
This is supposed to help catch bugs if referrencing stack data out of the draw loop context. No change is suppose to happen for users (specially because the changes here happens mostly on debug). It includes a change in the logic for render loop, to make sure DST is not accessed before we enter it - contribution by Campbell Barton.
98 lines
3.0 KiB
C++
98 lines
3.0 KiB
C++
/*
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* Copyright 2016, Blender Foundation.
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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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* Contributor(s): Blender Institute
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*
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*/
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/** \file DRW_engine.h
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* \ingroup draw
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*/
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#ifndef __DRW_ENGINE_H__
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#define __DRW_ENGINE_H__
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struct ARegion;
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struct CollectionEngineSettings;
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struct Depsgraph;
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struct DRWPass;
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struct Material;
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struct Scene;
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struct DrawEngineType;
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struct IDProperty;
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struct bContext;
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struct Object;
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struct SceneLayer;
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struct ViewContext;
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struct ViewportEngineData;
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struct View3D;
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struct rcti;
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struct GPUOffScreen;
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#include "BLI_sys_types.h" /* for bool */
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/* Buffer and textures used by the viewport by default */
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typedef struct DefaultFramebufferList {
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struct GPUFrameBuffer *default_fb;
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} DefaultFramebufferList;
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typedef struct DefaultTextureList {
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struct GPUTexture *color;
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struct GPUTexture *depth;
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} DefaultTextureList;
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void DRW_engines_register(void);
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void DRW_engines_free(void);
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void DRW_engine_register(struct DrawEngineType *draw_engine_type);
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void DRW_engine_viewport_data_size_get(
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const void *engine_type,
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int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
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void DRW_draw_view(const struct bContext *C);
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void DRW_draw_render_loop_ex(
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struct Depsgraph *graph,
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struct ARegion *ar, struct View3D *v3d,
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const struct bContext *evil_C);
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void DRW_draw_render_loop(
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struct Depsgraph *graph,
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struct ARegion *ar, struct View3D *v3d);
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void DRW_draw_render_loop_offscreen(
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struct Depsgraph *graph,
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struct ARegion *ar, struct View3D *v3d,
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struct GPUOffScreen *ofs);
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void DRW_draw_select_loop(
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struct Depsgraph *graph,
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struct ARegion *ar, struct View3D *v3d,
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bool use_obedit_skip, bool use_nearest, const struct rcti *rect);
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void DRW_draw_depth_loop(
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struct Depsgraph *graph,
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struct ARegion *ar, struct View3D *v3d);
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/* This is here because GPUViewport needs it */
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void DRW_pass_free(struct DRWPass *pass);
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/* Mode engines initialization */
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void OBJECT_collection_settings_create(struct IDProperty *properties);
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void EDIT_MESH_collection_settings_create(struct IDProperty *properties);
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void EDIT_ARMATURE_collection_settings_create(struct IDProperty *properties);
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void PAINT_WEIGHT_collection_settings_create(struct IDProperty *properties);
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void PAINT_VERTEX_collection_settings_create(struct IDProperty *properties);
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#endif /* __DRW_ENGINE_H__ */
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