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blender-archive/source/blender/windowmanager/intern/wm_draw.c
Jason Fielder 309ea31485 Metal: Initial Implementation of Metal Backend for GPU Module.
Adding WITH_METAL option to CMAKE to guard compilation for macOS only. Implemented stub METALBackend to mirror GPUBackend interface and added capabilities initialisation, along with API initialisation paths.

Global rendering coordination commands added to backend with GPU_render_begin and GPU_render_end() commands globally wrapping GPU work. This is required for Metal to ensure temporary resources are generated within an NSAutoReleasePool and freed accordingly.

Authored by Apple: Michael Parkin-White, Vil Harvey, Marco Giordano, Michael Jones, Morteza Mostajabodaveh, Jason Fielder

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D14293
2022-03-22 12:54:34 +01:00

1153 lines
32 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2007 Blender Foundation. All rights reserved. */
/** \file
* \ingroup wm
*
* Handle OpenGL buffers for windowing, also paint cursor.
*/
#include <stdlib.h>
#include <string.h>
#include "DNA_camera_types.h"
#include "DNA_listBase.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "GHOST_C-api.h"
#include "ED_node.h"
#include "ED_screen.h"
#include "ED_view3d.h"
#include "GPU_batch_presets.h"
#include "GPU_context.h"
#include "GPU_debug.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_state.h"
#include "GPU_texture.h"
#include "GPU_viewport.h"
#include "RE_engine.h"
#include "WM_api.h"
#include "WM_toolsystem.h"
#include "WM_types.h"
#include "wm.h"
#include "wm_draw.h"
#include "wm_event_system.h"
#include "wm_surface.h"
#include "wm_window.h"
#include "UI_resources.h"
#ifdef WITH_OPENSUBDIV
# include "BKE_subsurf.h"
#endif
/* -------------------------------------------------------------------- */
/** \name Draw Paint Cursor
* \{ */
static void wm_paintcursor_draw(bContext *C, ScrArea *area, ARegion *region)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
bScreen *screen = WM_window_get_active_screen(win);
/* Don't draw paint cursors with locked interface. Painting is not possible
* then, and cursor drawing can use scene data that another thread may be
* modifying. */
if (wm->is_interface_locked) {
return;
}
if (!region->visible || region != screen->active_region) {
return;
}
LISTBASE_FOREACH_MUTABLE (wmPaintCursor *, pc, &wm->paintcursors) {
if ((pc->space_type != SPACE_TYPE_ANY) && (area->spacetype != pc->space_type)) {
continue;
}
if (!ELEM(pc->region_type, RGN_TYPE_ANY, region->regiontype)) {
continue;
}
if (pc->poll == NULL || pc->poll(C)) {
UI_SetTheme(area->spacetype, region->regiontype);
/* Prevent drawing outside region. */
GPU_scissor_test(true);
GPU_scissor(region->winrct.xmin,
region->winrct.ymin,
BLI_rcti_size_x(&region->winrct) + 1,
BLI_rcti_size_y(&region->winrct) + 1);
if (ELEM(win->grabcursor, GHOST_kGrabWrap, GHOST_kGrabHide)) {
int x = 0, y = 0;
wm_cursor_position_get(win, &x, &y);
pc->draw(C, x, y, pc->customdata);
}
else {
pc->draw(C, win->eventstate->xy[0], win->eventstate->xy[1], pc->customdata);
}
GPU_scissor_test(false);
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Post Draw Region on display handlers
* \{ */
static void wm_region_draw_overlay(bContext *C, ScrArea *area, ARegion *region)
{
wmWindow *win = CTX_wm_window(C);
wmViewport(&region->winrct);
UI_SetTheme(area->spacetype, region->regiontype);
region->type->draw_overlay(C, region);
wmWindowViewport(win);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal Utilities
* \{ */
static bool wm_draw_region_stereo_set(Main *bmain,
ScrArea *area,
ARegion *region,
eStereoViews sview)
{
/* We could detect better when stereo is actually needed, by inspecting the
* image in the image editor and sequencer. */
if (!ELEM(region->regiontype, RGN_TYPE_WINDOW, RGN_TYPE_PREVIEW)) {
return false;
}
switch (area->spacetype) {
case SPACE_IMAGE: {
if (region->regiontype == RGN_TYPE_WINDOW) {
SpaceImage *sima = area->spacedata.first;
sima->iuser.multiview_eye = sview;
return true;
}
break;
}
case SPACE_VIEW3D: {
if (region->regiontype == RGN_TYPE_WINDOW) {
View3D *v3d = area->spacedata.first;
if (v3d->camera && v3d->camera->type == OB_CAMERA) {
RegionView3D *rv3d = region->regiondata;
RenderEngine *engine = rv3d->render_engine;
if (engine && !(engine->type->flag & RE_USE_STEREO_VIEWPORT)) {
return false;
}
Camera *cam = v3d->camera->data;
CameraBGImage *bgpic = cam->bg_images.first;
v3d->multiview_eye = sview;
if (bgpic) {
bgpic->iuser.multiview_eye = sview;
}
return true;
}
}
break;
}
case SPACE_NODE: {
if (region->regiontype == RGN_TYPE_WINDOW) {
SpaceNode *snode = area->spacedata.first;
if ((snode->flag & SNODE_BACKDRAW) && ED_node_is_compositor(snode)) {
Image *ima = BKE_image_ensure_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
ima->eye = sview;
return true;
}
}
break;
}
case SPACE_SEQ: {
SpaceSeq *sseq = area->spacedata.first;
sseq->multiview_eye = sview;
if (region->regiontype == RGN_TYPE_PREVIEW) {
return true;
}
if (region->regiontype == RGN_TYPE_WINDOW) {
return (sseq->draw_flag & SEQ_DRAW_BACKDROP) != 0;
}
}
}
return false;
}
static void wm_region_test_gizmo_do_draw(bContext *C,
ScrArea *area,
ARegion *region,
bool tag_redraw)
{
if (region->gizmo_map == NULL) {
return;
}
wmGizmoMap *gzmap = region->gizmo_map;
LISTBASE_FOREACH (wmGizmoGroup *, gzgroup, WM_gizmomap_group_list(gzmap)) {
if (tag_redraw && (gzgroup->type->flag & WM_GIZMOGROUPTYPE_VR_REDRAWS)) {
ScrArea *ctx_area = CTX_wm_area(C);
ARegion *ctx_region = CTX_wm_region(C);
CTX_wm_area_set(C, area);
CTX_wm_region_set(C, region);
if (WM_gizmo_group_type_poll(C, gzgroup->type)) {
ED_region_tag_redraw_editor_overlays(region);
}
/* Reset. */
CTX_wm_area_set(C, ctx_area);
CTX_wm_region_set(C, ctx_region);
}
LISTBASE_FOREACH (wmGizmo *, gz, &gzgroup->gizmos) {
if (gz->do_draw) {
if (tag_redraw) {
ED_region_tag_redraw_editor_overlays(region);
}
gz->do_draw = false;
}
}
}
}
static void wm_region_test_render_do_draw(const Scene *scene,
struct Depsgraph *depsgraph,
ScrArea *area,
ARegion *region)
{
/* tag region for redraw from render engine preview running inside of it */
if (area->spacetype == SPACE_VIEW3D && region->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = region->regiondata;
RenderEngine *engine = rv3d->render_engine;
GPUViewport *viewport = WM_draw_region_get_viewport(region);
if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) {
View3D *v3d = area->spacedata.first;
rcti border_rect;
/* do partial redraw when possible */
if (ED_view3d_calc_render_border(scene, depsgraph, v3d, region, &border_rect)) {
ED_region_tag_redraw_partial(region, &border_rect, false);
}
else {
ED_region_tag_redraw_no_rebuild(region);
}
engine->flag &= ~RE_ENGINE_DO_DRAW;
}
else if (viewport && GPU_viewport_do_update(viewport)) {
ED_region_tag_redraw_no_rebuild(region);
}
}
}
#ifdef WITH_XR_OPENXR
static void wm_region_test_xr_do_draw(const wmWindowManager *wm,
const ScrArea *area,
ARegion *region)
{
if ((area->spacetype == SPACE_VIEW3D) && (region->regiontype == RGN_TYPE_WINDOW)) {
if (ED_view3d_is_region_xr_mirror_active(wm, area->spacedata.first, region)) {
ED_region_tag_redraw_no_rebuild(region);
}
}
}
#endif
static bool wm_region_use_viewport_by_type(short space_type, short region_type)
{
return (ELEM(space_type, SPACE_VIEW3D, SPACE_IMAGE, SPACE_NODE) &&
region_type == RGN_TYPE_WINDOW) ||
((space_type == SPACE_SEQ) && ELEM(region_type, RGN_TYPE_PREVIEW, RGN_TYPE_WINDOW));
}
bool WM_region_use_viewport(ScrArea *area, ARegion *region)
{
return wm_region_use_viewport_by_type(area->spacetype, region->regiontype);
}
static const char *wm_area_name(ScrArea *area)
{
#define SPACE_NAME(space) \
case space: \
return #space;
switch (area->spacetype) {
SPACE_NAME(SPACE_EMPTY);
SPACE_NAME(SPACE_VIEW3D);
SPACE_NAME(SPACE_GRAPH);
SPACE_NAME(SPACE_OUTLINER);
SPACE_NAME(SPACE_PROPERTIES);
SPACE_NAME(SPACE_FILE);
SPACE_NAME(SPACE_IMAGE);
SPACE_NAME(SPACE_INFO);
SPACE_NAME(SPACE_SEQ);
SPACE_NAME(SPACE_TEXT);
SPACE_NAME(SPACE_ACTION);
SPACE_NAME(SPACE_NLA);
SPACE_NAME(SPACE_SCRIPT);
SPACE_NAME(SPACE_NODE);
SPACE_NAME(SPACE_CONSOLE);
SPACE_NAME(SPACE_USERPREF);
SPACE_NAME(SPACE_CLIP);
SPACE_NAME(SPACE_TOPBAR);
SPACE_NAME(SPACE_STATUSBAR);
default:
return "Unknown Space";
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Window Drawing (Draw All)
*
* Reference method, draw all each time.
* \{ */
typedef struct WindowDrawCB {
struct WindowDrawCB *next, *prev;
void (*draw)(const struct wmWindow *, void *);
void *customdata;
} WindowDrawCB;
void *WM_draw_cb_activate(wmWindow *win,
void (*draw)(const struct wmWindow *, void *),
void *customdata)
{
WindowDrawCB *wdc = MEM_callocN(sizeof(*wdc), "WindowDrawCB");
BLI_addtail(&win->drawcalls, wdc);
wdc->draw = draw;
wdc->customdata = customdata;
return wdc;
}
void WM_draw_cb_exit(wmWindow *win, void *handle)
{
LISTBASE_FOREACH (WindowDrawCB *, wdc, &win->drawcalls) {
if (wdc == (WindowDrawCB *)handle) {
BLI_remlink(&win->drawcalls, wdc);
MEM_freeN(wdc);
return;
}
}
}
static void wm_draw_callbacks(wmWindow *win)
{
LISTBASE_FOREACH (WindowDrawCB *, wdc, &win->drawcalls) {
wdc->draw(win, wdc->customdata);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Region Drawing
*
* Each region draws into its own frame-buffer, which is then blit on the
* window draw buffer. This helps with fast redrawing if only some regions
* change. It also means we can share a single context for multiple windows,
* so that for example VAOs can be shared between windows.
* \{ */
static void wm_draw_region_buffer_free(ARegion *region)
{
if (region->draw_buffer) {
if (region->draw_buffer->viewport) {
GPU_viewport_free(region->draw_buffer->viewport);
}
if (region->draw_buffer->offscreen) {
GPU_offscreen_free(region->draw_buffer->offscreen);
}
MEM_freeN(region->draw_buffer);
region->draw_buffer = NULL;
}
}
static void wm_draw_offscreen_texture_parameters(GPUOffScreen *offscreen)
{
/* Setup offscreen color texture for drawing. */
GPUTexture *texture = GPU_offscreen_color_texture(offscreen);
/* No mipmaps or filtering. */
GPU_texture_mipmap_mode(texture, false, false);
}
static void wm_draw_region_buffer_create(ARegion *region, bool stereo, bool use_viewport)
{
if (region->draw_buffer) {
if (region->draw_buffer->stereo != stereo) {
/* Free draw buffer on stereo changes. */
wm_draw_region_buffer_free(region);
}
else {
/* Free offscreen buffer on size changes. Viewport auto resizes. */
GPUOffScreen *offscreen = region->draw_buffer->offscreen;
if (offscreen && (GPU_offscreen_width(offscreen) != region->winx ||
GPU_offscreen_height(offscreen) != region->winy)) {
wm_draw_region_buffer_free(region);
}
}
}
if (!region->draw_buffer) {
if (use_viewport) {
/* Allocate viewport which includes an offscreen buffer with depth
* multisample, etc. */
region->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
region->draw_buffer->viewport = stereo ? GPU_viewport_stereo_create() :
GPU_viewport_create();
}
else {
/* Allocate offscreen buffer if it does not exist. This one has no
* depth or multisample buffers. 3D view creates own buffers with
* the data it needs. */
GPUOffScreen *offscreen = GPU_offscreen_create(
region->winx, region->winy, false, GPU_RGBA8, NULL);
if (!offscreen) {
WM_report(RPT_ERROR, "Region could not be drawn!");
return;
}
wm_draw_offscreen_texture_parameters(offscreen);
region->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
region->draw_buffer->offscreen = offscreen;
}
region->draw_buffer->bound_view = -1;
region->draw_buffer->stereo = stereo;
}
}
static void wm_draw_region_bind(ARegion *region, int view)
{
if (!region->draw_buffer) {
return;
}
if (region->draw_buffer->viewport) {
GPU_viewport_bind(region->draw_buffer->viewport, view, &region->winrct);
}
else {
GPU_offscreen_bind(region->draw_buffer->offscreen, false);
/* For now scissor is expected by region drawing, we could disable it
* and do the enable/disable in the specific cases that setup scissor. */
GPU_scissor_test(true);
GPU_scissor(0, 0, region->winx, region->winy);
}
region->draw_buffer->bound_view = view;
}
static void wm_draw_region_unbind(ARegion *region)
{
if (!region->draw_buffer) {
return;
}
region->draw_buffer->bound_view = -1;
if (region->draw_buffer->viewport) {
GPU_viewport_unbind(region->draw_buffer->viewport);
}
else {
GPU_scissor_test(false);
GPU_offscreen_unbind(region->draw_buffer->offscreen, false);
}
}
static void wm_draw_region_blit(ARegion *region, int view)
{
if (!region->draw_buffer) {
return;
}
if (view == -1) {
/* Non-stereo drawing. */
view = 0;
}
else if (view > 0) {
if (region->draw_buffer->viewport == NULL) {
/* Region does not need stereo or failed to allocate stereo buffers. */
view = 0;
}
}
if (region->draw_buffer->viewport) {
GPU_viewport_draw_to_screen(region->draw_buffer->viewport, view, &region->winrct);
}
else {
GPU_offscreen_draw_to_screen(
region->draw_buffer->offscreen, region->winrct.xmin, region->winrct.ymin);
}
}
GPUTexture *wm_draw_region_texture(ARegion *region, int view)
{
if (!region->draw_buffer) {
return NULL;
}
GPUViewport *viewport = region->draw_buffer->viewport;
if (viewport) {
return GPU_viewport_color_texture(viewport, view);
}
return GPU_offscreen_color_texture(region->draw_buffer->offscreen);
}
void wm_draw_region_blend(ARegion *region, int view, bool blend)
{
if (!region->draw_buffer) {
return;
}
/* Alpha is always 1, except when blend timer is running. */
float alpha = ED_region_blend_alpha(region);
if (alpha <= 0.0f) {
return;
}
if (!blend) {
alpha = 1.0f;
}
/* wmOrtho for the screen has this same offset */
const float halfx = GLA_PIXEL_OFS / (BLI_rcti_size_x(&region->winrct) + 1);
const float halfy = GLA_PIXEL_OFS / (BLI_rcti_size_y(&region->winrct) + 1);
rcti rect_geo = region->winrct;
rect_geo.xmax += 1;
rect_geo.ymax += 1;
rctf rect_tex;
rect_tex.xmin = halfx;
rect_tex.ymin = halfy;
rect_tex.xmax = 1.0f + halfx;
rect_tex.ymax = 1.0f + halfy;
float alpha_easing = 1.0f - alpha;
alpha_easing = 1.0f - alpha_easing * alpha_easing;
/* Slide vertical panels */
float ofs_x = BLI_rcti_size_x(&region->winrct) * (1.0f - alpha_easing);
if (RGN_ALIGN_ENUM_FROM_MASK(region->alignment) == RGN_ALIGN_RIGHT) {
rect_geo.xmin += ofs_x;
rect_tex.xmax *= alpha_easing;
alpha = 1.0f;
}
else if (RGN_ALIGN_ENUM_FROM_MASK(region->alignment) == RGN_ALIGN_LEFT) {
rect_geo.xmax -= ofs_x;
rect_tex.xmin += 1.0f - alpha_easing;
alpha = 1.0f;
}
/* Not the same layout as rectf/recti. */
const float rectt[4] = {rect_tex.xmin, rect_tex.ymin, rect_tex.xmax, rect_tex.ymax};
const float rectg[4] = {rect_geo.xmin, rect_geo.ymin, rect_geo.xmax, rect_geo.ymax};
if (blend) {
/* Regions drawn offscreen have premultiplied alpha. */
GPU_blend(GPU_BLEND_ALPHA_PREMULT);
}
/* setup actual texture */
GPUTexture *texture = wm_draw_region_texture(region, view);
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
GPU_shader_bind(shader);
int color_loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR);
int rect_tex_loc = GPU_shader_get_uniform(shader, "rect_icon");
int rect_geo_loc = GPU_shader_get_uniform(shader, "rect_geom");
int texture_bind_loc = GPU_shader_get_texture_binding(shader, "image");
GPU_texture_bind(texture, texture_bind_loc);
GPU_shader_uniform_vector(shader, rect_tex_loc, 4, 1, rectt);
GPU_shader_uniform_vector(shader, rect_geo_loc, 4, 1, rectg);
GPU_shader_uniform_vector(shader, color_loc, 4, 1, (const float[4]){1, 1, 1, 1});
GPUBatch *quad = GPU_batch_preset_quad();
GPU_batch_set_shader(quad, shader);
GPU_batch_draw(quad);
GPU_texture_unbind(texture);
if (blend) {
GPU_blend(GPU_BLEND_NONE);
}
}
GPUViewport *WM_draw_region_get_viewport(ARegion *region)
{
if (!region->draw_buffer) {
return NULL;
}
GPUViewport *viewport = region->draw_buffer->viewport;
return viewport;
}
GPUViewport *WM_draw_region_get_bound_viewport(ARegion *region)
{
if (!region->draw_buffer || region->draw_buffer->bound_view == -1) {
return NULL;
}
GPUViewport *viewport = region->draw_buffer->viewport;
return viewport;
}
static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
{
Main *bmain = CTX_data_main(C);
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
/* Draw screen areas into own frame buffer. */
ED_screen_areas_iter (win, screen, area) {
CTX_wm_area_set(C, area);
GPU_debug_group_begin(wm_area_name(area));
/* Compute UI layouts for dynamically size regions. */
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
/* Dynamic region may have been flagged as too small because their size on init is 0.
* ARegion.visible is false then, as expected. The layout should still be created then, so
* the region size can be updated (it may turn out to be not too small then). */
const bool ignore_visibility = (region->flag & RGN_FLAG_DYNAMIC_SIZE) &&
(region->flag & RGN_FLAG_TOO_SMALL) &&
!(region->flag & RGN_FLAG_HIDDEN);
if ((region->visible || ignore_visibility) && region->do_draw && region->type &&
region->type->layout) {
CTX_wm_region_set(C, region);
ED_region_do_layout(C, region);
CTX_wm_region_set(C, NULL);
}
}
ED_area_update_region_sizes(wm, win, area);
if (area->flag & AREA_FLAG_ACTIVE_TOOL_UPDATE) {
if ((1 << area->spacetype) & WM_TOOLSYSTEM_SPACE_MASK) {
WM_toolsystem_update_from_context(C, CTX_wm_workspace(C), CTX_data_view_layer(C), area);
}
area->flag &= ~AREA_FLAG_ACTIVE_TOOL_UPDATE;
}
/* Then do actual drawing of regions. */
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (!region->visible || !region->do_draw) {
continue;
}
CTX_wm_region_set(C, region);
bool use_viewport = WM_region_use_viewport(area, region);
GPU_debug_group_begin(use_viewport ? "Viewport" : "ARegion");
if (stereo && wm_draw_region_stereo_set(bmain, area, region, STEREO_LEFT_ID)) {
wm_draw_region_buffer_create(region, true, use_viewport);
for (int view = 0; view < 2; view++) {
eStereoViews sview;
if (view == 0) {
sview = STEREO_LEFT_ID;
}
else {
sview = STEREO_RIGHT_ID;
wm_draw_region_stereo_set(bmain, area, region, sview);
}
wm_draw_region_bind(region, view);
ED_region_do_draw(C, region);
wm_draw_region_unbind(region);
}
if (use_viewport) {
GPUViewport *viewport = region->draw_buffer->viewport;
GPU_viewport_stereo_composite(viewport, win->stereo3d_format);
}
}
else {
wm_draw_region_buffer_create(region, false, use_viewport);
wm_draw_region_bind(region, 0);
ED_region_do_draw(C, region);
wm_draw_region_unbind(region);
}
GPU_debug_group_end();
region->do_draw = false;
CTX_wm_region_set(C, NULL);
}
CTX_wm_area_set(C, NULL);
GPU_debug_group_end();
}
/* Draw menus into their own framebuffer. */
LISTBASE_FOREACH (ARegion *, region, &screen->regionbase) {
if (!region->visible) {
continue;
}
CTX_wm_menu_set(C, region);
GPU_debug_group_begin("Menu");
if (region->type && region->type->layout) {
/* UI code reads the OpenGL state, but we have to refresh
* the UI layout beforehand in case the menu size changes. */
wmViewport(&region->winrct);
region->type->layout(C, region);
}
wm_draw_region_buffer_create(region, false, false);
wm_draw_region_bind(region, 0);
GPU_clear_color(0.0f, 0.0f, 0.0f, 0.0f);
ED_region_do_draw(C, region);
wm_draw_region_unbind(region);
GPU_debug_group_end();
region->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
static void wm_draw_window_onscreen(bContext *C, wmWindow *win, int view)
{
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
GPU_debug_group_begin("Window Redraw");
/* Draw into the window framebuffer, in full window coordinates. */
wmWindowViewport(win);
/* We draw on all pixels of the windows so we don't need to clear them before.
* Actually this is only a problem when resizing the window.
* If it becomes a problem we should clear only when window size changes. */
#if 0
GPU_clear_color(0, 0, 0, 0);
#endif
/* Blit non-overlapping area regions. */
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (!region->visible) {
continue;
}
if (region->overlap == false) {
/* Blit from off-screen buffer. */
wm_draw_region_blit(region, view);
}
}
}
/* Draw overlays and paint cursors. */
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (!region->visible) {
continue;
}
const bool do_paint_cursor = (wm->paintcursors.first && region == screen->active_region);
const bool do_draw_overlay = (region->type && region->type->draw_overlay);
if (!(do_paint_cursor || do_draw_overlay)) {
continue;
}
CTX_wm_area_set(C, area);
CTX_wm_region_set(C, region);
if (do_draw_overlay) {
wm_region_draw_overlay(C, area, region);
}
if (do_paint_cursor) {
wm_paintcursor_draw(C, area, region);
}
CTX_wm_region_set(C, NULL);
CTX_wm_area_set(C, NULL);
}
}
wmWindowViewport(win);
/* Blend in overlapping area regions */
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (!region->visible) {
continue;
}
if (region->overlap) {
wm_draw_region_blend(region, 0, true);
}
}
}
/* After area regions so we can do area 'overlay' drawing. */
UI_SetTheme(0, 0);
ED_screen_draw_edges(win);
wm_draw_callbacks(win);
wmWindowViewport(win);
/* Blend in floating regions (menus). */
LISTBASE_FOREACH (ARegion *, region, &screen->regionbase) {
if (!region->visible) {
continue;
}
wm_draw_region_blend(region, 0, true);
}
/* always draw, not only when screen tagged */
if (win->gesture.first) {
wm_gesture_draw(win);
}
/* Needs pixel coords in screen. */
if (wm->drags.first) {
wm_drags_draw(C, win);
}
GPU_debug_group_end();
}
static void wm_draw_window(bContext *C, wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
bool stereo = WM_stereo3d_enabled(win, false);
/* Avoid any BGL call issued before this to alter the window drawin. */
GPU_bgl_end();
/* Draw area regions into their own framebuffer. This way we can redraw
* the areas that need it, and blit the rest from existing framebuffers. */
wm_draw_window_offscreen(C, win, stereo);
/* Now we draw into the window framebuffer, in full window coordinates. */
if (!stereo) {
/* Regular mono drawing. */
wm_draw_window_onscreen(C, win, -1);
}
else if (win->stereo3d_format->display_mode == S3D_DISPLAY_PAGEFLIP) {
/* For pageflip we simply draw to both back buffers. */
GPU_backbuffer_bind(GPU_BACKBUFFER_RIGHT);
wm_draw_window_onscreen(C, win, 1);
GPU_backbuffer_bind(GPU_BACKBUFFER_LEFT);
wm_draw_window_onscreen(C, win, 0);
}
else if (ELEM(win->stereo3d_format->display_mode, S3D_DISPLAY_ANAGLYPH, S3D_DISPLAY_INTERLACE)) {
/* For anaglyph and interlace, we draw individual regions with
* stereo framebuffers using different shaders. */
wm_draw_window_onscreen(C, win, -1);
}
else {
/* For side-by-side and top-bottom, we need to render each view to an
* an offscreen texture and then draw it. This used to happen for all
* stereo methods, but it's less efficient than drawing directly. */
const int width = WM_window_pixels_x(win);
const int height = WM_window_pixels_y(win);
GPUOffScreen *offscreen = GPU_offscreen_create(width, height, false, GPU_RGBA8, NULL);
if (offscreen) {
GPUTexture *texture = GPU_offscreen_color_texture(offscreen);
wm_draw_offscreen_texture_parameters(offscreen);
for (int view = 0; view < 2; view++) {
/* Draw view into offscreen buffer. */
GPU_offscreen_bind(offscreen, false);
wm_draw_window_onscreen(C, win, view);
GPU_offscreen_unbind(offscreen, false);
/* Draw offscreen buffer to screen. */
GPU_texture_bind(texture, 0);
wmWindowViewport(win);
if (win->stereo3d_format->display_mode == S3D_DISPLAY_SIDEBYSIDE) {
wm_stereo3d_draw_sidebyside(win, view);
}
else {
wm_stereo3d_draw_topbottom(win, view);
}
GPU_texture_unbind(texture);
}
GPU_offscreen_free(offscreen);
}
else {
/* Still draw something in case of allocation failure. */
wm_draw_window_onscreen(C, win, 0);
}
}
screen->do_draw = false;
}
/**
* Draw offscreen contexts not bound to a specific window.
*/
static void wm_draw_surface(bContext *C, wmSurface *surface)
{
wm_window_clear_drawable(CTX_wm_manager(C));
wm_surface_make_drawable(surface);
surface->draw(C);
/* Avoid interference with window drawable */
wm_surface_clear_drawable();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Main Update Call
* \{ */
/* quick test to prevent changing window drawable */
static bool wm_draw_update_test_window(Main *bmain, bContext *C, wmWindow *win)
{
const wmWindowManager *wm = CTX_wm_manager(C);
Scene *scene = WM_window_get_active_scene(win);
ViewLayer *view_layer = WM_window_get_active_view_layer(win);
struct Depsgraph *depsgraph = BKE_scene_ensure_depsgraph(bmain, scene, view_layer);
bScreen *screen = WM_window_get_active_screen(win);
bool do_draw = false;
LISTBASE_FOREACH (ARegion *, region, &screen->regionbase) {
if (region->do_draw_paintcursor) {
screen->do_draw_paintcursor = true;
region->do_draw_paintcursor = false;
}
if (region->visible && region->do_draw) {
do_draw = true;
}
}
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
wm_region_test_gizmo_do_draw(C, area, region, true);
wm_region_test_render_do_draw(scene, depsgraph, area, region);
#ifdef WITH_XR_OPENXR
wm_region_test_xr_do_draw(wm, area, region);
#endif
if (region->visible && region->do_draw) {
do_draw = true;
}
}
}
if (do_draw) {
return true;
}
if (screen->do_refresh) {
return true;
}
if (screen->do_draw) {
return true;
}
if (screen->do_draw_gesture) {
return true;
}
if (screen->do_draw_paintcursor) {
return true;
}
if (screen->do_draw_drag) {
return true;
}
#ifndef WITH_XR_OPENXR
UNUSED_VARS(wm);
#endif
return false;
}
/* Clear drawing flags, after drawing is complete so any draw flags set during
* drawing don't cause any additional redraws. */
static void wm_draw_update_clear_window(bContext *C, wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
wm_region_test_gizmo_do_draw(C, area, region, false);
}
}
screen->do_draw_gesture = false;
screen->do_draw_paintcursor = false;
screen->do_draw_drag = false;
}
void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion *UNUSED(region))
{
if (win) {
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw_paintcursor = true;
}
}
void wm_draw_update(bContext *C)
{
Main *bmain = CTX_data_main(C);
wmWindowManager *wm = CTX_wm_manager(C);
GPU_context_main_lock();
GPU_render_begin();
GPU_render_step();
BKE_image_free_unused_gpu_textures();
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
#ifdef WIN32
GHOST_TWindowState state = GHOST_GetWindowState(win->ghostwin);
if (state == GHOST_kWindowStateMinimized) {
/* do not update minimized windows, gives issues on Intel (see T33223)
* and AMD (see T50856). it seems logical to skip update for invisible
* window anyway.
*/
continue;
}
#endif
CTX_wm_window_set(C, win);
if (wm_draw_update_test_window(bmain, C, win)) {
bScreen *screen = WM_window_get_active_screen(win);
/* sets context window+screen */
wm_window_make_drawable(wm, win);
/* notifiers for screen redraw */
ED_screen_ensure_updated(wm, win, screen);
wm_draw_window(C, win);
wm_draw_update_clear_window(C, win);
wm_window_swap_buffers(win);
}
}
CTX_wm_window_set(C, NULL);
/* Draw non-windows (surfaces) */
wm_surfaces_iter(C, wm_draw_surface);
GPU_render_end();
GPU_context_main_unlock();
}
void wm_draw_region_clear(wmWindow *win, ARegion *UNUSED(region))
{
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw = true;
}
void WM_draw_region_free(ARegion *region, bool hide)
{
wm_draw_region_buffer_free(region);
if (hide) {
region->visible = 0;
}
}
void wm_draw_region_test(bContext *C, ScrArea *area, ARegion *region)
{
/* Function for redraw timer benchmark. */
bool use_viewport = WM_region_use_viewport(area, region);
wm_draw_region_buffer_create(region, false, use_viewport);
wm_draw_region_bind(region, 0);
ED_region_do_draw(C, region);
wm_draw_region_unbind(region);
region->do_draw = false;
}
void WM_redraw_windows(bContext *C)
{
wmWindow *win_prev = CTX_wm_window(C);
ScrArea *area_prev = CTX_wm_area(C);
ARegion *region_prev = CTX_wm_region(C);
wm_draw_update(C);
CTX_wm_window_set(C, win_prev);
CTX_wm_area_set(C, area_prev);
CTX_wm_region_set(C, region_prev);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Region Viewport Drawing
*
* This is needed for viewport drawing for operator use
* (where the viewport may not have drawn yet).
*
* Otherwise avoid using these since they're exposing low level logic externally.
*
* \{ */
void WM_draw_region_viewport_ensure(ARegion *region, short space_type)
{
bool use_viewport = wm_region_use_viewport_by_type(space_type, region->regiontype);
wm_draw_region_buffer_create(region, false, use_viewport);
}
void WM_draw_region_viewport_bind(ARegion *region)
{
wm_draw_region_bind(region, 0);
}
void WM_draw_region_viewport_unbind(ARegion *region)
{
wm_draw_region_unbind(region);
}
/** \} */