This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/draw/intern/draw_manager.c
Antonio Vazquez ef04fd9571 GPencil: Fix missing annotations in VSE strip
Since version 2.80, the annotations of the Scene strip were not displayed in VSE. Also, the UI panel was`Grease Pencil` and must be `Annotation`

The problem was the offscreen render hasn't evil_CTX and the section of the annotation was never called.

Differential Revision: https://developer.blender.org/D11329
2021-05-20 20:16:59 +02:00

3228 lines
93 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 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#include <stdio.h>
#include "BLI_alloca.h"
#include "BLI_listbase.h"
#include "BLI_memblock.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_task.h"
#include "BLI_threads.h"
#include "BLF_api.h"
#include "BKE_colortools.h"
#include "BKE_context.h"
#include "BKE_curve.h"
#include "BKE_duplilist.h"
#include "BKE_editmesh.h"
#include "BKE_global.h"
#include "BKE_gpencil.h"
#include "BKE_hair.h"
#include "BKE_lattice.h"
#include "BKE_main.h"
#include "BKE_mball.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_pbvh.h"
#include "BKE_pointcache.h"
#include "BKE_pointcloud.h"
#include "BKE_volume.h"
#include "DNA_camera_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_world_types.h"
#include "draw_manager.h"
#include "ED_gpencil.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "ED_view3d.h"
#include "GPU_capabilities.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "GPU_uniform_buffer.h"
#include "GPU_viewport.h"
#include "IMB_colormanagement.h"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "WM_api.h"
#include "wm_window.h"
#include "draw_color_management.h"
#include "draw_manager_profiling.h"
#include "draw_manager_testing.h"
#include "draw_manager_text.h"
/* only for callbacks */
#include "draw_cache_impl.h"
#include "engines/basic/basic_engine.h"
#include "engines/eevee/eevee_engine.h"
#include "engines/external/external_engine.h"
#include "engines/gpencil/gpencil_engine.h"
#include "engines/image/image_engine.h"
#include "engines/overlay/overlay_engine.h"
#include "engines/select/select_engine.h"
#include "engines/workbench/workbench_engine.h"
#include "GPU_context.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "DRW_select_buffer.h"
/** Render State: No persistent data between draw calls. */
DRWManager DST = {NULL};
static ListBase DRW_engines = {NULL, NULL};
static void drw_state_prepare_clean_for_draw(DRWManager *dst)
{
memset(dst, 0x0, offsetof(DRWManager, gl_context));
}
/* This function is used to reset draw manager to a state
* where we don't re-use data by accident across different
* draw calls.
*/
#ifdef DEBUG
static void drw_state_ensure_not_reused(DRWManager *dst)
{
memset(dst, 0xff, offsetof(DRWManager, gl_context));
}
#endif
static bool drw_draw_show_annotation(void)
{
if (DST.draw_ctx.space_data == NULL) {
View3D *v3d = DST.draw_ctx.v3d;
return (v3d && ((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) &&
((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0));
}
switch (DST.draw_ctx.space_data->spacetype) {
case SPACE_IMAGE: {
SpaceImage *sima = (SpaceImage *)DST.draw_ctx.space_data;
return (sima->flag & SI_SHOW_GPENCIL) != 0;
}
case SPACE_NODE:
/* Don't draw the annotation for the node editor. Annotations are handled by space_image as
* the draw manager is only used to draw the background. */
return false;
default:
BLI_assert("");
return false;
}
}
/* -------------------------------------------------------------------- */
/** \name Threading
* \{ */
static void drw_task_graph_init(void)
{
BLI_assert(DST.task_graph == NULL);
DST.task_graph = BLI_task_graph_create();
DST.delayed_extraction = BLI_gset_ptr_new(__func__);
}
static void drw_task_graph_deinit(void)
{
BLI_task_graph_work_and_wait(DST.task_graph);
BLI_gset_free(DST.delayed_extraction, (void (*)(void *key))drw_batch_cache_generate_requested);
DST.delayed_extraction = NULL;
BLI_task_graph_work_and_wait(DST.task_graph);
BLI_task_graph_free(DST.task_graph);
DST.task_graph = NULL;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Settings
* \{ */
bool DRW_object_is_renderable(const Object *ob)
{
BLI_assert((ob->base_flag & BASE_VISIBLE_DEPSGRAPH) != 0);
if (ob->type == OB_MESH) {
if ((ob == DST.draw_ctx.object_edit) || DRW_object_is_in_edit_mode(ob)) {
View3D *v3d = DST.draw_ctx.v3d;
if (v3d && v3d->overlay.edit_flag & V3D_OVERLAY_EDIT_OCCLUDE_WIRE) {
return false;
}
}
}
return true;
}
/* Does `ob` needs to be rendered in edit mode.
*
* When using duplicate linked meshes, objects that are not in edit-mode will be drawn as
* it is in edit mode, when another object with the same mesh is in edit mode.
* This will not be the case when one of the objects are influenced by modifiers. */
bool DRW_object_is_in_edit_mode(const Object *ob)
{
if (BKE_object_is_in_editmode(ob)) {
if (ob->type == OB_MESH) {
if ((ob->mode & OB_MODE_EDIT) == 0) {
Mesh *me = (Mesh *)ob->data;
BMEditMesh *embm = me->edit_mesh;
/* Sanity check when rendering in multiple windows. */
if (embm && embm->mesh_eval_final == NULL) {
return false;
}
/* Do not draw ob with edit overlay when edit data is present and is modified. */
if (embm && embm->mesh_eval_cage && (embm->mesh_eval_cage != embm->mesh_eval_final)) {
return false;
}
/* Check if the object that we are drawing is modified. */
if (!DEG_is_original_id(&me->id)) {
return false;
}
return true;
}
}
return true;
}
return false;
}
/**
* Return whether this object is visible depending if
* we are rendering or drawing in the viewport.
*/
int DRW_object_visibility_in_active_context(const Object *ob)
{
const eEvaluationMode mode = DRW_state_is_scene_render() ? DAG_EVAL_RENDER : DAG_EVAL_VIEWPORT;
return BKE_object_visibility(ob, mode);
}
bool DRW_object_is_flat_normal(const Object *ob)
{
if (ob->type == OB_MESH) {
const Mesh *me = ob->data;
if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) {
return false;
}
}
return true;
}
bool DRW_object_use_hide_faces(const struct Object *ob)
{
if (ob->type == OB_MESH) {
const Mesh *me = ob->data;
switch (ob->mode) {
case OB_MODE_SCULPT:
return true;
case OB_MODE_TEXTURE_PAINT:
return (me->editflag & ME_EDIT_PAINT_FACE_SEL) != 0;
case OB_MODE_VERTEX_PAINT:
case OB_MODE_WEIGHT_PAINT:
return (me->editflag & (ME_EDIT_PAINT_FACE_SEL | ME_EDIT_PAINT_VERT_SEL)) != 0;
}
}
return false;
}
bool DRW_object_is_visible_psys_in_active_context(const Object *object, const ParticleSystem *psys)
{
const bool for_render = DRW_state_is_image_render();
/* NOTE: psys_check_enabled is using object and particle system for only
* reading, but is using some other functions which are more generic and
* which are hard to make const-pointer. */
if (!psys_check_enabled((Object *)object, (ParticleSystem *)psys, for_render)) {
return false;
}
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
if (object == draw_ctx->object_edit) {
return false;
}
const ParticleSettings *part = psys->part;
const ParticleEditSettings *pset = &scene->toolsettings->particle;
if (object->mode == OB_MODE_PARTICLE_EDIT) {
if (psys_in_edit_mode(draw_ctx->depsgraph, psys)) {
if ((pset->flag & PE_DRAW_PART) == 0) {
return false;
}
if ((part->childtype == 0) &&
(psys->flag & PSYS_HAIR_DYNAMICS && psys->pointcache->flag & PTCACHE_BAKED) == 0) {
return false;
}
}
}
return true;
}
struct Object *DRW_object_get_dupli_parent(const Object *UNUSED(ob))
{
return DST.dupli_parent;
}
struct DupliObject *DRW_object_get_dupli(const Object *UNUSED(ob))
{
return DST.dupli_source;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Color Management
* \{ */
/* TODO(fclem): This should be a render engine callback to determine if we need CM or not. */
static void drw_viewport_colormanagement_set(void)
{
Scene *scene = DST.draw_ctx.scene;
View3D *v3d = DST.draw_ctx.v3d;
ColorManagedDisplaySettings *display_settings = &scene->display_settings;
ColorManagedViewSettings view_settings;
float dither = 0.0f;
bool use_render_settings = false;
bool use_view_transform = false;
if (v3d) {
bool use_workbench = BKE_scene_uses_blender_workbench(scene);
bool use_scene_lights = (!v3d ||
((v3d->shading.type == OB_MATERIAL) &&
(v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) ||
((v3d->shading.type == OB_RENDER) &&
(v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)));
bool use_scene_world = (!v3d ||
((v3d->shading.type == OB_MATERIAL) &&
(v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
((v3d->shading.type == OB_RENDER) &&
(v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER)));
use_view_transform = v3d && (v3d->shading.type >= OB_MATERIAL);
use_render_settings = v3d && ((use_workbench && use_view_transform) || use_scene_lights ||
use_scene_world);
}
else if (DST.draw_ctx.space_data && DST.draw_ctx.space_data->spacetype == SPACE_IMAGE) {
SpaceImage *sima = (SpaceImage *)DST.draw_ctx.space_data;
Image *image = sima->image;
/* Use inverse logic as there isn't a setting for `Color And Alpha`. */
const eSpaceImage_Flag display_channels_mode = sima->flag;
const bool display_color_channel = (display_channels_mode & (SI_SHOW_ALPHA | SI_SHOW_ZBUF)) ==
0;
if (display_color_channel && image && (image->source != IMA_SRC_GENERATED) &&
((image->flag & IMA_VIEW_AS_RENDER) != 0)) {
use_render_settings = true;
}
}
else if (DST.draw_ctx.space_data && DST.draw_ctx.space_data->spacetype == SPACE_NODE) {
SpaceNode *snode = (SpaceNode *)DST.draw_ctx.space_data;
const eSpaceNode_Flag display_channels_mode = snode->flag;
const bool display_color_channel = (display_channels_mode & SNODE_SHOW_ALPHA) == 0;
if (display_color_channel) {
use_render_settings = true;
}
}
else {
use_render_settings = true;
use_view_transform = false;
}
if (use_render_settings) {
/* Use full render settings, for renders with scene lighting. */
view_settings = scene->view_settings;
dither = scene->r.dither_intensity;
}
else if (use_view_transform) {
/* Use only view transform + look and nothing else for lookdev without
* scene lighting, as exposure depends on scene light intensity. */
BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
STRNCPY(view_settings.view_transform, scene->view_settings.view_transform);
STRNCPY(view_settings.look, scene->view_settings.look);
dither = scene->r.dither_intensity;
}
else {
/* For workbench use only default view transform in configuration,
* using no scene settings. */
BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
}
GPU_viewport_colorspace_set(DST.viewport, &view_settings, display_settings, dither);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Viewport (DRW_viewport)
* \{ */
void *drw_viewport_engine_data_ensure(void *engine_type)
{
void *data = GPU_viewport_engine_data_get(DST.viewport, engine_type);
if (data == NULL) {
data = GPU_viewport_engine_data_create(DST.viewport, engine_type);
}
return data;
}
void DRW_engine_viewport_data_size_get(
const void *engine_type_v, int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len)
{
const DrawEngineType *engine_type = engine_type_v;
if (r_fbl_len) {
*r_fbl_len = engine_type->vedata_size->fbl_len;
}
if (r_txl_len) {
*r_txl_len = engine_type->vedata_size->txl_len;
}
if (r_psl_len) {
*r_psl_len = engine_type->vedata_size->psl_len;
}
if (r_stl_len) {
*r_stl_len = engine_type->vedata_size->stl_len;
}
}
/* WARNING: only use for custom pipeline. 99% of the time, you don't want to use this. */
void DRW_render_viewport_size_set(const int size[2])
{
DST.size[0] = size[0];
DST.size[1] = size[1];
DST.inv_size[0] = 1.0f / size[0];
DST.inv_size[1] = 1.0f / size[1];
}
const float *DRW_viewport_size_get(void)
{
return DST.size;
}
const float *DRW_viewport_invert_size_get(void)
{
return DST.inv_size;
}
const float *DRW_viewport_screenvecs_get(void)
{
return &DST.screenvecs[0][0];
}
const float *DRW_viewport_pixelsize_get(void)
{
return &DST.pixsize;
}
static void drw_viewport_cache_resize(void)
{
/* Release the memiter before clearing the mempools that references them */
GPU_viewport_cache_release(DST.viewport);
if (DST.vmempool != NULL) {
/* Release Image textures. */
BLI_memblock_iter iter;
GPUTexture **tex;
BLI_memblock_iternew(DST.vmempool->images, &iter);
while ((tex = BLI_memblock_iterstep(&iter))) {
GPU_texture_free(*tex);
}
BLI_memblock_clear(DST.vmempool->commands, NULL);
BLI_memblock_clear(DST.vmempool->commands_small, NULL);
BLI_memblock_clear(DST.vmempool->callbuffers, NULL);
BLI_memblock_clear(DST.vmempool->obmats, NULL);
BLI_memblock_clear(DST.vmempool->obinfos, NULL);
BLI_memblock_clear(DST.vmempool->cullstates, NULL);
BLI_memblock_clear(DST.vmempool->shgroups, NULL);
BLI_memblock_clear(DST.vmempool->uniforms, NULL);
BLI_memblock_clear(DST.vmempool->passes, NULL);
BLI_memblock_clear(DST.vmempool->views, NULL);
BLI_memblock_clear(DST.vmempool->images, NULL);
DRW_uniform_attrs_pool_clear_all(DST.vmempool->obattrs_ubo_pool);
}
DRW_instance_data_list_free_unused(DST.idatalist);
DRW_instance_data_list_resize(DST.idatalist);
}
/* Not a viewport variable, we could split this out. */
static void drw_context_state_init(void)
{
if (DST.draw_ctx.obact) {
DST.draw_ctx.object_mode = DST.draw_ctx.obact->mode;
}
else {
DST.draw_ctx.object_mode = OB_MODE_OBJECT;
}
/* Edit object. */
if (DST.draw_ctx.object_mode & OB_MODE_EDIT) {
DST.draw_ctx.object_edit = DST.draw_ctx.obact;
}
else {
DST.draw_ctx.object_edit = NULL;
}
/* Pose object. */
if (DST.draw_ctx.object_mode & OB_MODE_POSE) {
DST.draw_ctx.object_pose = DST.draw_ctx.obact;
}
else if ((DST.draw_ctx.object_mode & OB_MODE_ALL_WEIGHT_PAINT)) {
DST.draw_ctx.object_pose = BKE_object_pose_armature_get(DST.draw_ctx.obact);
}
else {
DST.draw_ctx.object_pose = NULL;
}
DST.draw_ctx.sh_cfg = GPU_SHADER_CFG_DEFAULT;
if (RV3D_CLIPPING_ENABLED(DST.draw_ctx.v3d, DST.draw_ctx.rv3d)) {
DST.draw_ctx.sh_cfg = GPU_SHADER_CFG_CLIPPED;
}
}
static void draw_unit_state_create(void)
{
DRWObjectInfos *infos = BLI_memblock_alloc(DST.vmempool->obinfos);
DRWObjectMatrix *mats = BLI_memblock_alloc(DST.vmempool->obmats);
DRWCullingState *culling = BLI_memblock_alloc(DST.vmempool->cullstates);
unit_m4(mats->model);
unit_m4(mats->modelinverse);
copy_v3_fl(infos->orcotexfac[0], 0.0f);
copy_v3_fl(infos->orcotexfac[1], 1.0f);
infos->ob_index = 0;
infos->ob_random = 0.0f;
infos->ob_flag = 1.0f;
copy_v3_fl(infos->ob_color, 1.0f);
/* TODO(fclem): get rid of this. */
culling->bsphere.radius = -1.0f;
culling->user_data = NULL;
DRW_handle_increment(&DST.resource_handle);
}
/* It also stores viewport variable to an immutable place: DST
* This is because a cache uniform only store reference
* to its value. And we don't want to invalidate the cache
* if this value change per viewport */
static void drw_viewport_var_init(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
ARegion *region = DST.draw_ctx.region;
/* Refresh DST.size */
if (DST.viewport) {
int size[2];
GPU_viewport_size_get(DST.viewport, size);
DST.size[0] = size[0];
DST.size[1] = size[1];
DST.inv_size[0] = 1.0f / size[0];
DST.inv_size[1] = 1.0f / size[1];
DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(
DST.viewport);
DST.default_framebuffer = fbl->default_fb;
DST.vmempool = GPU_viewport_mempool_get(DST.viewport);
if (DST.vmempool->commands == NULL) {
DST.vmempool->commands = BLI_memblock_create(sizeof(DRWCommandChunk));
}
if (DST.vmempool->commands_small == NULL) {
DST.vmempool->commands_small = BLI_memblock_create(sizeof(DRWCommandSmallChunk));
}
if (DST.vmempool->callbuffers == NULL) {
DST.vmempool->callbuffers = BLI_memblock_create(sizeof(DRWCallBuffer));
}
if (DST.vmempool->obmats == NULL) {
uint chunk_len = sizeof(DRWObjectMatrix) * DRW_RESOURCE_CHUNK_LEN;
DST.vmempool->obmats = BLI_memblock_create_ex(sizeof(DRWObjectMatrix), chunk_len);
}
if (DST.vmempool->obinfos == NULL) {
uint chunk_len = sizeof(DRWObjectInfos) * DRW_RESOURCE_CHUNK_LEN;
DST.vmempool->obinfos = BLI_memblock_create_ex(sizeof(DRWObjectInfos), chunk_len);
}
if (DST.vmempool->cullstates == NULL) {
uint chunk_len = sizeof(DRWCullingState) * DRW_RESOURCE_CHUNK_LEN;
DST.vmempool->cullstates = BLI_memblock_create_ex(sizeof(DRWCullingState), chunk_len);
}
if (DST.vmempool->shgroups == NULL) {
DST.vmempool->shgroups = BLI_memblock_create(sizeof(DRWShadingGroup));
}
if (DST.vmempool->uniforms == NULL) {
DST.vmempool->uniforms = BLI_memblock_create(sizeof(DRWUniformChunk));
}
if (DST.vmempool->views == NULL) {
DST.vmempool->views = BLI_memblock_create(sizeof(DRWView));
}
if (DST.vmempool->passes == NULL) {
uint chunk_len = sizeof(DRWPass) * DRW_RESOURCE_CHUNK_LEN;
DST.vmempool->passes = BLI_memblock_create_ex(sizeof(DRWPass), chunk_len);
}
if (DST.vmempool->images == NULL) {
DST.vmempool->images = BLI_memblock_create(sizeof(GPUTexture *));
}
if (DST.vmempool->obattrs_ubo_pool == NULL) {
DST.vmempool->obattrs_ubo_pool = DRW_uniform_attrs_pool_new();
}
DST.resource_handle = 0;
DST.pass_handle = 0;
draw_unit_state_create();
DST.idatalist = GPU_viewport_instance_data_list_get(DST.viewport);
DRW_instance_data_list_reset(DST.idatalist);
}
else {
DST.size[0] = 0;
DST.size[1] = 0;
DST.inv_size[0] = 0;
DST.inv_size[1] = 0;
DST.default_framebuffer = NULL;
DST.vmempool = NULL;
}
DST.primary_view_ct = 0;
if (rv3d != NULL) {
normalize_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]);
normalize_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]);
DST.pixsize = rv3d->pixsize;
DST.view_default = DRW_view_create(rv3d->viewmat, rv3d->winmat, NULL, NULL, NULL);
DRW_view_camtexco_set(DST.view_default, rv3d->viewcamtexcofac);
if (DST.draw_ctx.sh_cfg == GPU_SHADER_CFG_CLIPPED) {
int plane_len = (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXCLIP) ? 4 : 6;
DRW_view_clip_planes_set(DST.view_default, rv3d->clip, plane_len);
}
DST.view_active = DST.view_default;
DST.view_previous = NULL;
}
else if (region) {
View2D *v2d = &region->v2d;
float viewmat[4][4];
float winmat[4][4];
rctf region_space = {0.0f, 1.0f, 0.0f, 1.0f};
BLI_rctf_transform_calc_m4_pivot_min(&v2d->cur, &region_space, viewmat);
unit_m4(winmat);
winmat[0][0] = 2.0f;
winmat[1][1] = 2.0f;
winmat[3][0] = -1.0f;
winmat[3][1] = -1.0f;
DST.view_default = DRW_view_create(viewmat, winmat, NULL, NULL, NULL);
DST.view_active = DST.view_default;
DST.view_previous = NULL;
}
else {
zero_v3(DST.screenvecs[0]);
zero_v3(DST.screenvecs[1]);
DST.pixsize = 1.0f;
DST.view_default = NULL;
DST.view_active = NULL;
DST.view_previous = NULL;
}
/* fclem: Is this still needed ? */
if (DST.draw_ctx.object_edit && rv3d) {
ED_view3d_init_mats_rv3d(DST.draw_ctx.object_edit, rv3d);
}
if (G_draw.view_ubo == NULL) {
G_draw.view_ubo = GPU_uniformbuf_create_ex(sizeof(DRWViewUboStorage), NULL, "G_draw.view_ubo");
}
if (DST.draw_list == NULL) {
DST.draw_list = GPU_draw_list_create(DRW_DRAWLIST_LEN);
}
memset(DST.object_instance_data, 0x0, sizeof(DST.object_instance_data));
}
DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void)
{
return GPU_viewport_framebuffer_list_get(DST.viewport);
}
DefaultTextureList *DRW_viewport_texture_list_get(void)
{
return GPU_viewport_texture_list_get(DST.viewport);
}
void DRW_viewport_request_redraw(void)
{
GPU_viewport_tag_update(DST.viewport);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Duplis
* \{ */
static void drw_duplidata_load(DupliObject *dupli)
{
if (dupli == NULL) {
return;
}
if (DST.dupli_origin != dupli->ob) {
DST.dupli_origin = dupli->ob;
}
else {
/* Same data as previous iter. No need to poll ghash for this. */
return;
}
if (DST.dupli_ghash == NULL) {
DST.dupli_ghash = BLI_ghash_ptr_new(__func__);
}
void **value;
if (!BLI_ghash_ensure_p(DST.dupli_ghash, DST.dupli_origin, &value)) {
*value = MEM_callocN(sizeof(void *) * DST.enabled_engine_count, __func__);
/* TODO: Meh a bit out of place but this is nice as it is
* only done once per "original" object. */
drw_batch_cache_validate(DST.dupli_origin);
}
DST.dupli_datas = *(void ***)value;
}
static void duplidata_value_free(void *val)
{
void **dupli_datas = val;
for (int i = 0; i < DST.enabled_engine_count; i++) {
MEM_SAFE_FREE(dupli_datas[i]);
}
MEM_freeN(val);
}
static void drw_duplidata_free(void)
{
if (DST.dupli_ghash != NULL) {
BLI_ghash_free(DST.dupli_ghash,
(void (*)(void *key))drw_batch_cache_generate_requested,
duplidata_value_free);
DST.dupli_ghash = NULL;
}
}
/* Return NULL if not a dupli or a pointer of pointer to the engine data */
void **DRW_duplidata_get(void *vedata)
{
if (DST.dupli_source == NULL) {
return NULL;
}
/* XXX Search engine index by using vedata array */
for (int i = 0; i < DST.enabled_engine_count; i++) {
if (DST.vedata_array[i] == vedata) {
return &DST.dupli_datas[i];
}
}
return NULL;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name ViewLayers (DRW_scenelayer)
* \{ */
void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type)
{
LISTBASE_FOREACH (ViewLayerEngineData *, sled, &DST.draw_ctx.view_layer->drawdata) {
if (sled->engine_type == engine_type) {
return sled->storage;
}
}
return NULL;
}
void **DRW_view_layer_engine_data_ensure_ex(ViewLayer *view_layer,
DrawEngineType *engine_type,
void (*callback)(void *storage))
{
ViewLayerEngineData *sled;
for (sled = view_layer->drawdata.first; sled; sled = sled->next) {
if (sled->engine_type == engine_type) {
return &sled->storage;
}
}
sled = MEM_callocN(sizeof(ViewLayerEngineData), "ViewLayerEngineData");
sled->engine_type = engine_type;
sled->free = callback;
BLI_addtail(&view_layer->drawdata, sled);
return &sled->storage;
}
void **DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type,
void (*callback)(void *storage))
{
return DRW_view_layer_engine_data_ensure_ex(DST.draw_ctx.view_layer, engine_type, callback);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Data (DRW_drawdata)
* \{ */
/* Used for DRW_drawdata_from_id()
* All ID-data-blocks which have their own 'local' DrawData
* should have the same arrangement in their structs.
*/
typedef struct IdDdtTemplate {
ID id;
struct AnimData *adt;
DrawDataList drawdata;
} IdDdtTemplate;
/* Check if ID can have AnimData */
static bool id_type_can_have_drawdata(const short id_type)
{
/* Only some ID-blocks have this info for now */
/* TODO: finish adding this for the other blocktypes */
switch (id_type) {
/* has DrawData */
case ID_OB:
case ID_WO:
return true;
/* no DrawData */
default:
return false;
}
}
static bool id_can_have_drawdata(const ID *id)
{
/* sanity check */
if (id == NULL) {
return false;
}
return id_type_can_have_drawdata(GS(id->name));
}
/* Get DrawData from the given ID-block. In order for this to work, we assume that
* the DrawData pointer is stored in the struct in the same fashion as in IdDdtTemplate.
*/
DrawDataList *DRW_drawdatalist_from_id(ID *id)
{
/* only some ID-blocks have this info for now, so we cast the
* types that do to be of type IdDdtTemplate, and extract the
* DrawData that way
*/
if (id_can_have_drawdata(id)) {
IdDdtTemplate *idt = (IdDdtTemplate *)id;
return &idt->drawdata;
}
return NULL;
}
DrawData *DRW_drawdata_get(ID *id, DrawEngineType *engine_type)
{
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
if (drawdata == NULL) {
return NULL;
}
LISTBASE_FOREACH (DrawData *, dd, drawdata) {
if (dd->engine_type == engine_type) {
return dd;
}
}
return NULL;
}
DrawData *DRW_drawdata_ensure(ID *id,
DrawEngineType *engine_type,
size_t size,
DrawDataInitCb init_cb,
DrawDataFreeCb free_cb)
{
BLI_assert(size >= sizeof(DrawData));
BLI_assert(id_can_have_drawdata(id));
/* Try to re-use existing data. */
DrawData *dd = DRW_drawdata_get(id, engine_type);
if (dd != NULL) {
return dd;
}
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
/* Allocate new data. */
if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) {
/* NOTE: data is not persistent in this case. It is reset each redraw. */
BLI_assert(free_cb == NULL); /* No callback allowed. */
/* Round to sizeof(float) for DRW_instance_data_request(). */
const size_t t = sizeof(float) - 1;
size = (size + t) & ~t;
size_t fsize = size / sizeof(float);
BLI_assert(fsize < MAX_INSTANCE_DATA_SIZE);
if (DST.object_instance_data[fsize] == NULL) {
DST.object_instance_data[fsize] = DRW_instance_data_request(DST.idatalist, fsize);
}
dd = (DrawData *)DRW_instance_data_next(DST.object_instance_data[fsize]);
memset(dd, 0, size);
}
else {
dd = MEM_callocN(size, "DrawData");
}
dd->engine_type = engine_type;
dd->free = free_cb;
/* Perform user-side initialization, if needed. */
if (init_cb != NULL) {
init_cb(dd);
}
/* Register in the list. */
BLI_addtail((ListBase *)drawdata, dd);
return dd;
}
void DRW_drawdata_free(ID *id)
{
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
if (drawdata == NULL) {
return;
}
LISTBASE_FOREACH (DrawData *, dd, drawdata) {
if (dd->free != NULL) {
dd->free(dd);
}
}
BLI_freelistN((ListBase *)drawdata);
}
/* Unlink (but don't free) the drawdata from the DrawDataList if the ID is an OB from dupli. */
static void drw_drawdata_unlink_dupli(ID *id)
{
if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) {
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
if (drawdata == NULL) {
return;
}
BLI_listbase_clear((ListBase *)drawdata);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Garbage Collection
* \{ */
void DRW_cache_free_old_batches(Main *bmain)
{
Scene *scene;
ViewLayer *view_layer;
static int lasttime = 0;
int ctime = (int)PIL_check_seconds_timer();
if (U.vbotimeout == 0 || (ctime - lasttime) < U.vbocollectrate || ctime == lasttime) {
return;
}
lasttime = ctime;
for (scene = bmain->scenes.first; scene; scene = scene->id.next) {
for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer);
if (depsgraph == NULL) {
continue;
}
/* TODO(fclem): This is not optimal since it iter over all dupli instances.
* In this case only the source object should be tagged. */
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
DRW_batch_cache_free_old(ob, ctime);
}
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Rendering (DRW_engines)
* \{ */
static void drw_engines_init(void)
{
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
PROFILE_START(stime);
if (engine->engine_init) {
engine->engine_init(data);
}
PROFILE_END_UPDATE(data->init_time, stime);
}
}
static void drw_engines_cache_init(void)
{
DST.enabled_engine_count = BLI_listbase_count(&DST.enabled_engines);
DST.vedata_array = MEM_mallocN(sizeof(void *) * DST.enabled_engine_count, __func__);
int i = 0;
for (LinkData *link = DST.enabled_engines.first; link; link = link->next, i++) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
DST.vedata_array[i] = data;
if (data->text_draw_cache) {
DRW_text_cache_destroy(data->text_draw_cache);
data->text_draw_cache = NULL;
}
if (DST.text_store_p == NULL) {
DST.text_store_p = &data->text_draw_cache;
}
if (engine->cache_init) {
engine->cache_init(data);
}
}
}
static void drw_engines_world_update(Scene *scene)
{
if (scene->world == NULL) {
return;
}
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
if (engine->id_update) {
engine->id_update(data, &scene->world->id);
}
}
}
static void drw_engines_cache_populate(Object *ob)
{
DST.ob_handle = 0;
/* HACK: DrawData is copied by COW from the duplicated object.
* This is valid for IDs that cannot be instantiated but this
* is not what we want in this case so we clear the pointer
* ourselves here. */
drw_drawdata_unlink_dupli((ID *)ob);
/* Validation for dupli objects happen elsewhere. */
if (!DST.dupli_source) {
drw_batch_cache_validate(ob);
}
int i = 0;
for (LinkData *link = DST.enabled_engines.first; link; link = link->next, i++) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = DST.vedata_array[i];
if (engine->id_update) {
engine->id_update(data, &ob->id);
}
if (engine->cache_populate) {
engine->cache_populate(data, ob);
}
}
/* TODO: in the future it would be nice to generate once for all viewports.
* But we need threaded DRW manager first. */
if (!DST.dupli_source) {
drw_batch_cache_generate_requested(ob);
}
/* ... and clearing it here too because this draw data is
* from a mempool and must not be free individually by depsgraph. */
drw_drawdata_unlink_dupli((ID *)ob);
}
static void drw_engines_cache_finish(void)
{
int i = 0;
for (LinkData *link = DST.enabled_engines.first; link; link = link->next, i++) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = DST.vedata_array[i];
if (engine->cache_finish) {
engine->cache_finish(data);
}
}
MEM_freeN(DST.vedata_array);
}
static void drw_engines_draw_scene(void)
{
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
PROFILE_START(stime);
if (engine->draw_scene) {
DRW_stats_group_start(engine->idname);
engine->draw_scene(data);
/* Restore for next engine */
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(DST.default_framebuffer);
}
DRW_stats_group_end();
}
PROFILE_END_UPDATE(data->render_time, stime);
}
/* Reset state after drawing */
DRW_state_reset();
}
static void drw_engines_draw_text(void)
{
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
PROFILE_START(stime);
if (data->text_draw_cache) {
DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.region, DST.draw_ctx.v3d);
}
PROFILE_END_UPDATE(data->render_time, stime);
}
}
/* Draw render engine info. */
void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height)
{
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(engine);
if (data->info[0] != '\0') {
char *chr_current = data->info;
char *chr_start = chr_current;
int line_len = 0;
const int font_id = BLF_default();
UI_FontThemeColor(font_id, TH_TEXT_HI);
BLF_enable(font_id, BLF_SHADOW);
BLF_shadow(font_id, 5, (const float[4]){0.0f, 0.0f, 0.0f, 1.0f});
BLF_shadow_offset(font_id, 1, -1);
while (*chr_current++ != '\0') {
line_len++;
if (*chr_current == '\n') {
char info[GPU_INFO_SIZE];
BLI_strncpy(info, chr_start, line_len + 1);
*yoffset -= line_height;
BLF_draw_default(xoffset, *yoffset, 0.0f, info, sizeof(info));
/* Re-start counting. */
chr_start = chr_current + 1;
line_len = -1;
}
}
char info[GPU_INFO_SIZE];
BLI_strncpy(info, chr_start, line_len + 1);
*yoffset -= line_height;
BLF_draw_default(xoffset, *yoffset, 0.0f, info, sizeof(info));
BLF_disable(font_id, BLF_SHADOW);
}
}
}
static void use_drw_engine(DrawEngineType *engine)
{
LinkData *ld = MEM_callocN(sizeof(LinkData), "enabled engine link data");
ld->data = engine;
BLI_addtail(&DST.enabled_engines, ld);
}
/* Gather all draw engines needed and store them in DST.enabled_engines
* That also define the rendering order of engines */
static void drw_engines_enable_from_engine(const RenderEngineType *engine_type, eDrawType drawtype)
{
switch (drawtype) {
case OB_WIRE:
case OB_SOLID:
use_drw_engine(DRW_engine_viewport_workbench_type.draw_engine);
break;
case OB_MATERIAL:
case OB_RENDER:
default:
if (engine_type->draw_engine != NULL) {
use_drw_engine(engine_type->draw_engine);
}
else if ((engine_type->flag & RE_INTERNAL) == 0) {
use_drw_engine(DRW_engine_viewport_external_type.draw_engine);
}
break;
}
}
static void drw_engines_enable_overlays(void)
{
use_drw_engine(&draw_engine_overlay_type);
}
/**
* Use for select and depth-drawing.
*/
static void drw_engines_enable_basic(void)
{
use_drw_engine(&draw_engine_basic_type);
}
static void drw_engines_enable_editors(void)
{
SpaceLink *space_data = DST.draw_ctx.space_data;
if (!space_data) {
return;
}
if (space_data->spacetype == SPACE_IMAGE) {
use_drw_engine(&draw_engine_image_type);
use_drw_engine(&draw_engine_overlay_type);
}
else if (space_data->spacetype == SPACE_NODE) {
/* Only enable when drawing the space image backdrop. */
SpaceNode *snode = (SpaceNode *)space_data;
if ((snode->flag & SNODE_BACKDRAW) != 0) {
use_drw_engine(&draw_engine_image_type);
use_drw_engine(&draw_engine_overlay_type);
}
}
}
static void drw_engines_enable(ViewLayer *UNUSED(view_layer),
RenderEngineType *engine_type,
bool gpencil_engine_needed)
{
View3D *v3d = DST.draw_ctx.v3d;
const eDrawType drawtype = v3d->shading.type;
const bool use_xray = XRAY_ENABLED(v3d);
drw_engines_enable_from_engine(engine_type, drawtype);
if (gpencil_engine_needed && ((drawtype >= OB_SOLID) || !use_xray)) {
use_drw_engine(&draw_engine_gpencil_type);
}
drw_engines_enable_overlays();
}
static void drw_engines_disable(void)
{
BLI_freelistN(&DST.enabled_engines);
}
static void drw_engines_data_validate(void)
{
int enabled_engines = BLI_listbase_count(&DST.enabled_engines);
void **engine_handle_array = BLI_array_alloca(engine_handle_array, enabled_engines + 1);
int i = 0;
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
DrawEngineType *engine = link->data;
engine_handle_array[i++] = engine;
}
engine_handle_array[i] = NULL;
GPU_viewport_engines_data_validate(DST.viewport, engine_handle_array);
}
/* Fast check to see if gpencil drawing engine is needed.
* For slow exact check use `DRW_render_check_grease_pencil` */
static bool drw_gpencil_engine_needed(Depsgraph *depsgraph, View3D *v3d)
{
const bool exclude_gpencil_rendering = v3d ? (v3d->object_type_exclude_viewport &
(1 << OB_GPENCIL)) != 0 :
false;
return (!exclude_gpencil_rendering) && DEG_id_type_any_exists(depsgraph, ID_GD);
}
/* -------------------------------------------------------------------- */
/** \name View Update
* \{ */
void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
{
RenderEngineType *engine_type = update_ctx->engine_type;
ARegion *region = update_ctx->region;
View3D *v3d = update_ctx->v3d;
RegionView3D *rv3d = region->regiondata;
Depsgraph *depsgraph = update_ctx->depsgraph;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
const bool gpencil_engine_needed = drw_gpencil_engine_needed(depsgraph, v3d);
/* Separate update for each stereo view. */
for (int view = 0; view < 2; view++) {
GPUViewport *viewport = WM_draw_region_get_viewport(region);
if (!viewport) {
continue;
}
/* XXX Really nasty locking. But else this could
* be executed by the material previews thread
* while rendering a viewport. */
BLI_ticket_mutex_lock(DST.gl_context_mutex);
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.viewport = viewport;
GPU_viewport_active_view_set(viewport, view);
DST.draw_ctx = (DRWContextState){
.region = region,
.rv3d = rv3d,
.v3d = v3d,
.scene = scene,
.view_layer = view_layer,
.obact = OBACT(view_layer),
.engine_type = engine_type,
.depsgraph = depsgraph,
.object_mode = OB_MODE_OBJECT,
};
drw_engines_enable(view_layer, engine_type, gpencil_engine_needed);
drw_engines_data_validate();
LISTBASE_FOREACH (LinkData *, link, &DST.enabled_engines) {
DrawEngineType *draw_engine = link->data;
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine);
if (draw_engine->view_update) {
draw_engine->view_update(data);
}
}
DST.viewport = NULL;
drw_engines_disable();
BLI_ticket_mutex_unlock(DST.gl_context_mutex);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Callbacks
* \{ */
void DRW_draw_callbacks_pre_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
if (DST.draw_ctx.evil_C) {
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.region, REGION_DRAW_PRE_VIEW);
/* Callback can be nasty and do whatever they want with the state.
* Don't trust them! */
DRW_state_reset();
}
}
void DRW_draw_callbacks_post_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
ARegion *region = DST.draw_ctx.region;
View3D *v3d = DST.draw_ctx.v3d;
Depsgraph *depsgraph = DST.draw_ctx.depsgraph;
const bool do_annotations = drw_draw_show_annotation();
if (DST.draw_ctx.evil_C) {
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DRW_state_reset();
GPU_framebuffer_bind(dfbl->overlay_fb);
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
/* annotations - temporary drawing buffer (3d space) */
/* XXX: Or should we use a proper draw/overlay engine for this case? */
if (do_annotations) {
GPU_depth_test(GPU_DEPTH_NONE);
/* XXX: as scene->gpd is not copied for COW yet */
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, region, true);
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
}
drw_debug_draw();
GPU_depth_test(GPU_DEPTH_NONE);
/* Apply state for callbacks. */
GPU_apply_state();
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.region, REGION_DRAW_POST_VIEW);
/* Callback can be nasty and do whatever they want with the state.
* Don't trust them! */
DRW_state_reset();
/* needed so gizmo isn't obscured */
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
GPU_depth_test(GPU_DEPTH_NONE);
DRW_draw_gizmo_3d();
}
GPU_depth_test(GPU_DEPTH_NONE);
drw_engines_draw_text();
DRW_draw_region_info();
/* annotations - temporary drawing buffer (screenspace) */
/* XXX: Or should we use a proper draw/overlay engine for this case? */
if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && (do_annotations)) {
GPU_depth_test(GPU_DEPTH_NONE);
/* XXX: as scene->gpd is not copied for COW yet */
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, region, false);
}
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
/* Draw 2D after region info so we can draw on top of the camera passepartout overlay.
* 'DRW_draw_region_info' sets the projection in pixel-space. */
GPU_depth_test(GPU_DEPTH_NONE);
DRW_draw_gizmo_2d();
}
if (G.debug_value > 20 && G.debug_value < 30) {
GPU_depth_test(GPU_DEPTH_NONE);
/* local coordinate visible rect inside region, to accommodate overlapping ui */
const rcti *rect = ED_region_visible_rect(DST.draw_ctx.region);
DRW_stats_draw(rect);
}
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
}
else {
if (v3d && ((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0)) {
GPU_depth_test(GPU_DEPTH_NONE);
/* XXX: as scene->gpd is not copied for COW yet */
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, region, true);
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
}
}
}
struct DRWTextStore *DRW_text_cache_ensure(void)
{
BLI_assert(DST.text_store_p);
if (*DST.text_store_p == NULL) {
*DST.text_store_p = DRW_text_cache_create();
}
return *DST.text_store_p;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Main Draw Loops (DRW_draw)
* \{ */
/* Everything starts here.
* This function takes care of calling all cache and rendering functions
* for each relevant engine / mode engine. */
void DRW_draw_view(const bContext *C)
{
View3D *v3d = CTX_wm_view3d(C);
if (v3d) {
Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
ARegion *region = CTX_wm_region(C);
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
GPUViewport *viewport = WM_draw_region_get_bound_viewport(region);
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.options.draw_text = ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 &&
(v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) != 0);
DST.options.draw_background = (scene->r.alphamode == R_ADDSKY) ||
(v3d->shading.type != OB_RENDER);
DST.options.do_color_management = true;
DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, viewport, C);
}
else {
Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
ARegion *region = CTX_wm_region(C);
GPUViewport *viewport = WM_draw_region_get_bound_viewport(region);
drw_state_prepare_clean_for_draw(&DST);
DRW_draw_render_loop_2d_ex(depsgraph, region, viewport, C);
}
}
/**
* Used for both regular and off-screen drawing.
* Need to reset DST before calling this function
*/
void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
RenderEngineType *engine_type,
ARegion *region,
View3D *v3d,
GPUViewport *viewport,
const bContext *evil_C)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = region->regiondata;
DST.draw_ctx.evil_C = evil_C;
DST.viewport = viewport;
/* Setup viewport */
DST.draw_ctx = (DRWContextState){
.region = region,
.rv3d = rv3d,
.v3d = v3d,
.scene = scene,
.view_layer = view_layer,
.obact = OBACT(view_layer),
.engine_type = engine_type,
.depsgraph = depsgraph,
/* reuse if caller sets */
.evil_C = DST.draw_ctx.evil_C,
};
drw_task_graph_init();
drw_context_state_init();
drw_viewport_var_init();
drw_viewport_colormanagement_set();
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
/* Check if scene needs to perform the populate loop */
const bool internal_engine = (engine_type->flag & RE_INTERNAL) != 0;
const bool draw_type_render = v3d->shading.type == OB_RENDER;
const bool overlays_on = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
const bool gpencil_engine_needed = drw_gpencil_engine_needed(depsgraph, v3d);
const bool do_populate_loop = internal_engine || overlays_on || !draw_type_render ||
gpencil_engine_needed;
/* Get list of enabled engines */
drw_engines_enable(view_layer, engine_type, gpencil_engine_needed);
drw_engines_data_validate();
/* Update UBO's */
DRW_globals_update();
drw_debug_init();
DRW_hair_init();
/* No frame-buffer allowed before drawing. */
BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
/* Init engines */
drw_engines_init();
/* Cache filling */
{
PROFILE_START(stime);
drw_engines_cache_init();
drw_engines_world_update(scene);
/* Only iterate over objects for internal engines or when overlays are enabled */
if (do_populate_loop) {
DST.dupli_origin = NULL;
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
continue;
}
if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
continue;
}
DST.dupli_parent = data_.dupli_parent;
DST.dupli_source = data_.dupli_object_current;
drw_duplidata_load(DST.dupli_source);
drw_engines_cache_populate(ob);
}
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
}
drw_duplidata_free();
drw_engines_cache_finish();
drw_task_graph_deinit();
DRW_render_instance_buffer_finish();
#ifdef USE_PROFILE
double *cache_time = GPU_viewport_cache_time_get(DST.viewport);
PROFILE_END_UPDATE(*cache_time, stime);
#endif
}
DRW_stats_begin();
GPU_framebuffer_bind(DST.default_framebuffer);
/* Start Drawing */
DRW_state_reset();
GPU_framebuffer_bind(DST.default_framebuffer);
GPU_framebuffer_clear_depth_stencil(DST.default_framebuffer, 1.0f, 0xFF);
DRW_hair_update();
DRW_draw_callbacks_pre_scene();
drw_engines_draw_scene();
/* Fix 3D view being "laggy" on macos and win+nvidia. (See T56996, T61474) */
GPU_flush();
DRW_stats_reset();
DRW_draw_callbacks_post_scene();
if (WM_draw_region_get_bound_viewport(region)) {
/* Don't unbind the frame-buffer yet in this case and let
* GPU_viewport_unbind do it, so that we can still do further
* drawing of action zones on top. */
}
else {
GPU_framebuffer_restore();
}
DRW_state_reset();
drw_engines_disable();
drw_viewport_cache_resize();
#ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
#endif
}
void DRW_draw_render_loop(struct Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
GPUViewport *viewport)
{
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, viewport, NULL);
}
/**
* \param viewport: can be NULL, in this case we create one.
*/
void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
RenderEngineType *engine_type,
ARegion *region,
View3D *v3d,
const bool is_image_render,
const bool draw_background,
const bool do_color_management,
GPUOffScreen *ofs,
GPUViewport *viewport)
{
/* Create temporary viewport if needed. */
GPUViewport *render_viewport = viewport;
if (viewport == NULL) {
render_viewport = GPU_viewport_create();
}
GPU_viewport_bind_from_offscreen(render_viewport, ofs);
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.options.is_image_render = is_image_render;
DST.options.do_color_management = do_color_management;
DST.options.draw_background = draw_background;
DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, render_viewport, NULL);
if (draw_background) {
/* HACK(fclem): In this case we need to make sure the final alpha is 1.
* We use the blend mode to ensure that. A better way to fix that would
* be to do that in the color-management shader. */
GPU_offscreen_bind(ofs, false);
GPU_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
/* Premult Alpha over black background. */
GPU_blend(GPU_BLEND_ALPHA_PREMULT);
}
GPU_matrix_identity_set();
GPU_matrix_identity_projection_set();
const bool do_overlays = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 ||
(ELEM(v3d->shading.type, OB_WIRE, OB_SOLID)) ||
(ELEM(v3d->shading.type, OB_MATERIAL) &&
(v3d->shading.flag & V3D_SHADING_SCENE_WORLD) == 0) ||
(ELEM(v3d->shading.type, OB_RENDER) &&
(v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER) == 0);
GPU_viewport_unbind_from_offscreen(render_viewport, ofs, do_color_management, do_overlays);
if (draw_background) {
/* Reset default. */
GPU_blend(GPU_BLEND_NONE);
}
/* Free temporary viewport. */
if (viewport == NULL) {
GPU_viewport_free(render_viewport);
}
}
/* Helper to check if exit object type to render. */
bool DRW_render_check_grease_pencil(Depsgraph *depsgraph)
{
if (!drw_gpencil_engine_needed(depsgraph, NULL)) {
return false;
}
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
if (ob->type == OB_GPENCIL) {
if (DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF) {
return true;
}
}
}
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
return false;
}
static void DRW_render_gpencil_to_image(RenderEngine *engine,
struct RenderLayer *render_layer,
const rcti *rect)
{
if (draw_engine_gpencil_type.render_to_image) {
ViewportEngineData *gpdata = drw_viewport_engine_data_ensure(&draw_engine_gpencil_type);
draw_engine_gpencil_type.render_to_image(gpdata, engine, render_layer, rect);
}
}
void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph)
{
/* This function should only be called if there are are grease pencil objects,
* especially important to avoid failing in background renders without OpenGL context. */
BLI_assert(DRW_render_check_grease_pencil(depsgraph));
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RenderEngineType *engine_type = engine->type;
Render *render = engine->re;
DRW_render_context_enable(render);
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.options.is_image_render = true;
DST.options.is_scene_render = true;
DST.options.draw_background = scene->r.alphamode == R_ADDSKY;
DST.buffer_finish_called = true;
DST.draw_ctx = (DRWContextState){
.scene = scene,
.view_layer = view_layer,
.engine_type = engine_type,
.depsgraph = depsgraph,
.object_mode = OB_MODE_OBJECT,
};
drw_context_state_init();
DST.viewport = GPU_viewport_create();
const int size[2] = {engine->resolution_x, engine->resolution_y};
GPU_viewport_size_set(DST.viewport, size);
drw_viewport_var_init();
/* Main rendering. */
rctf view_rect;
rcti render_rect;
RE_GetViewPlane(render, &view_rect, &render_rect);
if (BLI_rcti_is_empty(&render_rect)) {
BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
}
RenderResult *render_result = RE_engine_get_result(engine);
RenderLayer *render_layer = RE_GetRenderLayer(render_result, view_layer->name);
for (RenderView *render_view = render_result->views.first; render_view != NULL;
render_view = render_view->next) {
RE_SetActiveRenderView(render, render_view->name);
DRW_view_reset();
DST.buffer_finish_called = false;
DRW_render_gpencil_to_image(engine, render_layer, &render_rect);
}
/* Force cache to reset. */
drw_viewport_cache_resize();
GPU_viewport_free(DST.viewport);
DRW_state_reset();
GPU_depth_test(GPU_DEPTH_NONE);
/* Restore Drawing area. */
GPU_framebuffer_restore();
DRW_render_context_disable(render);
DST.buffer_finish_called = false;
}
/* Callback function for RE_engine_update_render_passes to ensure all
* render passes are registered. */
static void draw_render_result_ensure_pass_cb(void *user_data,
struct Scene *UNUSED(scene),
struct ViewLayer *view_layer,
const char *name,
int channels,
const char *chanid,
eNodeSocketDatatype UNUSED(type))
{
RenderEngine *engine = user_data;
RE_engine_add_pass(engine, name, channels, chanid, view_layer->name);
}
void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RenderEngineType *engine_type = engine->type;
DrawEngineType *draw_engine_type = engine_type->draw_engine;
Render *render = engine->re;
/* IMPORTANT: We don't support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.options.is_image_render = true;
DST.options.is_scene_render = true;
DST.options.draw_background = scene->r.alphamode == R_ADDSKY;
DST.draw_ctx = (DRWContextState){
.scene = scene,
.view_layer = view_layer,
.engine_type = engine_type,
.depsgraph = depsgraph,
.object_mode = OB_MODE_OBJECT,
};
drw_context_state_init();
DST.viewport = GPU_viewport_create();
const int size[2] = {engine->resolution_x, engine->resolution_y};
GPU_viewport_size_set(DST.viewport, size);
drw_viewport_var_init();
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
/* Main rendering. */
rctf view_rect;
rcti render_rect;
RE_GetViewPlane(render, &view_rect, &render_rect);
if (BLI_rcti_is_empty(&render_rect)) {
BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
}
/* Reset state before drawing */
DRW_state_reset();
/* set default viewport */
GPU_viewport(0, 0, size[0], size[1]);
/* Update the render passes. This needs to be done before acquiring the render result. */
RE_engine_update_render_passes(
engine, scene, view_layer, draw_render_result_ensure_pass_cb, engine);
/* Init render result. */
RenderResult *render_result = RE_engine_begin_result(engine,
0,
0,
size[0],
size[1],
view_layer->name,
/* RR_ALL_VIEWS */ NULL);
RenderLayer *render_layer = render_result->layers.first;
for (RenderView *render_view = render_result->views.first; render_view != NULL;
render_view = render_view->next) {
RE_SetActiveRenderView(render, render_view->name);
DRW_view_reset();
engine_type->draw_engine->render_to_image(data, engine, render_layer, &render_rect);
DST.buffer_finish_called = false;
}
RE_engine_end_result(engine, render_result, false, false, false);
if (engine_type->draw_engine->store_metadata) {
RenderResult *final_render_result = RE_engine_get_result(engine);
engine_type->draw_engine->store_metadata(data, final_render_result);
}
/* Force cache to reset. */
drw_viewport_cache_resize();
GPU_viewport_free(DST.viewport);
GPU_framebuffer_restore();
#ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
#endif
/* Reset state after drawing */
DRW_state_reset();
}
void DRW_render_object_iter(
void *vedata,
RenderEngine *engine,
struct Depsgraph *depsgraph,
void (*callback)(void *vedata, Object *ob, RenderEngine *engine, struct Depsgraph *depsgraph))
{
const DRWContextState *draw_ctx = DRW_context_state_get();
DRW_hair_init();
drw_task_graph_init();
const int object_type_exclude_viewport = draw_ctx->v3d ?
draw_ctx->v3d->object_type_exclude_viewport :
0;
DST.dupli_origin = NULL;
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
if ((object_type_exclude_viewport & (1 << ob->type)) == 0) {
DST.dupli_parent = data_.dupli_parent;
DST.dupli_source = data_.dupli_object_current;
DST.ob_handle = 0;
drw_duplidata_load(DST.dupli_source);
if (!DST.dupli_source) {
drw_batch_cache_validate(ob);
}
callback(vedata, ob, engine, depsgraph);
if (!DST.dupli_source) {
drw_batch_cache_generate_requested(ob);
}
}
}
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
drw_duplidata_free();
drw_task_graph_deinit();
}
/* Assume a valid gl context is bound (and that the gl_context_mutex has been acquired).
* This function only setup DST and execute the given function.
* Warning: similar to DRW_render_to_image you cannot use default lists (dfbl & dtxl). */
void DRW_custom_pipeline(DrawEngineType *draw_engine_type,
struct Depsgraph *depsgraph,
void (*callback)(void *vedata, void *user_data),
void *user_data)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.options.is_image_render = true;
DST.options.is_scene_render = true;
DST.options.draw_background = false;
DST.draw_ctx = (DRWContextState){
.scene = scene,
.view_layer = view_layer,
.engine_type = NULL,
.depsgraph = depsgraph,
.object_mode = OB_MODE_OBJECT,
};
drw_context_state_init();
DST.viewport = GPU_viewport_create();
const int size[2] = {1, 1};
GPU_viewport_size_set(DST.viewport, size);
drw_viewport_var_init();
DRW_hair_init();
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
/* Execute the callback */
callback(data, user_data);
DST.buffer_finish_called = false;
GPU_viewport_free(DST.viewport);
GPU_framebuffer_restore();
/* The use of custom pipeline in other thread using the same
* resources as the main thread (viewport) may lead to data
* races and undefined behavior on certain drivers. Using
* GPU_finish to sync seems to fix the issue. (see T62997) */
GPU_finish();
#ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
#endif
}
/* Used when the render engine want to redo another cache populate inside the same render frame.
*/
void DRW_cache_restart(void)
{
/* Save viewport size. */
float size[2], inv_size[2];
copy_v2_v2(size, DST.size);
copy_v2_v2(inv_size, DST.inv_size);
/* Force cache to reset. */
drw_viewport_cache_resize();
drw_viewport_var_init();
DST.buffer_finish_called = false;
DRW_hair_init();
/* Restore. */
copy_v2_v2(DST.size, size);
copy_v2_v2(DST.inv_size, inv_size);
}
void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph,
ARegion *region,
GPUViewport *viewport,
const bContext *evil_C)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
DST.draw_ctx.evil_C = evil_C;
DST.viewport = viewport;
/* Setup viewport */
DST.draw_ctx = (DRWContextState){
.region = region,
.scene = scene,
.view_layer = view_layer,
.obact = OBACT(view_layer),
.depsgraph = depsgraph,
.space_data = CTX_wm_space_data(evil_C),
/* reuse if caller sets */
.evil_C = DST.draw_ctx.evil_C,
};
drw_context_state_init();
drw_viewport_var_init();
drw_viewport_colormanagement_set();
/* TODO(jbakker): Only populate when editor needs to draw object.
* for the image editor this is when showing UV's.*/
const bool do_populate_loop = (DST.draw_ctx.space_data->spacetype == SPACE_IMAGE);
const bool do_annotations = drw_draw_show_annotation();
const bool do_draw_gizmos = (DST.draw_ctx.space_data->spacetype != SPACE_IMAGE);
/* Get list of enabled engines */
drw_engines_enable_editors();
drw_engines_data_validate();
/* Update UBO's */
DRW_globals_update();
drw_debug_init();
/* No frame-buffer allowed before drawing. */
BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
GPU_framebuffer_bind(DST.default_framebuffer);
GPU_framebuffer_clear_depth_stencil(DST.default_framebuffer, 1.0f, 0xFF);
/* Init engines */
drw_engines_init();
drw_task_graph_init();
/* Cache filling */
{
PROFILE_START(stime);
drw_engines_cache_init();
/* Only iterate over objects when overlay uses object data. */
if (do_populate_loop) {
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
drw_engines_cache_populate(ob);
}
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
}
drw_engines_cache_finish();
DRW_render_instance_buffer_finish();
#ifdef USE_PROFILE
double *cache_time = GPU_viewport_cache_time_get(DST.viewport);
PROFILE_END_UPDATE(*cache_time, stime);
#endif
}
drw_task_graph_deinit();
DRW_stats_begin();
GPU_framebuffer_bind(DST.default_framebuffer);
/* Start Drawing */
DRW_state_reset();
if (DST.draw_ctx.evil_C) {
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.region, REGION_DRAW_PRE_VIEW);
}
drw_engines_draw_scene();
/* Fix 3D view being "laggy" on macos and win+nvidia. (See T56996, T61474) */
GPU_flush();
if (DST.draw_ctx.evil_C) {
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
DRW_state_reset();
GPU_framebuffer_bind(dfbl->overlay_fb);
GPU_depth_test(GPU_DEPTH_NONE);
GPU_matrix_push_projection();
wmOrtho2(
region->v2d.cur.xmin, region->v2d.cur.xmax, region->v2d.cur.ymin, region->v2d.cur.ymax);
if (do_annotations) {
ED_annotation_draw_view2d(DST.draw_ctx.evil_C, true);
}
GPU_depth_test(GPU_DEPTH_NONE);
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.region, REGION_DRAW_POST_VIEW);
GPU_matrix_pop_projection();
/* Callback can be nasty and do whatever they want with the state.
* Don't trust them! */
DRW_state_reset();
GPU_depth_test(GPU_DEPTH_NONE);
drw_engines_draw_text();
if (do_annotations) {
GPU_depth_test(GPU_DEPTH_NONE);
ED_annotation_draw_view2d(DST.draw_ctx.evil_C, false);
}
}
DRW_draw_cursor_2d();
ED_region_pixelspace(DST.draw_ctx.region);
if (do_draw_gizmos) {
GPU_depth_test(GPU_DEPTH_NONE);
DRW_draw_gizmo_2d();
}
DRW_stats_reset();
if (G.debug_value > 20 && G.debug_value < 30) {
GPU_depth_test(GPU_DEPTH_NONE);
/* local coordinate visible rect inside region, to accommodate overlapping ui */
const rcti *rect = ED_region_visible_rect(DST.draw_ctx.region);
DRW_stats_draw(rect);
}
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
if (WM_draw_region_get_bound_viewport(region)) {
/* Don't unbind the frame-buffer yet in this case and let
* GPU_viewport_unbind do it, so that we can still do further
* drawing of action zones on top. */
}
else {
GPU_framebuffer_restore();
}
DRW_state_reset();
drw_engines_disable();
drw_viewport_cache_resize();
#ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
#endif
}
static struct DRWSelectBuffer {
struct GPUFrameBuffer *framebuffer_depth_only;
struct GPUTexture *texture_depth;
} g_select_buffer = {NULL};
static void draw_select_framebuffer_depth_only_setup(const int size[2])
{
if (g_select_buffer.framebuffer_depth_only == NULL) {
g_select_buffer.framebuffer_depth_only = GPU_framebuffer_create("framebuffer_depth_only");
}
if ((g_select_buffer.texture_depth != NULL) &&
((GPU_texture_width(g_select_buffer.texture_depth) != size[0]) ||
(GPU_texture_height(g_select_buffer.texture_depth) != size[1]))) {
GPU_texture_free(g_select_buffer.texture_depth);
g_select_buffer.texture_depth = NULL;
}
if (g_select_buffer.texture_depth == NULL) {
g_select_buffer.texture_depth = GPU_texture_create_2d(
"select_depth", size[0], size[1], 1, GPU_DEPTH_COMPONENT24, NULL);
GPU_framebuffer_texture_attach(
g_select_buffer.framebuffer_depth_only, g_select_buffer.texture_depth, 0, 0);
GPU_framebuffer_check_valid(g_select_buffer.framebuffer_depth_only, NULL);
}
}
/* Must run after all instance datas have been added. */
void DRW_render_instance_buffer_finish(void)
{
BLI_assert(!DST.buffer_finish_called && "DRW_render_instance_buffer_finish called twice!");
DST.buffer_finish_called = true;
DRW_instance_buffer_finish(DST.idatalist);
drw_resource_buffer_finish(DST.vmempool);
}
/* WARNING: Changing frame might free the ViewLayerEngineData */
void DRW_render_set_time(RenderEngine *engine, Depsgraph *depsgraph, int frame, float subframe)
{
RE_engine_frame_set(engine, frame, subframe);
DST.draw_ctx.scene = DEG_get_evaluated_scene(depsgraph);
DST.draw_ctx.view_layer = DEG_get_evaluated_view_layer(depsgraph);
}
/**
* object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing).
*/
void DRW_draw_select_loop(struct Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
bool use_obedit_skip,
bool draw_surface,
bool UNUSED(use_nearest),
const rcti *rect,
DRW_SelectPassFn select_pass_fn,
void *select_pass_user_data,
DRW_ObjectFilterFn object_filter_fn,
void *object_filter_user_data)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
Object *obact = OBACT(view_layer);
Object *obedit = use_obedit_skip ? NULL : OBEDIT_FROM_OBACT(obact);
#ifndef USE_GPU_SELECT
UNUSED_VARS(scene, view_layer, v3d, region, rect);
#else
RegionView3D *rv3d = region->regiondata;
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
bool use_obedit = false;
/* obedit_ctx_mode is used for selecting the right draw engines */
// eContextObjectMode obedit_ctx_mode;
/* object_mode is used for filtering objects in the depsgraph */
eObjectMode object_mode;
int object_type = 0;
if (obedit != NULL) {
object_type = obedit->type;
object_mode = obedit->mode;
if (obedit->type == OB_MBALL) {
use_obedit = true;
// obedit_ctx_mode = CTX_MODE_EDIT_METABALL;
}
else if (obedit->type == OB_ARMATURE) {
use_obedit = true;
// obedit_ctx_mode = CTX_MODE_EDIT_ARMATURE;
}
}
if (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) {
if (!(v3d->flag2 & V3D_HIDE_OVERLAYS)) {
/* Note: don't use "BKE_object_pose_armature_get" here, it breaks selection. */
Object *obpose = OBPOSE_FROM_OBACT(obact);
if (obpose == NULL) {
Object *obweight = OBWEIGHTPAINT_FROM_OBACT(obact);
if (obweight) {
/* Only use Armature pose selection, when connected armature is in pose mode. */
Object *ob_armature = BKE_modifiers_is_deformed_by_armature(obweight);
if (ob_armature && ob_armature->mode == OB_MODE_POSE) {
obpose = ob_armature;
}
}
}
if (obpose) {
use_obedit = true;
object_type = obpose->type;
object_mode = obpose->mode;
// obedit_ctx_mode = CTX_MODE_POSE;
}
}
}
const int viewport_size[2] = {BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)};
struct GPUViewport *viewport = GPU_viewport_create();
GPU_viewport_size_set(viewport, viewport_size);
DST.viewport = viewport;
DST.options.is_select = true;
drw_task_graph_init();
/* Get list of enabled engines */
if (use_obedit) {
drw_engines_enable_overlays();
}
else if (!draw_surface) {
/* grease pencil selection */
if (drw_gpencil_engine_needed(depsgraph, v3d)) {
use_drw_engine(&draw_engine_gpencil_type);
}
drw_engines_enable_overlays();
}
else {
/* Draw surface for occlusion. */
drw_engines_enable_basic();
/* grease pencil selection */
if (drw_gpencil_engine_needed(depsgraph, v3d)) {
use_drw_engine(&draw_engine_gpencil_type);
}
drw_engines_enable_overlays();
}
drw_engines_data_validate();
/* Setup viewport */
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
.region = region,
.rv3d = rv3d,
.v3d = v3d,
.scene = scene,
.view_layer = view_layer,
.obact = obact,
.engine_type = engine_type,
.depsgraph = depsgraph,
};
drw_context_state_init();
drw_viewport_var_init();
/* Update UBO's */
DRW_globals_update();
/* Init engines */
drw_engines_init();
DRW_hair_init();
{
drw_engines_cache_init();
drw_engines_world_update(scene);
if (use_obedit) {
FOREACH_OBJECT_IN_MODE_BEGIN (view_layer, v3d, object_type, object_mode, ob_iter) {
drw_engines_cache_populate(ob_iter);
}
FOREACH_OBJECT_IN_MODE_END;
}
else {
/* When selecting pose-bones in pose mode, check for visibility not select-ability
* as pose-bones have their own selection restriction flag. */
const bool use_pose_exception = (DST.draw_ctx.object_pose != NULL);
const int object_type_exclude_select = (v3d->object_type_exclude_viewport |
v3d->object_type_exclude_select);
bool filter_exclude = false;
DST.dupli_origin = NULL;
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (depsgraph, ob) {
if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
continue;
}
if (use_pose_exception && (ob->mode & OB_MODE_POSE)) {
if ((ob->base_flag & BASE_VISIBLE_VIEWLAYER) == 0) {
continue;
}
}
else {
if ((ob->base_flag & BASE_SELECTABLE) == 0) {
continue;
}
}
if ((object_type_exclude_select & (1 << ob->type)) == 0) {
if (object_filter_fn != NULL) {
if (ob->base_flag & BASE_FROM_DUPLI) {
/* pass (use previous filter_exclude value) */
}
else {
filter_exclude = (object_filter_fn(ob, object_filter_user_data) == false);
}
if (filter_exclude) {
continue;
}
}
DRW_select_load_id(ob->runtime.select_id);
DST.dupli_parent = data_.dupli_parent;
DST.dupli_source = data_.dupli_object_current;
drw_duplidata_load(DST.dupli_source);
drw_engines_cache_populate(ob);
}
}
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
}
drw_duplidata_free();
drw_task_graph_deinit();
drw_engines_cache_finish();
DRW_render_instance_buffer_finish();
}
/* Setup frame-buffer. */
draw_select_framebuffer_depth_only_setup(viewport_size);
GPU_framebuffer_bind(g_select_buffer.framebuffer_depth_only);
GPU_framebuffer_clear_depth(g_select_buffer.framebuffer_depth_only, 1.0f);
/* Start Drawing */
DRW_state_reset();
DRW_draw_callbacks_pre_scene();
DRW_hair_update();
/* Only 1-2 passes. */
while (true) {
if (!select_pass_fn(DRW_SELECT_PASS_PRE, select_pass_user_data)) {
break;
}
DRW_state_lock(DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_TEST_ENABLED);
drw_engines_draw_scene();
DRW_state_lock(0);
if (!select_pass_fn(DRW_SELECT_PASS_POST, select_pass_user_data)) {
break;
}
}
DRW_state_reset();
drw_engines_disable();
# ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
# endif
GPU_framebuffer_restore();
/* Cleanup for selection state */
GPU_viewport_free(viewport);
#endif /* USE_GPU_SELECT */
}
/**
* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
*/
static void drw_draw_depth_loop_impl(struct Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
GPUViewport *viewport,
const bool use_opengl_context)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = region->regiondata;
if (use_opengl_context) {
DRW_opengl_context_enable();
}
DST.viewport = viewport;
DST.options.is_depth = true;
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
.region = region,
.rv3d = rv3d,
.v3d = v3d,
.scene = scene,
.view_layer = view_layer,
.obact = OBACT(view_layer),
.engine_type = engine_type,
.depsgraph = depsgraph,
};
drw_task_graph_init();
drw_engines_data_validate();
/* Setup frame-buffer. */
DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(
DST.viewport);
GPU_framebuffer_bind(fbl->depth_only_fb);
GPU_framebuffer_clear_depth(fbl->depth_only_fb, 1.0f);
/* Setup viewport */
drw_context_state_init();
drw_viewport_var_init();
/* Update UBO's */
DRW_globals_update();
/* Init engines */
drw_engines_init();
DRW_hair_init();
{
drw_engines_cache_init();
drw_engines_world_update(DST.draw_ctx.scene);
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
DST.dupli_origin = NULL;
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN (DST.draw_ctx.depsgraph, ob) {
if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
continue;
}
if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
continue;
}
DST.dupli_parent = data_.dupli_parent;
DST.dupli_source = data_.dupli_object_current;
drw_duplidata_load(DST.dupli_source);
drw_engines_cache_populate(ob);
}
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END;
drw_duplidata_free();
drw_engines_cache_finish();
drw_task_graph_deinit();
DRW_render_instance_buffer_finish();
}
/* Start Drawing */
DRW_state_reset();
DRW_hair_update();
drw_engines_draw_scene();
DRW_state_reset();
/* TODO: Reading depth for operators should be done here. */
GPU_framebuffer_restore();
drw_engines_disable();
drw_viewport_cache_resize();
#ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
#endif
/* Changing context. */
if (use_opengl_context) {
DRW_opengl_context_disable();
}
}
/**
* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
*/
void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
GPUViewport *viewport)
{
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
/* Get list of enabled engines */
{
/* Required by `DRW_state_draw_support()` */
DST.draw_ctx.v3d = v3d;
drw_engines_enable_basic();
if (DRW_state_draw_support()) {
drw_engines_enable_overlays();
}
}
drw_draw_depth_loop_impl(depsgraph, region, v3d, viewport, false);
}
/**
* Converted from ED_view3d_draw_depth_gpencil (legacy drawing).
*/
void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
GPUViewport *viewport)
{
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
use_drw_engine(&draw_engine_gpencil_type);
drw_draw_depth_loop_impl(depsgraph, region, v3d, viewport, false);
}
void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *region, View3D *v3d, const rcti *rect)
{
SELECTID_Context *sel_ctx = DRW_select_engine_context_get();
GPUViewport *viewport = WM_draw_region_get_viewport(region);
if (!viewport) {
/* Selection engine requires a viewport.
* TODO(germano): This should be done internally in the engine. */
sel_ctx->is_dirty = true;
sel_ctx->objects_drawn_len = 0;
sel_ctx->index_drawn_len = 1;
return;
}
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
.region = region,
.rv3d = region->regiondata,
.v3d = v3d,
.scene = scene,
.view_layer = view_layer,
.obact = OBACT(view_layer),
.depsgraph = depsgraph,
};
drw_task_graph_init();
drw_context_state_init();
/* Setup viewport */
DST.viewport = viewport;
drw_viewport_var_init();
/* Update UBO's */
DRW_globals_update();
/* Init Select Engine */
sel_ctx->last_rect = *rect;
use_drw_engine(&draw_engine_select_type);
drw_engines_init();
{
drw_engines_cache_init();
Object **obj = &sel_ctx->objects[0];
for (uint remaining = sel_ctx->objects_len; remaining--; obj++) {
Object *obj_eval = DEG_get_evaluated_object(depsgraph, *obj);
drw_engines_cache_populate(obj_eval);
}
drw_engines_cache_finish();
drw_task_graph_deinit();
#if 0 /* This is a workaround to a nasty bug that seems to be a nasty driver bug. (See T69377) */
DRW_render_instance_buffer_finish();
#else
DST.buffer_finish_called = true;
// DRW_instance_buffer_finish(DST.idatalist);
drw_resource_buffer_finish(DST.vmempool);
#endif
}
/* Start Drawing */
DRW_state_reset();
drw_engines_draw_scene();
DRW_state_reset();
drw_engines_disable();
drw_viewport_cache_resize();
#ifdef DEBUG
/* Avoid accidental reuse. */
drw_state_ensure_not_reused(&DST);
#endif
}
/**
* Clears the Depth Buffer and draws only the specified object.
*/
void DRW_draw_depth_object(
Scene *scene, ARegion *region, View3D *v3d, GPUViewport *viewport, Object *object)
{
RegionView3D *rv3d = region->regiondata;
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
GPU_matrix_mul(object->obmat);
/* Setup frame-buffer. */
DefaultFramebufferList *fbl = GPU_viewport_framebuffer_list_get(viewport);
GPU_framebuffer_bind(fbl->depth_only_fb);
GPU_framebuffer_clear_depth(fbl->depth_only_fb, 1.0f);
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
const float(*world_clip_planes)[4] = NULL;
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
GPU_clip_distances(6);
ED_view3d_clipping_local(rv3d, object->obmat);
world_clip_planes = rv3d->clip_local;
}
drw_batch_cache_validate(object);
switch (object->type) {
case OB_MESH: {
GPUBatch *batch;
Mesh *me = object->data;
if (object->mode & OB_MODE_EDIT) {
batch = DRW_mesh_batch_cache_get_edit_triangles(me);
}
else {
batch = DRW_mesh_batch_cache_get_surface(me);
}
struct TaskGraph *task_graph = BLI_task_graph_create();
DRW_mesh_batch_cache_create_requested(task_graph, object, me, scene, false, true);
BLI_task_graph_work_and_wait(task_graph);
BLI_task_graph_free(task_graph);
const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED :
GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
if (world_clip_planes != NULL) {
GPU_batch_uniform_4fv_array(batch, "WorldClipPlanes", 6, world_clip_planes);
}
GPU_batch_draw(batch);
} break;
case OB_CURVE:
case OB_SURF:
break;
}
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
GPU_clip_distances(0);
}
GPU_matrix_set(rv3d->viewmat);
GPU_depth_test(GPU_DEPTH_NONE);
GPU_framebuffer_restore();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Manager State (DRW_state)
* \{ */
/**
* When false, drawing doesn't output to a pixel buffer
* eg: Occlusion queries, or when we have setup a context to draw in already.
*/
bool DRW_state_is_fbo(void)
{
return ((DST.default_framebuffer != NULL) || DST.options.is_image_render) &&
!DRW_state_is_depth() && !DRW_state_is_select();
}
/**
* For when engines need to know if this is drawing for selection or not.
*/
bool DRW_state_is_select(void)
{
return DST.options.is_select;
}
bool DRW_state_is_depth(void)
{
return DST.options.is_depth;
}
/**
* Whether we are rendering for an image
*/
bool DRW_state_is_image_render(void)
{
return DST.options.is_image_render;
}
/**
* Whether the view transform should be applied.
*/
bool DRW_state_do_color_management(void)
{
return DST.options.do_color_management;
}
/**
* Whether we are rendering only the render engine,
* or if we should also render the mode engines.
*/
bool DRW_state_is_scene_render(void)
{
BLI_assert(DST.options.is_scene_render ? DST.options.is_image_render : true);
return DST.options.is_scene_render;
}
/**
* Whether we are rendering simple opengl render
*/
bool DRW_state_is_opengl_render(void)
{
return DST.options.is_image_render && !DST.options.is_scene_render;
}
bool DRW_state_is_playback(void)
{
if (DST.draw_ctx.evil_C != NULL) {
struct wmWindowManager *wm = CTX_wm_manager(DST.draw_ctx.evil_C);
return ED_screen_animation_playing(wm) != NULL;
}
return false;
}
/**
* Is the user navigating the region.
*/
bool DRW_state_is_navigating(void)
{
const RegionView3D *rv3d = DST.draw_ctx.rv3d;
return (rv3d) && (rv3d->rflag & (RV3D_NAVIGATING | RV3D_PAINTING));
}
/**
* Should text draw in this mode?
*/
bool DRW_state_show_text(void)
{
return (DST.options.is_select) == 0 && (DST.options.is_depth) == 0 &&
(DST.options.is_scene_render) == 0 && (DST.options.draw_text) == 0;
}
/**
* Should draw support elements
* Objects center, selection outline, probe data, ...
*/
bool DRW_state_draw_support(void)
{
View3D *v3d = DST.draw_ctx.v3d;
return (DRW_state_is_scene_render() == false) && (v3d != NULL) &&
((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0);
}
/**
* Whether we should render the background
*/
bool DRW_state_draw_background(void)
{
return DST.options.draw_background;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Context State (DRW_context_state)
* \{ */
const DRWContextState *DRW_context_state_get(void)
{
return &DST.draw_ctx;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Init/Exit (DRW_engines)
* \{ */
bool DRW_engine_render_support(DrawEngineType *draw_engine_type)
{
return draw_engine_type->render_to_image;
}
void DRW_engine_register(DrawEngineType *draw_engine_type)
{
BLI_addtail(&DRW_engines, draw_engine_type);
}
void DRW_engines_register(void)
{
RE_engines_register(&DRW_engine_viewport_eevee_type);
RE_engines_register(&DRW_engine_viewport_workbench_type);
DRW_engine_register(&draw_engine_gpencil_type);
DRW_engine_register(&draw_engine_overlay_type);
DRW_engine_register(&draw_engine_select_type);
DRW_engine_register(&draw_engine_basic_type);
DRW_engine_register(&draw_engine_image_type);
DRW_engine_register(DRW_engine_viewport_external_type.draw_engine);
/* setup callbacks */
{
BKE_mball_batch_cache_dirty_tag_cb = DRW_mball_batch_cache_dirty_tag;
BKE_mball_batch_cache_free_cb = DRW_mball_batch_cache_free;
BKE_curve_batch_cache_dirty_tag_cb = DRW_curve_batch_cache_dirty_tag;
BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free;
BKE_mesh_batch_cache_dirty_tag_cb = DRW_mesh_batch_cache_dirty_tag;
BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free;
BKE_lattice_batch_cache_dirty_tag_cb = DRW_lattice_batch_cache_dirty_tag;
BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free;
BKE_particle_batch_cache_dirty_tag_cb = DRW_particle_batch_cache_dirty_tag;
BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free;
BKE_gpencil_batch_cache_dirty_tag_cb = DRW_gpencil_batch_cache_dirty_tag;
BKE_gpencil_batch_cache_free_cb = DRW_gpencil_batch_cache_free;
BKE_hair_batch_cache_dirty_tag_cb = DRW_hair_batch_cache_dirty_tag;
BKE_hair_batch_cache_free_cb = DRW_hair_batch_cache_free;
BKE_pointcloud_batch_cache_dirty_tag_cb = DRW_pointcloud_batch_cache_dirty_tag;
BKE_pointcloud_batch_cache_free_cb = DRW_pointcloud_batch_cache_free;
BKE_volume_batch_cache_dirty_tag_cb = DRW_volume_batch_cache_dirty_tag;
BKE_volume_batch_cache_free_cb = DRW_volume_batch_cache_free;
}
}
void DRW_engines_free(void)
{
if (DST.gl_context == NULL) {
/* Nothing has been setup. Nothing to clear.
* Otherwise, DRW_opengl_context_enable can
* create a context in background mode. (see T62355) */
return;
}
DRW_opengl_context_enable();
DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth);
GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer_depth_only);
DRW_hair_free();
DRW_shape_cache_free();
DRW_stats_free();
DRW_globals_free();
DrawEngineType *next;
for (DrawEngineType *type = DRW_engines.first; type; type = next) {
next = type->next;
BLI_remlink(&R_engines, type);
if (type->engine_free) {
type->engine_free();
}
}
DRW_UBO_FREE_SAFE(G_draw.block_ubo);
DRW_UBO_FREE_SAFE(G_draw.view_ubo);
DRW_TEXTURE_FREE_SAFE(G_draw.ramp);
DRW_TEXTURE_FREE_SAFE(G_draw.weight_ramp);
if (DST.draw_list) {
GPU_draw_list_discard(DST.draw_list);
}
DRW_opengl_context_disable();
}
void DRW_render_context_enable(Render *render)
{
if (G.background && DST.gl_context == NULL) {
WM_init_opengl();
}
if (GPU_use_main_context_workaround()) {
GPU_context_main_lock();
DRW_opengl_context_enable();
return;
}
void *re_gl_context = RE_gl_context_get(render);
/* Changing Context */
if (re_gl_context != NULL) {
DRW_opengl_render_context_enable(re_gl_context);
/* We need to query gpu context after a gl context has been bound. */
void *re_gpu_context = NULL;
re_gpu_context = RE_gpu_context_get(render);
DRW_gpu_render_context_enable(re_gpu_context);
}
else {
DRW_opengl_context_enable();
}
}
void DRW_render_context_disable(Render *render)
{
if (GPU_use_main_context_workaround()) {
DRW_opengl_context_disable();
GPU_context_main_unlock();
return;
}
void *re_gl_context = RE_gl_context_get(render);
if (re_gl_context != NULL) {
void *re_gpu_context = NULL;
re_gpu_context = RE_gpu_context_get(render);
DRW_gpu_render_context_disable(re_gpu_context);
DRW_opengl_render_context_disable(re_gl_context);
}
else {
DRW_opengl_context_disable();
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Init/Exit (DRW_opengl_ctx)
* \{ */
void DRW_opengl_context_create(void)
{
BLI_assert(DST.gl_context == NULL); /* Ensure it's called once */
DST.gl_context_mutex = BLI_ticket_mutex_alloc();
/* This changes the active context. */
DST.gl_context = WM_opengl_context_create();
WM_opengl_context_activate(DST.gl_context);
/* Be sure to create gpu_context too. */
DST.gpu_context = GPU_context_create(NULL);
/* So we activate the window's one afterwards. */
wm_window_reset_drawable();
}
void DRW_opengl_context_destroy(void)
{
BLI_assert(BLI_thread_is_main());
if (DST.gl_context != NULL) {
WM_opengl_context_activate(DST.gl_context);
GPU_context_active_set(DST.gpu_context);
GPU_context_discard(DST.gpu_context);
WM_opengl_context_dispose(DST.gl_context);
BLI_ticket_mutex_free(DST.gl_context_mutex);
}
}
void DRW_opengl_context_enable_ex(bool UNUSED(restore))
{
if (DST.gl_context != NULL) {
/* IMPORTANT: We don't support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
BLI_ticket_mutex_lock(DST.gl_context_mutex);
WM_opengl_context_activate(DST.gl_context);
GPU_context_active_set(DST.gpu_context);
}
}
void DRW_opengl_context_disable_ex(bool restore)
{
if (DST.gl_context != NULL) {
#ifdef __APPLE__
/* Need to flush before disabling draw context, otherwise it does not
* always finish drawing and viewport can be empty or partially drawn */
GPU_flush();
#endif
if (BLI_thread_is_main() && restore) {
wm_window_reset_drawable();
}
else {
WM_opengl_context_release(DST.gl_context);
GPU_context_active_set(NULL);
}
BLI_ticket_mutex_unlock(DST.gl_context_mutex);
}
}
void DRW_opengl_context_enable(void)
{
if (G.background && DST.gl_context == NULL) {
WM_init_opengl();
}
DRW_opengl_context_enable_ex(true);
}
void DRW_opengl_context_disable(void)
{
DRW_opengl_context_disable_ex(true);
}
void DRW_opengl_render_context_enable(void *re_gl_context)
{
/* If thread is main you should use DRW_opengl_context_enable(). */
BLI_assert(!BLI_thread_is_main());
/* TODO get rid of the blocking. Only here because of the static global DST. */
BLI_ticket_mutex_lock(DST.gl_context_mutex);
WM_opengl_context_activate(re_gl_context);
}
void DRW_opengl_render_context_disable(void *re_gl_context)
{
WM_opengl_context_release(re_gl_context);
/* TODO get rid of the blocking. */
BLI_ticket_mutex_unlock(DST.gl_context_mutex);
}
/* Needs to be called AFTER DRW_opengl_render_context_enable() */
void DRW_gpu_render_context_enable(void *re_gpu_context)
{
/* If thread is main you should use DRW_opengl_context_enable(). */
BLI_assert(!BLI_thread_is_main());
GPU_context_active_set(re_gpu_context);
}
/* Needs to be called BEFORE DRW_opengl_render_context_disable() */
void DRW_gpu_render_context_disable(void *UNUSED(re_gpu_context))
{
GPU_flush();
GPU_context_active_set(NULL);
}
/** \} */
#ifdef WITH_XR_OPENXR
/* XXX
* There should really be no such getter, but for VR we currently can't easily avoid it. OpenXR
* needs some low level info for the OpenGL context that will be used for submitting the
* final framebuffer. VR could in theory create its own context, but that would mean we have to
* switch to it just to submit the final frame, which has notable performance impact.
*
* We could "inject" a context through DRW_opengl_render_context_enable(), but that would have to
* work from the main thread, which is tricky to get working too. The preferable solution would
* be using a separate thread for VR drawing where a single context can stay active. */
void *DRW_xr_opengl_context_get(void)
{
return DST.gl_context;
}
/* XXX See comment on DRW_xr_opengl_context_get(). */
void *DRW_xr_gpu_context_get(void)
{
return DST.gpu_context;
}
/* XXX See comment on DRW_xr_opengl_context_get(). */
void DRW_xr_drawing_begin(void)
{
BLI_ticket_mutex_lock(DST.gl_context_mutex);
}
/* XXX See comment on DRW_xr_opengl_context_get(). */
void DRW_xr_drawing_end(void)
{
BLI_ticket_mutex_unlock(DST.gl_context_mutex);
}
#endif
/* -------------------------------------------------------------------- */
/** \name Internal testing API for gtests
* \{ */
#ifdef WITH_OPENGL_DRAW_TESTS
void DRW_draw_state_init_gtests(eGPUShaderConfig sh_cfg)
{
DST.draw_ctx.sh_cfg = sh_cfg;
}
#endif
/** \} */