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blender-archive/source/blender/draw/engines/select/select_debug_engine.c
Jeroen Bakker b069218a55 DrawManager: Engine Instance Data.
In the original design draw engines had to copy with a limitation that
they were not allowed to reuse complex data structures between drawing
calls. Data that could be reused were limited to:
- GPUFramebuffers
- GPUTextures
- Memory that could be removed calling MEM_freeN (storage list)
- DRWPass

This is fine when the storage list contains arrays or structs but when
more complex data types (vectors, maps) etc wasn't possible.

This patch adds instance_data that can be reused between drawing calls.
The instance_data is controlled by the draw engine and doesn't need to
be limited as described above.

When an engines stores instance_data it must implement the
`DrawEngineType.instance_free` callback to free the data.

The patch originates from eevee rewrite. But was added to master as the
image engine rewrite also has a need for it.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13425
2021-12-07 10:34:38 +01:00

137 lines
3.6 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.
*
* Copyright 2019, Blender Foundation.
*/
/** \file
* \ingroup draw_engine
*
* Engine for debugging the selection map drawing.
*/
#include "DNA_ID.h"
#include "DNA_vec_types.h"
#include "DRW_engine.h"
#include "DRW_select_buffer.h"
#include "draw_cache.h"
#include "draw_manager.h"
#include "select_engine.h"
#define SELECT_DEBUG_ENGINE "SELECT_DEBUG_ENGINE"
/* -------------------------------------------------------------------- */
/** \name Structs and static variables
* \{ */
typedef struct SELECTIDDEBUG_PassList {
struct DRWPass *debug_pass;
} SELECTIDDEBUG_PassList;
typedef struct SELECTIDDEBUG_Data {
void *engine_type;
DRWViewportEmptyList *fbl;
DRWViewportEmptyList *txl;
SELECTIDDEBUG_PassList *psl;
DRWViewportEmptyList *stl;
} SELECTIDDEBUG_Data;
static struct {
struct GPUShader *select_debug_sh;
} e_data = {{NULL}}; /* Engine data */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Engine Functions
* \{ */
static void select_debug_engine_init(void *vedata)
{
SELECTIDDEBUG_PassList *psl = ((SELECTIDDEBUG_Data *)vedata)->psl;
if (!e_data.select_debug_sh) {
e_data.select_debug_sh = DRW_shader_create_fullscreen(
"uniform usampler2D image;"
"in vec4 uvcoordsvar;"
"out vec4 fragColor;"
"void main() {"
" uint px = texture(image, uvcoordsvar.xy).r;"
" fragColor = vec4(1.0, 1.0, 1.0, 0.0);"
" if (px != 0u) {"
" fragColor.a = 1.0;"
" px &= 0x3Fu;"
" fragColor.r = ((px >> 0) & 0x3u) / float(0x3u);"
" fragColor.g = ((px >> 2) & 0x3u) / float(0x3u);"
" fragColor.b = ((px >> 4) & 0x3u) / float(0x3u);"
" }"
"}\n",
NULL);
}
psl->debug_pass = DRW_pass_create("Debug Pass", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA);
GPUTexture *texture_u32 = DRW_engine_select_texture_get();
if (texture_u32) {
DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.select_debug_sh, psl->debug_pass);
DRW_shgroup_uniform_texture(shgrp, "image", texture_u32);
DRW_shgroup_call_procedural_triangles(shgrp, NULL, 1);
}
}
static void select_debug_draw_scene(void *vedata)
{
SELECTIDDEBUG_PassList *psl = ((SELECTIDDEBUG_Data *)vedata)->psl;
DRW_draw_pass(psl->debug_pass);
}
static void select_debug_engine_free(void)
{
DRW_SHADER_FREE_SAFE(e_data.select_debug_sh);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Engine Type
* \{ */
static const DrawEngineDataSize select_debug_data_size = DRW_VIEWPORT_DATA_SIZE(
SELECTIDDEBUG_Data);
DrawEngineType draw_engine_debug_select_type = {
NULL,
NULL,
N_("Select ID Debug"),
&select_debug_data_size,
&select_debug_engine_init,
&select_debug_engine_free,
NULL, /* instance_free */
NULL,
NULL,
NULL,
&select_debug_draw_scene,
NULL,
NULL,
NULL,
NULL,
};
/** \} */
#undef SELECT_DEBUG_ENGINE