stereo_comp_fb;
/** Overlay framebuffer for drawing outside of DRW module. */
GPUFrameBuffer *overlay_fb;
/* Color management. */
ColorManagedViewSettings view_settings;
ColorManagedDisplaySettings display_settings;
CurveMapping *orig_curve_mapping;
float dither;
/* TODO(fclem): the uvimage display use the viewport but do not set any view transform for the
* moment. The end goal would be to let the GPUViewport do the color management. */
bool do_color_management;
struct GPUViewportBatch batch;
};
enum {
DO_UPDATE = (1 << 0),
GPU_VIEWPORT_STEREO = (1 << 1),
};
void GPU_viewport_tag_update(GPUViewport *viewport)
{
viewport->flag |= DO_UPDATE;
}
bool GPU_viewport_do_update(GPUViewport *viewport)
{
bool ret = (viewport->flag & DO_UPDATE);
viewport->flag &= ~DO_UPDATE;
return ret;
}
GPUViewport *GPU_viewport_create(void)
{
GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport");
viewport->do_color_management = false;
viewport->size[0] = viewport->size[1] = -1;
viewport->active_view = 0;
return viewport;
}
GPUViewport *GPU_viewport_stereo_create(void)
{
GPUViewport *viewport = GPU_viewport_create();
viewport->flag = GPU_VIEWPORT_STEREO;
return viewport;
}
struct DRWData **GPU_viewport_data_get(GPUViewport *viewport)
{
return &viewport->draw_data;
}
static void gpu_viewport_textures_create(GPUViewport *viewport)
{
int *size = viewport->size;
float empty_pixel[4] = {0.0f, 0.0f, 0.0f, 0.0f};
if (viewport->color_render_tx[0] == NULL) {
viewport->color_render_tx[0] = GPU_texture_create_2d(
"dtxl_color", UNPACK2(size), 1, GPU_RGBA16F, NULL);
viewport->color_overlay_tx[0] = GPU_texture_create_2d(
"dtxl_color_overlay", UNPACK2(size), 1, GPU_SRGB8_A8, NULL);
if (GPU_clear_viewport_workaround()) {
GPU_texture_clear(viewport->color_render_tx[0], GPU_DATA_FLOAT, empty_pixel);
GPU_texture_clear(viewport->color_overlay_tx[0], GPU_DATA_FLOAT, empty_pixel);
}
}
if ((viewport->flag & GPU_VIEWPORT_STEREO) != 0 && viewport->color_render_tx[1] == NULL) {
viewport->color_render_tx[1] = GPU_texture_create_2d(
"dtxl_color_stereo", UNPACK2(size), 1, GPU_RGBA16F, NULL);
viewport->color_overlay_tx[1] = GPU_texture_create_2d(
"dtxl_color_overlay_stereo", UNPACK2(size), 1, GPU_SRGB8_A8, NULL);
if (GPU_clear_viewport_workaround()) {
GPU_texture_clear(viewport->color_render_tx[1], GPU_DATA_FLOAT, empty_pixel);
GPU_texture_clear(viewport->color_overlay_tx[1], GPU_DATA_FLOAT, empty_pixel);
}
}
/* Can be shared with GPUOffscreen. */
if (viewport->depth_tx == NULL) {
viewport->depth_tx = GPU_texture_create_2d(
"dtxl_depth", UNPACK2(size), 1, GPU_DEPTH24_STENCIL8, NULL);
}
if (!viewport->depth_tx || !viewport->color_render_tx[0] || !viewport->color_overlay_tx[0]) {
GPU_viewport_free(viewport);
}
}
static void gpu_viewport_textures_free(GPUViewport *viewport)
{
GPU_FRAMEBUFFER_FREE_SAFE(viewport->stereo_comp_fb);
GPU_FRAMEBUFFER_FREE_SAFE(viewport->overlay_fb);
for (int i = 0; i < 2; i++) {
GPU_TEXTURE_FREE_SAFE(viewport->color_render_tx[i]);
GPU_TEXTURE_FREE_SAFE(viewport->color_overlay_tx[i]);
}
GPU_TEXTURE_FREE_SAFE(viewport->depth_tx);
}
void GPU_viewport_bind(GPUViewport *viewport, int view, const rcti *rect)
{
int rect_size[2];
/* add one pixel because of scissor test */
rect_size[0] = BLI_rcti_size_x(rect) + 1;
rect_size[1] = BLI_rcti_size_y(rect) + 1;
DRW_opengl_context_enable();
if (!equals_v2v2_int(viewport->size, rect_size)) {
copy_v2_v2_int(viewport->size, rect_size);
gpu_viewport_textures_free(viewport);
gpu_viewport_textures_create(viewport);
}
viewport->active_view = view;
}
void GPU_viewport_bind_from_offscreen(GPUViewport *viewport,
struct GPUOffScreen *ofs,
bool is_xr_surface)
{
GPUTexture *color, *depth;
GPUFrameBuffer *fb;
viewport->size[0] = GPU_offscreen_width(ofs);
viewport->size[1] = GPU_offscreen_height(ofs);
GPU_offscreen_viewport_data_get(ofs, &fb, &color, &depth);
/* XR surfaces will already check for texture size changes and free if necessary (see
* #wm_xr_session_surface_offscreen_ensure()), so don't free here as it has a significant
* performance impact (leads to texture re-creation in #gpu_viewport_textures_create() every VR
* drawing iteration). */
if (!is_xr_surface) {
gpu_viewport_textures_free(viewport);
}
/* This is the only texture we can share. */
viewport->depth_tx = depth;
gpu_viewport_textures_create(viewport);
}
void GPU_viewport_colorspace_set(GPUViewport *viewport,
ColorManagedViewSettings *view_settings,
const ColorManagedDisplaySettings *display_settings,
float dither)
{
/**
* HACK(fclem): We copy the settings here to avoid use after free if an update frees the scene
* and the viewport stays cached (see T75443). But this means the OCIO curve-mapping caching
* (which is based on #CurveMap pointer address) cannot operate correctly and it will create
* a different OCIO processor for each viewport. We try to only reallocate the curve-map copy
* if needed to avoid unneeded cache invalidation.
*/
if (view_settings->curve_mapping) {
if (viewport->view_settings.curve_mapping) {
if (view_settings->curve_mapping->changed_timestamp !=
viewport->view_settings.curve_mapping->changed_timestamp) {
BKE_color_managed_view_settings_free(&viewport->view_settings);
}
}
}
if (viewport->orig_curve_mapping != view_settings->curve_mapping) {
viewport->orig_curve_mapping = view_settings->curve_mapping;
BKE_color_managed_view_settings_free(&viewport->view_settings);
}
/* Don't copy the curve mapping already. */
CurveMapping *tmp_curve_mapping = view_settings->curve_mapping;
CurveMapping *tmp_curve_mapping_vp = viewport->view_settings.curve_mapping;
view_settings->curve_mapping = NULL;
viewport->view_settings.curve_mapping = NULL;
BKE_color_managed_view_settings_copy(&viewport->view_settings, view_settings);
/* Restore. */
view_settings->curve_mapping = tmp_curve_mapping;
viewport->view_settings.curve_mapping = tmp_curve_mapping_vp;
/* Only copy curve-mapping if needed. Avoid unneeded OCIO cache miss. */
if (tmp_curve_mapping && viewport->view_settings.curve_mapping == NULL) {
BKE_color_managed_view_settings_free(&viewport->view_settings);
viewport->view_settings.curve_mapping = BKE_curvemapping_copy(tmp_curve_mapping);
}
BKE_color_managed_display_settings_copy(&viewport->display_settings, display_settings);
viewport->dither = dither;
viewport->do_color_management = true;
}
void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo_format)
{
if (!ELEM(stereo_format->display_mode, S3D_DISPLAY_ANAGLYPH, S3D_DISPLAY_INTERLACE)) {
/* Early Exit: the other display modes need access to the full screen and cannot be
* done from a single viewport. See `wm_stereo.c` */
return;
}
/* The composite framebuffer object needs to be created in the window context. */
GPU_framebuffer_ensure_config(
&viewport->stereo_comp_fb,
{
GPU_ATTACHMENT_NONE,
/* We need the sRGB attachment to be first for GL_FRAMEBUFFER_SRGB to be turned on.
* Note that this is the opposite of what the texture binding is. */
GPU_ATTACHMENT_TEXTURE(viewport->color_overlay_tx[0]),
GPU_ATTACHMENT_TEXTURE(viewport->color_render_tx[0]),
});
GPUVertFormat *vert_format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
GPU_framebuffer_bind(viewport->stereo_comp_fb);
GPU_matrix_push();
GPU_matrix_push_projection();
GPU_matrix_identity_set();
GPU_matrix_identity_projection_set();
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE);
int settings = stereo_format->display_mode;
if (settings == S3D_DISPLAY_ANAGLYPH) {
switch (stereo_format->anaglyph_type) {
case S3D_ANAGLYPH_REDCYAN:
GPU_color_mask(false, true, true, true);
break;
case S3D_ANAGLYPH_GREENMAGENTA:
GPU_color_mask(true, false, true, true);
break;
case S3D_ANAGLYPH_YELLOWBLUE:
GPU_color_mask(false, false, true, true);
break;
}
}
else if (settings == S3D_DISPLAY_INTERLACE) {
settings |= stereo_format->interlace_type << 3;
SET_FLAG_FROM_TEST(settings, stereo_format->flag & S3D_INTERLACE_SWAP, 1 << 6);
}
immUniform1i("stereoDisplaySettings", settings);
GPU_texture_bind(viewport->color_render_tx[1], 0);
GPU_texture_bind(viewport->color_overlay_tx[1], 1);
immBegin(GPU_PRIM_TRI_STRIP, 4);
immVertex2f(pos, -1.0f, -1.0f);
immVertex2f(pos, 1.0f, -1.0f);
immVertex2f(pos, -1.0f, 1.0f);
immVertex2f(pos, 1.0f, 1.0f);
immEnd();
GPU_texture_unbind(viewport->color_render_tx[1]);
GPU_texture_unbind(viewport->color_overlay_tx[1]);
immUnbindProgram();
GPU_matrix_pop_projection();
GPU_matrix_pop();
if (settings == S3D_DISPLAY_ANAGLYPH) {
GPU_color_mask(true, true, true, true);
}
GPU_framebuffer_restore();
}
/* -------------------------------------------------------------------- */
/** \name Viewport Batches
* \{ */
static GPUVertFormat *gpu_viewport_batch_format(void)
{
if (g_viewport.format.attr_len == 0) {
GPUVertFormat *format = &g_viewport.format;
g_viewport.attr_id.pos = GPU_vertformat_attr_add(
format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
g_viewport.attr_id.tex_coord = GPU_vertformat_attr_add(
format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
}
return &g_viewport.format;
}
static GPUBatch *gpu_viewport_batch_create(const rctf *rect_pos, const rctf *rect_uv)
{
GPUVertBuf *vbo = GPU_vertbuf_create_with_format(gpu_viewport_batch_format());
const uint vbo_len = 4;
GPU_vertbuf_data_alloc(vbo, vbo_len);
GPUVertBufRaw pos_step, tex_coord_step;
GPU_vertbuf_attr_get_raw_data(vbo, g_viewport.attr_id.pos, &pos_step);
GPU_vertbuf_attr_get_raw_data(vbo, g_viewport.attr_id.tex_coord, &tex_coord_step);
copy_v2_fl2(GPU_vertbuf_raw_step(&pos_step), rect_pos->xmin, rect_pos->ymin);
copy_v2_fl2(GPU_vertbuf_raw_step(&tex_coord_step), rect_uv->xmin, rect_uv->ymin);
copy_v2_fl2(GPU_vertbuf_raw_step(&pos_step), rect_pos->xmax, rect_pos->ymin);
copy_v2_fl2(GPU_vertbuf_raw_step(&tex_coord_step), rect_uv->xmax, rect_uv->ymin);
copy_v2_fl2(GPU_vertbuf_raw_step(&pos_step), rect_pos->xmin, rect_pos->ymax);
copy_v2_fl2(GPU_vertbuf_raw_step(&tex_coord_step), rect_uv->xmin, rect_uv->ymax);
copy_v2_fl2(GPU_vertbuf_raw_step(&pos_step), rect_pos->xmax, rect_pos->ymax);
copy_v2_fl2(GPU_vertbuf_raw_step(&tex_coord_step), rect_uv->xmax, rect_uv->ymax);
return GPU_batch_create_ex(GPU_PRIM_TRI_STRIP, vbo, NULL, GPU_BATCH_OWNS_VBO);
}
static GPUBatch *gpu_viewport_batch_get(GPUViewport *viewport,
const rctf *rect_pos,
const rctf *rect_uv)
{
const float compare_limit = 0.0001f;
const bool parameters_changed =
(!BLI_rctf_compare(
&viewport->batch.last_used_parameters.rect_pos, rect_pos, compare_limit) ||
!BLI_rctf_compare(&viewport->batch.last_used_parameters.rect_uv, rect_uv, compare_limit));
if (viewport->batch.batch && parameters_changed) {
GPU_batch_discard(viewport->batch.batch);
viewport->batch.batch = NULL;
}
if (!viewport->batch.batch) {
viewport->batch.batch = gpu_viewport_batch_create(rect_pos, rect_uv);
viewport->batch.last_used_parameters.rect_pos = *rect_pos;
viewport->batch.last_used_parameters.rect_uv = *rect_uv;
}
return viewport->batch.batch;
}
static void gpu_viewport_batch_free(GPUViewport *viewport)
{
if (viewport->batch.batch) {
GPU_batch_discard(viewport->batch.batch);
viewport->batch.batch = NULL;
}
}
/** \} */
static void gpu_viewport_draw_colormanaged(GPUViewport *viewport,
int view,
const rctf *rect_pos,
const rctf *rect_uv,
bool display_colorspace,
bool do_overlay_merge)
{
GPUTexture *color = viewport->color_render_tx[view];
GPUTexture *color_overlay = viewport->color_overlay_tx[view];
bool use_ocio = false;
if (viewport->do_color_management && display_colorspace) {
/* During the binding process the last used VertexFormat is tested and can assert as it is not
* valid. By calling the `immVertexFormat` the last used VertexFormat is reset and the assert
* does not happen. This solves a chicken and egg problem when using GPUBatches. GPUBatches
* contain the correct vertex format, but can only bind after the shader is bound.
*
* Image/UV editor still uses imm, after that has been changed we could move this fix to the
* OCIO. */
immVertexFormat();
use_ocio = IMB_colormanagement_setup_glsl_draw_from_space(&viewport->view_settings,
&viewport->display_settings,
NULL,
viewport->dither,
false,
do_overlay_merge);
}
GPUBatch *batch = gpu_viewport_batch_get(viewport, rect_pos, rect_uv);
if (use_ocio) {
GPU_batch_program_set_imm_shader(batch);
}
else {
GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE);
GPU_batch_uniform_1i(batch, "overlay", do_overlay_merge);
GPU_batch_uniform_1i(batch, "display_transform", display_colorspace);
}
GPU_texture_bind(color, 0);
GPU_texture_bind(color_overlay, 1);
GPU_batch_draw(batch);
GPU_texture_unbind(color);
GPU_texture_unbind(color_overlay);
if (use_ocio) {
IMB_colormanagement_finish_glsl_draw();
}
}
void GPU_viewport_draw_to_screen_ex(GPUViewport *viewport,
int view,
const rcti *rect,
bool display_colorspace,
bool do_overlay_merge)
{
GPUTexture *color = viewport->color_render_tx[view];
if (color == NULL) {
return;
}
const float w = (float)GPU_texture_width(color);
const float h = (float)GPU_texture_height(color);
/* We allow rects with min/max swapped, but we also need correctly assigned coordinates. */
rcti sanitized_rect = *rect;
BLI_rcti_sanitize(&sanitized_rect);
BLI_assert(w == BLI_rcti_size_x(&sanitized_rect) + 1);
BLI_assert(h == BLI_rcti_size_y(&sanitized_rect) + 1);
/* wmOrtho for the screen has this same offset */
const float halfx = GLA_PIXEL_OFS / w;
const float halfy = GLA_PIXEL_OFS / h;
rctf pos_rect = {
.xmin = sanitized_rect.xmin,
.ymin = sanitized_rect.ymin,
.xmax = sanitized_rect.xmin + w,
.ymax = sanitized_rect.ymin + h,
};
rctf uv_rect = {
.xmin = halfx,
.ymin = halfy,
.xmax = halfx + 1.0f,
.ymax = halfy + 1.0f,
};
/* Mirror the UV rect in case axis-swapped drawing is requested (by passing a rect with min and
* max values swapped). */
if (BLI_rcti_size_x(rect) < 0) {
SWAP(float, uv_rect.xmin, uv_rect.xmax);
}
if (BLI_rcti_size_y(rect) < 0) {
SWAP(float, uv_rect.ymin, uv_rect.ymax);
}
gpu_viewport_draw_colormanaged(
viewport, view, &pos_rect, &uv_rect, display_colorspace, do_overlay_merge);
}
void GPU_viewport_draw_to_screen(GPUViewport *viewport, int view, const rcti *rect)
{
GPU_viewport_draw_to_screen_ex(viewport, view, rect, true, true);
}
void GPU_viewport_unbind_from_offscreen(GPUViewport *viewport,
struct GPUOffScreen *ofs,
bool display_colorspace,
bool do_overlay_merge)
{
const int view = 0;
if (viewport->color_render_tx[view] == NULL) {
return;
}
GPU_depth_test(GPU_DEPTH_NONE);
GPU_offscreen_bind(ofs, false);
rctf pos_rect = {
.xmin = -1.0f,
.ymin = -1.0f,
.xmax = 1.0f,
.ymax = 1.0f,
};
rctf uv_rect = {
.xmin = 0.0f,
.ymin = 0.0f,
.xmax = 1.0f,
.ymax = 1.0f,
};
gpu_viewport_draw_colormanaged(
viewport, view, &pos_rect, &uv_rect, display_colorspace, do_overlay_merge);
/* This one is from the offscreen. Don't free it with the viewport. */
viewport->depth_tx = NULL;
}
void GPU_viewport_unbind(GPUViewport *UNUSED(viewport))
{
GPU_framebuffer_restore();
DRW_opengl_context_disable();
}
int GPU_viewport_active_view_get(GPUViewport *viewport)
{
return viewport->active_view;
}
bool GPU_viewport_is_stereo_get(GPUViewport *viewport)
{
return (viewport->flag & GPU_VIEWPORT_STEREO) != 0;
}
GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport, int view)
{
return viewport->color_render_tx[view];
}
GPUTexture *GPU_viewport_overlay_texture(GPUViewport *viewport, int view)
{
return viewport->color_overlay_tx[view];
}
GPUTexture *GPU_viewport_depth_texture(GPUViewport *viewport)
{
return viewport->depth_tx;
}
GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport)
{
GPU_framebuffer_ensure_config(
&viewport->overlay_fb,
{
GPU_ATTACHMENT_TEXTURE(viewport->depth_tx),
GPU_ATTACHMENT_TEXTURE(viewport->color_overlay_tx[viewport->active_view]),
});
return viewport->overlay_fb;
}
void GPU_viewport_free(GPUViewport *viewport)
{
if (viewport->draw_data) {
DRW_viewport_data_free(viewport->draw_data);
}
gpu_viewport_textures_free(viewport);
BKE_color_managed_view_settings_free(&viewport->view_settings);
gpu_viewport_batch_free(viewport);
MEM_freeN(viewport);
}