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blender-archive/source/blender/windowmanager/intern/wm_surface.c
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

127 lines
2.5 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup wm
*/
#include "BKE_context.h"
#include "BLF_api.h"
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "GHOST_C-api.h"
#include "GPU_batch_presets.h"
#include "GPU_context.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "MEM_guardedalloc.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm.h"
#include "wm_surface.h"
static ListBase global_surface_list = {NULL, NULL};
static wmSurface *g_drawable = NULL;
void wm_surfaces_iter(bContext *C, void (*cb)(bContext *C, wmSurface *))
{
/* Mutable iterator in case a surface is freed. */
LISTBASE_FOREACH_MUTABLE (wmSurface *, surf, &global_surface_list) {
cb(C, surf);
}
}
static void wm_surface_do_depsgraph_fn(bContext *C, wmSurface *surface)
{
if (surface->do_depsgraph) {
surface->do_depsgraph(C);
}
}
void wm_surfaces_do_depsgraph(bContext *C)
{
wm_surfaces_iter(C, wm_surface_do_depsgraph_fn);
}
void wm_surface_clear_drawable(void)
{
if (g_drawable) {
WM_opengl_context_release(g_drawable->ghost_ctx);
GPU_context_active_set(NULL);
if (g_drawable->deactivate) {
g_drawable->deactivate();
}
g_drawable = NULL;
}
}
void wm_surface_set_drawable(wmSurface *surface, bool activate)
{
BLI_assert(ELEM(g_drawable, NULL, surface));
g_drawable = surface;
if (activate) {
if (surface->activate) {
surface->activate();
}
WM_opengl_context_activate(surface->ghost_ctx);
}
GPU_context_active_set(surface->gpu_ctx);
}
void wm_surface_make_drawable(wmSurface *surface)
{
BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
if (surface != g_drawable) {
wm_surface_clear_drawable();
wm_surface_set_drawable(surface, true);
}
}
void wm_surface_reset_drawable(void)
{
BLI_assert(BLI_thread_is_main());
BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
if (g_drawable) {
wm_surface_clear_drawable();
wm_surface_set_drawable(g_drawable, true);
}
}
void wm_surface_add(wmSurface *surface)
{
BLI_addtail(&global_surface_list, surface);
}
void wm_surface_remove(wmSurface *surface)
{
if (surface == g_drawable) {
wm_surface_clear_drawable();
}
BLI_remlink(&global_surface_list, surface);
surface->free_data(surface);
MEM_freeN(surface);
}
void wm_surfaces_free(void)
{
wm_surface_clear_drawable();
LISTBASE_FOREACH_MUTABLE (wmSurface *, surf, &global_surface_list) {
wm_surface_remove(surf);
}
BLI_assert(BLI_listbase_is_empty(&global_surface_list));
}