During viewport rendering the color values were clamped in order to
apply the overlay on top of it. This clamping would show the scene
colors washed out.
This patch adds a work around to skip the clamping when the overlays are
turned off.
Parial fix for {T77909}
		
	
		
			
				
	
	
		
			165 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			165 lines
		
	
	
		
			5.4 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) 2005 Blender Foundation.
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 * All rights reserved.
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 */
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/** \file
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 * \ingroup gpu
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 */
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#pragma once
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#include <stdbool.h>
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#include "DNA_scene_types.h"
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#include "DNA_vec_types.h"
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define GPU_INFO_SIZE 512 /* IMA_MAX_RENDER_TEXT */
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#define GLA_PIXEL_OFS 0.375f
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typedef struct GHash GHash;
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typedef struct GPUViewport GPUViewport;
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struct GPUFrameBuffer;
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/* Contains memory pools information */
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typedef struct ViewportMemoryPool {
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  struct BLI_memblock *commands;
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  struct BLI_memblock *commands_small;
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  struct BLI_memblock *callbuffers;
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  struct BLI_memblock *obmats;
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  struct BLI_memblock *obinfos;
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  struct BLI_memblock *cullstates;
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  struct BLI_memblock *shgroups;
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  struct BLI_memblock *uniforms;
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  struct BLI_memblock *views;
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  struct BLI_memblock *passes;
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  struct BLI_memblock *images;
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  struct GPUUniformBuf **matrices_ubo;
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  struct GPUUniformBuf **obinfos_ubo;
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  struct GHash *obattrs_ubo_pool;
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  uint ubo_len;
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} ViewportMemoryPool;
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/* All FramebufferLists are just the same pointers with different names */
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typedef struct FramebufferList {
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  struct GPUFrameBuffer *framebuffers[0];
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} FramebufferList;
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typedef struct TextureList {
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  struct GPUTexture *textures[0];
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} TextureList;
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typedef struct PassList {
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  struct DRWPass *passes[0];
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} PassList;
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typedef struct StorageList {
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  void *storage[0]; /* custom structs from the engine */
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} StorageList;
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typedef struct ViewportEngineData {
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  void *engine_type;
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  FramebufferList *fbl;
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  TextureList *txl;
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  PassList *psl;
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  StorageList *stl;
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  char info[GPU_INFO_SIZE];
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  TextureList *txl_stereo;
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  StorageList *stl_stereo;
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  /* we may want to put this elsewhere */
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  struct DRWTextStore *text_draw_cache;
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  /* Profiling data */
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  double init_time;
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  double render_time;
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  double background_time;
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} ViewportEngineData;
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typedef struct ViewportEngineData_Info {
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  int fbl_len;
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  int txl_len;
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  int psl_len;
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  int stl_len;
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} ViewportEngineData_Info;
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GPUViewport *GPU_viewport_create(void);
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GPUViewport *GPU_viewport_stereo_create(void);
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void GPU_viewport_bind(GPUViewport *viewport, int view, const rcti *rect);
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void GPU_viewport_unbind(GPUViewport *viewport);
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void GPU_viewport_draw_to_screen(GPUViewport *viewport, int view, const rcti *rect);
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void GPU_viewport_draw_to_screen_ex(GPUViewport *viewport,
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                                    int view,
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                                    const rcti *rect,
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                                    bool display_colorspace,
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                                    bool do_overlay_merge);
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void GPU_viewport_free(GPUViewport *viewport);
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void GPU_viewport_colorspace_set(GPUViewport *viewport,
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                                 ColorManagedViewSettings *view_settings,
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                                 ColorManagedDisplaySettings *display_settings,
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                                 float dither);
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void GPU_viewport_bind_from_offscreen(GPUViewport *viewport, struct GPUOffScreen *ofs);
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void GPU_viewport_unbind_from_offscreen(GPUViewport *viewport,
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                                        struct GPUOffScreen *ofs,
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                                        bool display_colorspace,
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                                        bool do_overlay_merge);
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ViewportMemoryPool *GPU_viewport_mempool_get(GPUViewport *viewport);
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struct DRWInstanceDataList *GPU_viewport_instance_data_list_get(GPUViewport *viewport);
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void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type);
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void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_handle);
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void *GPU_viewport_framebuffer_list_get(GPUViewport *viewport);
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void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo_format);
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void *GPU_viewport_texture_list_get(GPUViewport *viewport);
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void GPU_viewport_size_get(const GPUViewport *viewport, int size[2]);
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void GPU_viewport_size_set(GPUViewport *viewport, const int size[2]);
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void GPU_viewport_active_view_set(GPUViewport *viewport, int view);
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/* Profiling */
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double *GPU_viewport_cache_time_get(GPUViewport *viewport);
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void GPU_viewport_tag_update(GPUViewport *viewport);
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bool GPU_viewport_do_update(GPUViewport *viewport);
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GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport, int view);
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/* Texture pool */
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GPUTexture *GPU_viewport_texture_pool_query(
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    GPUViewport *viewport, void *engine, int width, int height, int format);
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bool GPU_viewport_engines_data_validate(GPUViewport *viewport, void **engine_handle_array);
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void GPU_viewport_cache_release(GPUViewport *viewport);
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struct GPUFrameBuffer *GPU_viewport_framebuffer_default_get(GPUViewport *viewport);
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struct GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport);
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#ifdef __cplusplus
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}
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#endif
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