Stereoscopic viewport didn't support Color Manangement due recent changes in the color management pipeline. In order to solve the issue we will migrate the strereo rendering into the GPUViewport. This will share some textures and reduce required GPU memory. Reviewed By: fclem, dfelinto Differential Revision: https://developer.blender.org/D6922
54 lines
1.5 KiB
C++
54 lines
1.5 KiB
C++
/*
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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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/** \file
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* \ingroup wm
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*/
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#ifndef __WM_DRAW_H__
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#define __WM_DRAW_H__
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#include "GPU_glew.h"
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struct GPUOffScreen;
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struct GPUTexture;
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struct GPUViewport;
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typedef struct wmDrawBuffer {
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struct GPUOffScreen *offscreen;
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struct GPUViewport *viewport;
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bool stereo;
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int bound_view;
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} wmDrawBuffer;
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struct ARegion;
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struct ScrArea;
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struct bContext;
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struct wmWindow;
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/* wm_draw.c */
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void wm_draw_update(struct bContext *C);
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void wm_draw_region_clear(struct wmWindow *win, struct ARegion *region);
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void wm_draw_region_blend(struct ARegion *region, int view, bool blend);
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void wm_draw_region_test(struct bContext *C, struct ScrArea *sa, struct ARegion *region);
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struct GPUTexture *wm_draw_region_texture(struct ARegion *region, int view);
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#endif /* __WM_DRAW_H__ */
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