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blender-archive/source/blender/gpu/GPU_viewport.h
Clément Foucault 45c085a171 DRW: Add DRWView to improve different view handling
This will have multiple benefit.

TODO detail benefits (culling, more explicit, handling of clipping planes)

For now the view usage is wrapped to make changes needed more progressive.
2019-05-22 13:29:04 +02:00

127 lines
3.8 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*/
#ifndef __GPU_VIEWPORT_H__
#define __GPU_VIEWPORT_H__
#include <stdbool.h>
#include "DNA_vec_types.h"
#include "GPU_framebuffer.h"
#include "GPU_texture.h"
#define GPU_INFO_SIZE 512 /* IMA_MAX_RENDER_TEXT */
typedef struct GPUViewport GPUViewport;
/* Contains memory pools information */
typedef struct ViewportMemoryPool {
struct BLI_memblock *calls;
struct BLI_memblock *states;
struct BLI_memblock *cullstates;
struct BLI_memblock *shgroups;
struct BLI_memblock *uniforms;
struct BLI_memblock *views;
struct BLI_memblock *passes;
struct BLI_memblock *images;
} ViewportMemoryPool;
/* All FramebufferLists are just the same pointers with different names */
typedef struct FramebufferList {
struct GPUFrameBuffer *framebuffers[0];
} FramebufferList;
typedef struct TextureList {
struct GPUTexture *textures[0];
} TextureList;
typedef struct PassList {
struct DRWPass *passes[0];
} PassList;
typedef struct StorageList {
void *storage[0]; /* custom structs from the engine */
} StorageList;
typedef struct ViewportEngineData {
void *engine_type;
FramebufferList *fbl;
TextureList *txl;
PassList *psl;
StorageList *stl;
char info[GPU_INFO_SIZE];
/* we may want to put this elsewhere */
struct DRWTextStore *text_draw_cache;
/* Profiling data */
double init_time;
double render_time;
double background_time;
} ViewportEngineData;
typedef struct ViewportEngineData_Info {
int fbl_len;
int txl_len;
int psl_len;
int stl_len;
} ViewportEngineData_Info;
GPUViewport *GPU_viewport_create(void);
void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect);
void GPU_viewport_unbind(GPUViewport *viewport);
void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect);
void GPU_viewport_free(GPUViewport *viewport);
GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs);
void GPU_viewport_clear_from_offscreen(GPUViewport *viewport);
ViewportMemoryPool *GPU_viewport_mempool_get(GPUViewport *viewport);
struct DRWInstanceDataList *GPU_viewport_instance_data_list_get(GPUViewport *viewport);
void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type);
void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_type);
void *GPU_viewport_framebuffer_list_get(GPUViewport *viewport);
void *GPU_viewport_texture_list_get(GPUViewport *viewport);
void GPU_viewport_size_get(const GPUViewport *viewport, int size[2]);
void GPU_viewport_size_set(GPUViewport *viewport, const int size[2]);
/* Profiling */
double *GPU_viewport_cache_time_get(GPUViewport *viewport);
void GPU_viewport_tag_update(GPUViewport *viewport);
bool GPU_viewport_do_update(GPUViewport *viewport);
GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport);
/* Texture pool */
GPUTexture *GPU_viewport_texture_pool_query(
GPUViewport *viewport, void *engine, int width, int height, int format);
bool GPU_viewport_engines_data_validate(GPUViewport *viewport, void **engine_handle_array);
void GPU_viewport_cache_release(GPUViewport *viewport);
#endif // __GPU_VIEWPORT_H__