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blender-archive/source/blender/editors/include/ED_keyframes_draw.h
Jeroen Bakker 5f6033e091 Keyframe: Reduce GPU context switches.
This change reduces the GPU context switches when drawing keyframes.
In the previous situation the keyframe blocks and keyframe keys were
drawn per channel. With this patch first all the keyframe blocks are
drawn for all channels and after that the keyframe keys are collected
for all channels and send to the GPU in a single draw call.
2021-08-13 09:37:38 +02:00

131 lines
4.5 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) (C) 2009 Blender Foundation, Joshua Leung
* All rights reserved.
*/
/** \file
* \ingroup editors
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
struct AnimData;
struct AnimKeylistDrawList;
struct FCurve;
struct MaskLayer;
struct Object;
struct Scene;
struct View2D;
struct bAction;
struct bActionGroup;
struct bAnimContext;
struct bDopeSheet;
struct bGPDlayer;
/* draw simple diamond-shape keyframe */
/* caller should set up vertex format, bind GPU_SHADER_KEYFRAME_DIAMOND,
* immBegin(GPU_PRIM_POINTS, n), then call this n times */
typedef struct KeyframeShaderBindings {
uint pos_id;
uint size_id;
uint color_id;
uint outline_color_id;
uint flags_id;
} KeyframeShaderBindings;
void draw_keyframe_shape(float x,
float y,
float size,
bool sel,
short key_type,
short mode,
float alpha,
const KeyframeShaderBindings *sh_bindings,
short handle_type,
short extreme_type);
/* ******************************* Methods ****************************** */
/* Channel Drawing ------------------ */
/* F-Curve */
void draw_fcurve_channel(struct AnimKeylistDrawList *draw_list,
struct AnimData *adt,
struct FCurve *fcu,
float ypos,
float yscale_fac,
int saction_flag);
/* Action Group Summary */
void draw_agroup_channel(struct AnimKeylistDrawList *draw_list,
struct AnimData *adt,
struct bActionGroup *agrp,
float ypos,
float yscale_fac,
int saction_flag);
/* Action Summary */
void draw_action_channel(struct AnimKeylistDrawList *draw_list,
struct AnimData *adt,
struct bAction *act,
float ypos,
float yscale_fac,
int saction_flag);
/* Object Summary */
void draw_object_channel(struct AnimKeylistDrawList *draw_list,
struct bDopeSheet *ads,
struct Object *ob,
float ypos,
float yscale_fac,
int saction_flag);
/* Scene Summary */
void draw_scene_channel(struct AnimKeylistDrawList *draw_list,
struct bDopeSheet *ads,
struct Scene *sce,
float ypos,
float yscale_fac,
int saction_flag);
/* DopeSheet Summary */
void draw_summary_channel(struct AnimKeylistDrawList *draw_list,
struct bAnimContext *ac,
float ypos,
float yscale_fac,
int saction_flag);
/* Grease Pencil Layer */
void draw_gpl_channel(struct AnimKeylistDrawList *draw_list,
struct bDopeSheet *ads,
struct bGPDlayer *gpl,
float ypos,
float yscale_fac,
int saction_flag);
/* Mask Layer */
void draw_masklay_channel(struct AnimKeylistDrawList *draw_list,
struct bDopeSheet *ads,
struct MaskLayer *masklay,
float ypos,
float yscale_fac,
int saction_flag);
struct AnimKeylistDrawList *ED_keylist_draw_list_create(void);
void ED_keylist_draw_list_flush(struct AnimKeylistDrawList *draw_list, struct View2D *v2d);
void ED_keylist_draw_list_free(struct AnimKeylistDrawList *draw_list);
#ifdef __cplusplus
}
#endif