Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and `ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`. This new function replaces `ED_view3d_autodist_init`. Also, since `ED_view3d_depth_update` depends on the render context, and changing the context is a slow operation, that function also was removed, and the depth buffer cached is now updated inside the new unified drawing function when the "bool update_cache" parameter is true. Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to `runtime.flag`. Differential revision: https://developer.blender.org/D10678
		
			
				
	
	
		
			181 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			181 lines
		
	
	
		
			6.6 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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 * Copyright 2016, Blender Foundation.
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 */
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/** \file
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 * \ingroup draw
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 */
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#pragma once
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#include "BLI_sys_types.h" /* for bool */
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#include "DNA_object_enums.h"
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#include "DRW_engine_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct ARegion;
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struct DRWInstanceDataList;
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struct Depsgraph;
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struct DrawEngineType;
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struct GHash;
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struct GPUMaterial;
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struct GPUOffScreen;
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struct GPUViewport;
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struct ID;
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struct Main;
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struct Object;
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struct Render;
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struct RenderEngine;
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struct RenderEngineType;
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struct Scene;
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struct View3D;
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struct ViewLayer;
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struct bContext;
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struct rcti;
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void DRW_engines_register(void);
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void DRW_engines_free(void);
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bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
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void DRW_engine_register(struct DrawEngineType *draw_engine_type);
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void DRW_engine_viewport_data_size_get(
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    const void *engine_type, int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
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typedef struct DRWUpdateContext {
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  struct Main *bmain;
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  struct Depsgraph *depsgraph;
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  struct Scene *scene;
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  struct ViewLayer *view_layer;
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  struct ARegion *region;
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  struct View3D *v3d;
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  struct RenderEngineType *engine_type;
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} DRWUpdateContext;
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void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
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typedef enum eDRWSelectStage {
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  DRW_SELECT_PASS_PRE = 1,
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  DRW_SELECT_PASS_POST,
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} eDRWSelectStage;
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typedef bool (*DRW_SelectPassFn)(eDRWSelectStage stage, void *user_data);
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typedef bool (*DRW_ObjectFilterFn)(struct Object *ob, void *user_data);
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void DRW_draw_view(const struct bContext *C);
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void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height);
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void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
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                             struct RenderEngineType *engine_type,
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                             struct ARegion *region,
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                             struct View3D *v3d,
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                             struct GPUViewport *viewport,
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                             const struct bContext *evil_C);
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void DRW_draw_render_loop(struct Depsgraph *depsgraph,
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                          struct ARegion *region,
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                          struct View3D *v3d,
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                          struct GPUViewport *viewport);
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void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
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                                    struct RenderEngineType *engine_type,
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                                    struct ARegion *region,
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                                    struct View3D *v3d,
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                                    const bool is_image_render,
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                                    const bool draw_background,
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                                    const bool do_color_management,
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                                    struct GPUOffScreen *ofs,
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                                    struct GPUViewport *viewport);
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void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph,
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                                struct ARegion *region,
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                                struct GPUViewport *viewport,
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                                const struct bContext *evil_C);
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void DRW_draw_select_loop(struct Depsgraph *depsgraph,
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                          struct ARegion *region,
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                          struct View3D *v3d,
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                          bool use_obedit_skip,
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                          bool draw_surface,
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                          bool use_nearest,
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                          const struct rcti *rect,
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                          DRW_SelectPassFn select_pass_fn,
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                          void *select_pass_user_data,
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                          DRW_ObjectFilterFn object_filter_fn,
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                          void *object_filter_user_data);
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void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
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                         struct ARegion *region,
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                         struct View3D *v3d,
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                         struct GPUViewport *viewport);
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void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
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                                 struct ARegion *region,
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                                 struct View3D *v3d,
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                                 struct GPUViewport *viewport);
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void DRW_draw_depth_object(struct Scene *scene,
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                           struct ARegion *region,
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                           struct View3D *v3d,
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                           struct GPUViewport *viewport,
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                           struct Object *object);
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void DRW_draw_select_id(struct Depsgraph *depsgraph,
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                        struct ARegion *region,
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                        struct View3D *v3d,
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                        const struct rcti *rect);
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/* grease pencil render */
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bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);
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void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph);
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/* This is here because GPUViewport needs it */
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struct DRWInstanceDataList *DRW_instance_data_list_create(void);
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void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
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void DRW_uniform_attrs_pool_free(struct GHash *table);
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void DRW_render_context_enable(struct Render *render);
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void DRW_render_context_disable(struct Render *render);
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void DRW_opengl_context_create(void);
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void DRW_opengl_context_destroy(void);
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void DRW_opengl_context_enable(void);
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void DRW_opengl_context_disable(void);
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#ifdef WITH_XR_OPENXR
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/* XXX see comment on DRW_xr_opengl_context_get() */
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void *DRW_xr_opengl_context_get(void);
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void *DRW_xr_gpu_context_get(void);
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void DRW_xr_drawing_begin(void);
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void DRW_xr_drawing_end(void);
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#endif
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/* For garbage collection */
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void DRW_cache_free_old_batches(struct Main *bmain);
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/* Never use this. Only for closing blender. */
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void DRW_opengl_context_enable_ex(bool restore);
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void DRW_opengl_context_disable_ex(bool restore);
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void DRW_opengl_render_context_enable(void *re_gl_context);
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void DRW_opengl_render_context_disable(void *re_gl_context);
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void DRW_gpu_render_context_enable(void *re_gpu_context);
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void DRW_gpu_render_context_disable(void *re_gpu_context);
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void DRW_deferred_shader_remove(struct GPUMaterial *mat);
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struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id);
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void DRW_drawdata_free(struct ID *id);
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#ifdef __cplusplus
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}
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#endif
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