This is a necessary step for EEVEE's new arch. This moves more data to the draw manager. This makes it easier to have the render or draw engines manage their own data. This makes more sense and cleans-up what the GPUViewport holds Also rewrites the Texture pool manager to be in C++. This also move the DefaultFramebuffer/TextureList and the engine related data to a new `DRWViewData` struct. This struct manages the per view (as in stereo view) engine data. There is a bit of cleanup in the way the draw manager is setup. We now use a temporary DRWData instead of creating a dummy viewport. Development: fclem, jbakker Differential Revision: https://developer.blender.org/D11966
90 lines
3.1 KiB
C++
90 lines
3.1 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 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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struct DefaultFramebufferList;
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struct DefaultTextureList;
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struct DRWData;
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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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const 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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struct DRWData **GPU_viewport_data_get(GPUViewport *viewport);
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void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo_format);
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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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int GPU_viewport_active_view_get(GPUViewport *viewport);
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bool GPU_viewport_is_stereo_get(GPUViewport *viewport);
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GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport, int view);
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GPUTexture *GPU_viewport_overlay_texture(GPUViewport *viewport, int view);
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GPUTexture *GPU_viewport_depth_texture(GPUViewport *viewport);
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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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