For Blender 2.8 we had to be compatible with very old OpenGL versions, and triple buffer was designed to work without offscreen rendering, by copying the the backbuffer to a texture right before swapping. This way we could avoid redrawing unchanged regions by copying them from this texture on the next redraws. Triple buffer used to suffer from poor performance and driver bugs on specific cards, so alternative draw methods remained available. Now that we require newer OpenGL, we can have just a single draw method that draw each region into an offscreen buffer, and then draws those to the screen. This has some advantages: * Poor 3D view performance when using Region Overlap should be solved now, since we can also cache overlapping regions in offscreen buffers. * Page flip, anaglyph and interlace stereo drawing can be a little faster by avoiding a copy to an intermediate texture. * The new 3D view drawing already writes to an offscreen buffer, which we can draw from directly instead of duplicating it to another buffer. * Eventually we will be able to remove depth and stencil buffers from the window and save memory, though at the moment there are still some tools using it so it's not possible yet. * This also fixes a bug with Eevee sampling not progressing with stereo drawing in the 3D viewport. Differential Revision: https://developer.blender.org/D3061
103 lines
3.3 KiB
C++
103 lines
3.3 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2007 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/windowmanager/wm.h
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* \ingroup wm
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*/
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#ifndef __WM_H__
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#define __WM_H__
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struct ARegion;
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struct wmWindow;
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struct ReportList;
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#include "manipulators/wm_manipulator_wmapi.h"
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typedef struct wmPaintCursor {
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struct wmPaintCursor *next, *prev;
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void *customdata;
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int (*poll)(struct bContext *C);
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void (*draw)(bContext *C, int, int, void *customdata);
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} wmPaintCursor;
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void wm_exit_schedule_delayed(const bContext *C);
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extern void wm_close_and_free(bContext *C, wmWindowManager *);
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extern void wm_close_and_free_all(bContext *C, ListBase *);
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extern void wm_add_default(struct Main *bmain, bContext *C);
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extern void wm_clear_default_size(bContext *C);
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/* register to windowmanager for redo or macro */
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void wm_operator_register(bContext *C, wmOperator *op);
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/* wm_operator.c, for init/exit */
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void wm_operatortype_free(void);
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void wm_operatortype_init(void);
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void wm_window_keymap(wmKeyConfig *keyconf);
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/* wm_gesture.c */
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void wm_gesture_draw(struct wmWindow *win);
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int wm_gesture_evaluate(wmGesture *gesture);
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void wm_gesture_tag_redraw(bContext *C);
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/* wm_gesture_ops.c */
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void wm_tweakevent_test(bContext *C, const wmEvent *event, int action);
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/* wm_jobs.c */
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void wm_jobs_timer(const bContext *C, wmWindowManager *wm, wmTimer *wt);
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void wm_jobs_timer_ended(wmWindowManager *wm, wmTimer *wt);
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/* wm_files.c */
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void wm_autosave_timer(const bContext *C, wmWindowManager *wm, wmTimer *wt);
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void wm_autosave_timer_ended(wmWindowManager *wm);
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void wm_autosave_delete(void);
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void wm_autosave_read(bContext *C, struct ReportList *reports);
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void wm_autosave_location(char *filepath);
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/* wm_stereo.c */
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void wm_stereo3d_draw_interlace(wmWindow *win, struct ARegion *ar);
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void wm_stereo3d_draw_anaglyph(wmWindow *win, struct ARegion *ar);
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void wm_stereo3d_draw_sidebyside(wmWindow *win, int view);
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void wm_stereo3d_draw_topbottom(wmWindow *win, int view);
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void wm_stereo3d_mouse_offset_apply(wmWindow *win, int *r_mouse_xy);
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int wm_stereo3d_set_exec(bContext *C, wmOperator *op);
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int wm_stereo3d_set_invoke(bContext *C, wmOperator *op, const wmEvent *event);
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void wm_stereo3d_set_draw(bContext *C, wmOperator *op);
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bool wm_stereo3d_set_check(bContext *C, wmOperator *op);
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void wm_stereo3d_set_cancel(bContext *C, wmOperator *op);
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/* init operator properties */
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void wm_open_init_load_ui(wmOperator *op, bool use_prefs);
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void wm_open_init_use_scripts(wmOperator *op, bool use_prefs);
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#endif /* __WM_H__ */
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