window, the game would stop drawing in the first and mess up the OpenGL state of the second. Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
904 lines
24 KiB
C
904 lines
24 KiB
C
/*
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* The Original Code is Copyright (C) 2007 Blender Foundation.
|
|
* All rights reserved.
|
|
*
|
|
*
|
|
* Contributor(s): Blender Foundation
|
|
*
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
*/
|
|
|
|
/** \file blender/windowmanager/intern/wm_draw.c
|
|
* \ingroup wm
|
|
*/
|
|
|
|
|
|
#include <stdlib.h>
|
|
#include <string.h>
|
|
#include <GL/glew.h>
|
|
|
|
#include "DNA_listBase.h"
|
|
#include "DNA_screen_types.h"
|
|
#include "DNA_windowmanager_types.h"
|
|
#include "DNA_userdef_types.h"
|
|
#include "DNA_view3d_types.h"
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "BLI_blenlib.h"
|
|
#include "BLI_utildefines.h"
|
|
#include "BLI_math_base.h"
|
|
|
|
#include "BIF_gl.h"
|
|
|
|
#include "BKE_context.h"
|
|
#include "BKE_global.h"
|
|
#include "BKE_screen.h"
|
|
|
|
#include "GHOST_C-api.h"
|
|
|
|
#include "ED_view3d.h"
|
|
#include "ED_screen.h"
|
|
|
|
#include "GPU_draw.h"
|
|
#include "GPU_extensions.h"
|
|
|
|
#include "RE_engine.h"
|
|
|
|
#include "WM_api.h"
|
|
#include "WM_types.h"
|
|
#include "wm.h"
|
|
#include "wm_draw.h"
|
|
#include "wm_window.h"
|
|
#include "wm_event_system.h"
|
|
|
|
/* swap */
|
|
#define WIN_NONE_OK 0
|
|
#define WIN_BACK_OK 1
|
|
#define WIN_FRONT_OK 2
|
|
#define WIN_BOTH_OK 3
|
|
|
|
/* ******************* drawing, overlays *************** */
|
|
|
|
|
|
static void wm_paintcursor_draw(bContext *C, ARegion *ar)
|
|
{
|
|
wmWindowManager *wm = CTX_wm_manager(C);
|
|
|
|
if (wm->paintcursors.first) {
|
|
wmWindow *win = CTX_wm_window(C);
|
|
bScreen *screen = win->screen;
|
|
wmPaintCursor *pc;
|
|
|
|
if (ar->swinid && screen->subwinactive == ar->swinid) {
|
|
for (pc = wm->paintcursors.first; pc; pc = pc->next) {
|
|
if (pc->poll == NULL || pc->poll(C)) {
|
|
ARegion *ar_other = CTX_wm_region(C);
|
|
if (ELEM(win->grabcursor, GHOST_kGrabWrap, GHOST_kGrabHide)) {
|
|
int x = 0, y = 0;
|
|
wm_get_cursor_position(win, &x, &y);
|
|
pc->draw(C,
|
|
x - ar_other->winrct.xmin,
|
|
y - ar_other->winrct.ymin,
|
|
pc->customdata);
|
|
}
|
|
else {
|
|
pc->draw(C,
|
|
win->eventstate->x - ar_other->winrct.xmin,
|
|
win->eventstate->y - ar_other->winrct.ymin,
|
|
pc->customdata);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ********************* drawing, swap ****************** */
|
|
|
|
static void wm_area_mark_invalid_backbuf(ScrArea *sa)
|
|
{
|
|
if (sa->spacetype == SPACE_VIEW3D)
|
|
((View3D *)sa->spacedata.first)->flag |= V3D_INVALID_BACKBUF;
|
|
}
|
|
|
|
static int wm_area_test_invalid_backbuf(ScrArea *sa)
|
|
{
|
|
if (sa->spacetype == SPACE_VIEW3D)
|
|
return (((View3D *)sa->spacedata.first)->flag & V3D_INVALID_BACKBUF);
|
|
else
|
|
return 1;
|
|
}
|
|
|
|
static void wm_region_test_render_do_draw(bScreen *screen, ScrArea *sa, ARegion *ar)
|
|
{
|
|
/* tag region for redraw from render engine preview running inside of it */
|
|
if (sa->spacetype == SPACE_VIEW3D) {
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
RenderEngine *engine = (rv3d) ? rv3d->render_engine : NULL;
|
|
|
|
if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) {
|
|
Scene *scene = screen->scene;
|
|
View3D *v3d = sa->spacedata.first;
|
|
rcti border_rect;
|
|
|
|
/* do partial redraw when possible */
|
|
if (ED_view3d_calc_render_border(scene, v3d, ar, &border_rect))
|
|
ED_region_tag_redraw_partial(ar, &border_rect);
|
|
else
|
|
ED_region_tag_redraw(ar);
|
|
|
|
engine->flag &= ~RE_ENGINE_DO_DRAW;
|
|
}
|
|
}
|
|
}
|
|
|
|
/********************** draw all **************************/
|
|
/* - reference method, draw all each time */
|
|
|
|
static void wm_method_draw_full(bContext *C, wmWindow *win)
|
|
{
|
|
bScreen *screen = win->screen;
|
|
ScrArea *sa;
|
|
ARegion *ar;
|
|
|
|
/* draw area regions */
|
|
for (sa = screen->areabase.first; sa; sa = sa->next) {
|
|
CTX_wm_area_set(C, sa);
|
|
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->swinid) {
|
|
CTX_wm_region_set(C, ar);
|
|
ED_region_do_draw(C, ar);
|
|
wm_paintcursor_draw(C, ar);
|
|
ED_area_overdraw_flush(sa, ar);
|
|
CTX_wm_region_set(C, NULL);
|
|
}
|
|
}
|
|
|
|
wm_area_mark_invalid_backbuf(sa);
|
|
CTX_wm_area_set(C, NULL);
|
|
}
|
|
|
|
ED_screen_draw(win);
|
|
ED_area_overdraw(C);
|
|
|
|
/* draw overlapping regions */
|
|
for (ar = screen->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->swinid) {
|
|
CTX_wm_menu_set(C, ar);
|
|
ED_region_do_draw(C, ar);
|
|
CTX_wm_menu_set(C, NULL);
|
|
}
|
|
}
|
|
|
|
if (screen->do_draw_gesture)
|
|
wm_gesture_draw(win);
|
|
}
|
|
|
|
/****************** draw overlap all **********************/
|
|
/* - redraw marked areas, and anything that overlaps it */
|
|
/* - it also handles swap exchange optionally, assuming */
|
|
/* that on swap no clearing happens and we get back the */
|
|
/* same buffer as we swapped to the front */
|
|
|
|
/* mark area-regions to redraw if overlapped with rect */
|
|
static void wm_flush_regions_down(bScreen *screen, rcti *dirty)
|
|
{
|
|
ScrArea *sa;
|
|
ARegion *ar;
|
|
|
|
for (sa = screen->areabase.first; sa; sa = sa->next) {
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
if (BLI_rcti_isect(dirty, &ar->winrct, NULL)) {
|
|
ar->do_draw = RGN_DRAW;
|
|
memset(&ar->drawrct, 0, sizeof(ar->drawrct));
|
|
ar->swap = WIN_NONE_OK;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* mark menu-regions to redraw if overlapped with rect */
|
|
static void wm_flush_regions_up(bScreen *screen, rcti *dirty)
|
|
{
|
|
ARegion *ar;
|
|
|
|
for (ar = screen->regionbase.first; ar; ar = ar->next) {
|
|
if (BLI_rcti_isect(dirty, &ar->winrct, NULL)) {
|
|
ar->do_draw = RGN_DRAW;
|
|
memset(&ar->drawrct, 0, sizeof(ar->drawrct));
|
|
ar->swap = WIN_NONE_OK;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void wm_method_draw_overlap_all(bContext *C, wmWindow *win, int exchange)
|
|
{
|
|
wmWindowManager *wm = CTX_wm_manager(C);
|
|
bScreen *screen = win->screen;
|
|
ScrArea *sa;
|
|
ARegion *ar;
|
|
static rcti rect = {0, 0, 0, 0};
|
|
|
|
/* after backbuffer selection draw, we need to redraw */
|
|
for (sa = screen->areabase.first; sa; sa = sa->next)
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next)
|
|
if (ar->swinid && !wm_area_test_invalid_backbuf(sa))
|
|
ED_region_tag_redraw(ar);
|
|
|
|
/* flush overlapping regions */
|
|
if (screen->regionbase.first) {
|
|
/* flush redraws of area regions up to overlapping regions */
|
|
for (sa = screen->areabase.first; sa; sa = sa->next)
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next)
|
|
if (ar->swinid && ar->do_draw)
|
|
wm_flush_regions_up(screen, &ar->winrct);
|
|
|
|
/* flush between overlapping regions */
|
|
for (ar = screen->regionbase.last; ar; ar = ar->prev)
|
|
if (ar->swinid && ar->do_draw)
|
|
wm_flush_regions_up(screen, &ar->winrct);
|
|
|
|
/* flush redraws of overlapping regions down to area regions */
|
|
for (ar = screen->regionbase.last; ar; ar = ar->prev)
|
|
if (ar->swinid && ar->do_draw)
|
|
wm_flush_regions_down(screen, &ar->winrct);
|
|
}
|
|
|
|
/* flush drag item */
|
|
if (rect.xmin != rect.xmax) {
|
|
wm_flush_regions_down(screen, &rect);
|
|
rect.xmin = rect.xmax = 0;
|
|
}
|
|
if (wm->drags.first) {
|
|
/* doesnt draw, fills rect with boundbox */
|
|
wm_drags_draw(C, win, &rect);
|
|
}
|
|
|
|
/* draw marked area regions */
|
|
for (sa = screen->areabase.first; sa; sa = sa->next) {
|
|
CTX_wm_area_set(C, sa);
|
|
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->swinid) {
|
|
if (ar->do_draw) {
|
|
CTX_wm_region_set(C, ar);
|
|
ED_region_do_draw(C, ar);
|
|
wm_paintcursor_draw(C, ar);
|
|
ED_area_overdraw_flush(sa, ar);
|
|
CTX_wm_region_set(C, NULL);
|
|
|
|
if (exchange)
|
|
ar->swap = WIN_FRONT_OK;
|
|
}
|
|
else if (exchange) {
|
|
if (ar->swap == WIN_FRONT_OK) {
|
|
CTX_wm_region_set(C, ar);
|
|
ED_region_do_draw(C, ar);
|
|
wm_paintcursor_draw(C, ar);
|
|
ED_area_overdraw_flush(sa, ar);
|
|
CTX_wm_region_set(C, NULL);
|
|
|
|
ar->swap = WIN_BOTH_OK;
|
|
}
|
|
else if (ar->swap == WIN_BACK_OK)
|
|
ar->swap = WIN_FRONT_OK;
|
|
else if (ar->swap == WIN_BOTH_OK)
|
|
ar->swap = WIN_BOTH_OK;
|
|
}
|
|
}
|
|
}
|
|
|
|
wm_area_mark_invalid_backbuf(sa);
|
|
CTX_wm_area_set(C, NULL);
|
|
}
|
|
|
|
/* after area regions so we can do area 'overlay' drawing */
|
|
if (screen->do_draw) {
|
|
ED_screen_draw(win);
|
|
|
|
if (exchange)
|
|
screen->swap = WIN_FRONT_OK;
|
|
}
|
|
else if (exchange) {
|
|
if (screen->swap == WIN_FRONT_OK) {
|
|
ED_screen_draw(win);
|
|
screen->swap = WIN_BOTH_OK;
|
|
}
|
|
else if (screen->swap == WIN_BACK_OK)
|
|
screen->swap = WIN_FRONT_OK;
|
|
else if (screen->swap == WIN_BOTH_OK)
|
|
screen->swap = WIN_BOTH_OK;
|
|
}
|
|
|
|
ED_area_overdraw(C);
|
|
|
|
/* draw marked overlapping regions */
|
|
for (ar = screen->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->swinid && ar->do_draw) {
|
|
CTX_wm_menu_set(C, ar);
|
|
ED_region_do_draw(C, ar);
|
|
CTX_wm_menu_set(C, NULL);
|
|
}
|
|
}
|
|
|
|
if (screen->do_draw_gesture)
|
|
wm_gesture_draw(win);
|
|
|
|
/* needs pixel coords in screen */
|
|
if (wm->drags.first) {
|
|
wm_drags_draw(C, win, NULL);
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
/******************** draw damage ************************/
|
|
/* - not implemented */
|
|
|
|
static void wm_method_draw_damage(bContext *C, wmWindow *win)
|
|
{
|
|
wm_method_draw_all(C, win);
|
|
}
|
|
#endif
|
|
|
|
/****************** draw triple buffer ********************/
|
|
/* - area regions are written into a texture, without any */
|
|
/* of the overlapping menus, brushes, gestures. these */
|
|
/* are redrawn each time. */
|
|
/* */
|
|
/* - if non-power of two textures are supported, that is */
|
|
/* used. if not, multiple smaller ones are used, with */
|
|
/* worst case wasted space being 23.4% for 3x3 textures */
|
|
|
|
#define MAX_N_TEX 3
|
|
|
|
typedef struct wmDrawTriple {
|
|
GLuint bind[MAX_N_TEX * MAX_N_TEX];
|
|
int x[MAX_N_TEX], y[MAX_N_TEX];
|
|
int nx, ny;
|
|
GLenum target;
|
|
} wmDrawTriple;
|
|
|
|
static void split_width(int x, int n, int *splitx, int *nx)
|
|
{
|
|
int a, newnx, waste;
|
|
|
|
/* if already power of two just use it */
|
|
if (is_power_of_2_i(x)) {
|
|
splitx[0] = x;
|
|
(*nx)++;
|
|
return;
|
|
}
|
|
|
|
if (n == 1) {
|
|
/* last part, we have to go larger */
|
|
splitx[0] = power_of_2_max_i(x);
|
|
(*nx)++;
|
|
}
|
|
else {
|
|
/* two or more parts to go, use smaller part */
|
|
splitx[0] = power_of_2_min_i(x);
|
|
newnx = ++(*nx);
|
|
split_width(x - splitx[0], n - 1, splitx + 1, &newnx);
|
|
|
|
for (waste = 0, a = 0; a < n; a++)
|
|
waste += splitx[a];
|
|
|
|
/* if we waste more space or use the same amount,
|
|
* revert deeper splits and just use larger */
|
|
if (waste >= power_of_2_max_i(x)) {
|
|
splitx[0] = power_of_2_max_i(x);
|
|
memset(splitx + 1, 0, sizeof(int) * (n - 1));
|
|
}
|
|
else
|
|
*nx = newnx;
|
|
}
|
|
}
|
|
|
|
static void wm_draw_triple_free(wmWindow *win)
|
|
{
|
|
if (win->drawdata) {
|
|
wmDrawTriple *triple = win->drawdata;
|
|
|
|
glDeleteTextures(triple->nx * triple->ny, triple->bind);
|
|
|
|
MEM_freeN(triple);
|
|
|
|
win->drawdata = NULL;
|
|
}
|
|
}
|
|
|
|
static void wm_draw_triple_fail(bContext *C, wmWindow *win)
|
|
{
|
|
wm_draw_window_clear(win);
|
|
|
|
win->drawfail = 1;
|
|
wm_method_draw_overlap_all(C, win, 0);
|
|
}
|
|
|
|
static int wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
|
|
{
|
|
GLint maxsize;
|
|
int x, y;
|
|
|
|
/* compute texture sizes */
|
|
if (GLEW_ARB_texture_rectangle || GLEW_NV_texture_rectangle || GLEW_EXT_texture_rectangle) {
|
|
triple->target = GL_TEXTURE_RECTANGLE_ARB;
|
|
triple->nx = 1;
|
|
triple->ny = 1;
|
|
triple->x[0] = WM_window_pixels_x(win);
|
|
triple->y[0] = WM_window_pixels_y(win);
|
|
}
|
|
else if (GPU_non_power_of_two_support()) {
|
|
triple->target = GL_TEXTURE_2D;
|
|
triple->nx = 1;
|
|
triple->ny = 1;
|
|
triple->x[0] = WM_window_pixels_x(win);
|
|
triple->y[0] = WM_window_pixels_y(win);
|
|
}
|
|
else {
|
|
triple->target = GL_TEXTURE_2D;
|
|
triple->nx = 0;
|
|
triple->ny = 0;
|
|
split_width(WM_window_pixels_x(win), MAX_N_TEX, triple->x, &triple->nx);
|
|
split_width(WM_window_pixels_y(win), MAX_N_TEX, triple->y, &triple->ny);
|
|
}
|
|
|
|
/* generate texture names */
|
|
glGenTextures(triple->nx * triple->ny, triple->bind);
|
|
|
|
if (!triple->bind[0]) {
|
|
/* not the typical failure case but we handle it anyway */
|
|
printf("WM: failed to allocate texture for triple buffer drawing (glGenTextures).\n");
|
|
return 0;
|
|
}
|
|
|
|
for (y = 0; y < triple->ny; y++) {
|
|
for (x = 0; x < triple->nx; x++) {
|
|
/* proxy texture is only guaranteed to test for the cases that
|
|
* there is only one texture in use, which may not be the case */
|
|
maxsize = GPU_max_texture_size();
|
|
|
|
if (triple->x[x] > maxsize || triple->y[y] > maxsize) {
|
|
glBindTexture(triple->target, 0);
|
|
printf("WM: failed to allocate texture for triple buffer drawing "
|
|
"(texture too large for graphics card).\n");
|
|
return 0;
|
|
}
|
|
|
|
/* setup actual texture */
|
|
glBindTexture(triple->target, triple->bind[x + y * triple->nx]);
|
|
glTexImage2D(triple->target, 0, GL_RGB8, triple->x[x], triple->y[y], 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
|
glTexParameteri(triple->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(triple->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
/* The current color is ignored if the GL_REPLACE texture environment is used. */
|
|
// glTexEnvi(triple->target, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glBindTexture(triple->target, 0);
|
|
|
|
/* not sure if this works everywhere .. */
|
|
if (glGetError() == GL_OUT_OF_MEMORY) {
|
|
printf("WM: failed to allocate texture for triple buffer drawing (out of memory).\n");
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
static void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
|
|
{
|
|
float halfx, halfy, ratiox, ratioy;
|
|
int x, y, sizex, sizey, offx, offy;
|
|
|
|
glEnable(triple->target);
|
|
|
|
for (y = 0, offy = 0; y < triple->ny; offy += triple->y[y], y++) {
|
|
for (x = 0, offx = 0; x < triple->nx; offx += triple->x[x], x++) {
|
|
sizex = (x == triple->nx - 1) ? WM_window_pixels_x(win) - offx : triple->x[x];
|
|
sizey = (y == triple->ny - 1) ? WM_window_pixels_y(win) - offy : triple->y[y];
|
|
|
|
/* wmOrtho for the screen has this same offset */
|
|
ratiox = sizex;
|
|
ratioy = sizey;
|
|
halfx = GLA_PIXEL_OFS;
|
|
halfy = GLA_PIXEL_OFS;
|
|
|
|
/* texture rectangle has unnormalized coordinates */
|
|
if (triple->target == GL_TEXTURE_2D) {
|
|
ratiox /= triple->x[x];
|
|
ratioy /= triple->y[y];
|
|
halfx /= triple->x[x];
|
|
halfy /= triple->y[y];
|
|
}
|
|
|
|
glBindTexture(triple->target, triple->bind[x + y * triple->nx]);
|
|
|
|
glColor4f(1.0f, 1.0f, 1.0f, alpha);
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(halfx, halfy);
|
|
glVertex2f(offx, offy);
|
|
|
|
glTexCoord2f(ratiox + halfx, halfy);
|
|
glVertex2f(offx + sizex, offy);
|
|
|
|
glTexCoord2f(ratiox + halfx, ratioy + halfy);
|
|
glVertex2f(offx + sizex, offy + sizey);
|
|
|
|
glTexCoord2f(halfx, ratioy + halfy);
|
|
glVertex2f(offx, offy + sizey);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
glBindTexture(triple->target, 0);
|
|
glDisable(triple->target);
|
|
}
|
|
|
|
static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)
|
|
{
|
|
int x, y, sizex, sizey, offx, offy;
|
|
|
|
for (y = 0, offy = 0; y < triple->ny; offy += triple->y[y], y++) {
|
|
for (x = 0, offx = 0; x < triple->nx; offx += triple->x[x], x++) {
|
|
sizex = (x == triple->nx - 1) ? WM_window_pixels_x(win) - offx : triple->x[x];
|
|
sizey = (y == triple->ny - 1) ? WM_window_pixels_y(win) - offy : triple->y[y];
|
|
|
|
glBindTexture(triple->target, triple->bind[x + y * triple->nx]);
|
|
glCopyTexSubImage2D(triple->target, 0, 0, 0, offx, offy, sizex, sizey);
|
|
}
|
|
}
|
|
|
|
glBindTexture(triple->target, 0);
|
|
}
|
|
|
|
static void wm_draw_region_blend(wmWindow *win, ARegion *ar)
|
|
{
|
|
float fac = ED_region_blend_factor(ar);
|
|
|
|
/* region blend always is 1, except when blend timer is running */
|
|
if (fac < 1.0f) {
|
|
wmSubWindowScissorSet(win, win->screen->mainwin, &ar->winrct);
|
|
|
|
glEnable(GL_BLEND);
|
|
wm_triple_draw_textures(win, win->drawdata, 1.0f - fac);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
}
|
|
|
|
static void wm_method_draw_triple(bContext *C, wmWindow *win)
|
|
{
|
|
wmWindowManager *wm = CTX_wm_manager(C);
|
|
wmDrawTriple *triple;
|
|
bScreen *screen = win->screen;
|
|
ScrArea *sa;
|
|
ARegion *ar;
|
|
int copytex = 0, paintcursor = 1;
|
|
|
|
if (win->drawdata) {
|
|
glClearColor(0, 0, 0, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
wmSubWindowSet(win, screen->mainwin);
|
|
|
|
wm_triple_draw_textures(win, win->drawdata, 1.0f);
|
|
}
|
|
else {
|
|
win->drawdata = MEM_callocN(sizeof(wmDrawTriple), "wmDrawTriple");
|
|
|
|
if (!wm_triple_gen_textures(win, win->drawdata)) {
|
|
wm_draw_triple_fail(C, win);
|
|
return;
|
|
}
|
|
}
|
|
|
|
triple = win->drawdata;
|
|
|
|
/* draw marked area regions */
|
|
for (sa = screen->areabase.first; sa; sa = sa->next) {
|
|
CTX_wm_area_set(C, sa);
|
|
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->swinid && ar->do_draw) {
|
|
|
|
if (ar->overlap == 0) {
|
|
CTX_wm_region_set(C, ar);
|
|
ED_region_do_draw(C, ar);
|
|
ED_area_overdraw_flush(sa, ar);
|
|
CTX_wm_region_set(C, NULL);
|
|
copytex = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
wm_area_mark_invalid_backbuf(sa);
|
|
CTX_wm_area_set(C, NULL);
|
|
}
|
|
|
|
if (copytex) {
|
|
wmSubWindowSet(win, screen->mainwin);
|
|
ED_area_overdraw(C);
|
|
|
|
wm_triple_copy_textures(win, triple);
|
|
}
|
|
|
|
if (paintcursor && wm->paintcursors.first) {
|
|
for (sa = screen->areabase.first; sa; sa = sa->next) {
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->swinid && ar->swinid == screen->subwinactive) {
|
|
CTX_wm_area_set(C, sa);
|
|
CTX_wm_region_set(C, ar);
|
|
|
|
/* make region ready for draw, scissor, pixelspace */
|
|
ED_region_set(C, ar);
|
|
wm_paintcursor_draw(C, ar);
|
|
|
|
CTX_wm_region_set(C, NULL);
|
|
CTX_wm_area_set(C, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
wmSubWindowSet(win, screen->mainwin);
|
|
}
|
|
|
|
/* draw overlapping area regions (always like popups) */
|
|
for (sa = screen->areabase.first; sa; sa = sa->next) {
|
|
CTX_wm_area_set(C, sa);
|
|
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->swinid && ar->overlap) {
|
|
CTX_wm_region_set(C, ar);
|
|
ED_region_do_draw(C, ar);
|
|
CTX_wm_region_set(C, NULL);
|
|
|
|
wm_draw_region_blend(win, ar);
|
|
}
|
|
}
|
|
|
|
CTX_wm_area_set(C, NULL);
|
|
}
|
|
|
|
/* after area regions so we can do area 'overlay' drawing */
|
|
ED_screen_draw(win);
|
|
|
|
/* draw floating regions (menus) */
|
|
for (ar = screen->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->swinid) {
|
|
CTX_wm_menu_set(C, ar);
|
|
ED_region_do_draw(C, ar);
|
|
CTX_wm_menu_set(C, NULL);
|
|
/* when a menu is being drawn, don't do the paint cursors */
|
|
paintcursor = 0;
|
|
}
|
|
}
|
|
|
|
/* 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, NULL);
|
|
}
|
|
}
|
|
|
|
|
|
/****************** main update call **********************/
|
|
|
|
/* quick test to prevent changing window drawable */
|
|
static int wm_draw_update_test_window(wmWindow *win)
|
|
{
|
|
ScrArea *sa;
|
|
ARegion *ar;
|
|
int do_draw = FALSE;
|
|
|
|
for (ar = win->screen->regionbase.first; ar; ar = ar->next) {
|
|
if (ar->do_draw_overlay) {
|
|
wm_tag_redraw_overlay(win, ar);
|
|
ar->do_draw_overlay = FALSE;
|
|
}
|
|
if (ar->swinid && ar->do_draw)
|
|
do_draw = TRUE;
|
|
}
|
|
|
|
for (sa = win->screen->areabase.first; sa; sa = sa->next) {
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next) {
|
|
wm_region_test_render_do_draw(win->screen, sa, ar);
|
|
|
|
if (ar->swinid && ar->do_draw)
|
|
do_draw = TRUE;
|
|
}
|
|
}
|
|
|
|
if (do_draw)
|
|
return 1;
|
|
|
|
if (win->screen->do_refresh)
|
|
return 1;
|
|
if (win->screen->do_draw)
|
|
return 1;
|
|
if (win->screen->do_draw_gesture)
|
|
return 1;
|
|
if (win->screen->do_draw_paintcursor)
|
|
return 1;
|
|
if (win->screen->do_draw_drag)
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int wm_automatic_draw_method(wmWindow *win)
|
|
{
|
|
/* Ideally all cards would work well with triple buffer, since if it works
|
|
* well gives the least redraws and is considerably faster at partial redraw
|
|
* for sculpting or drawing overlapping menus. For typically lower end cards
|
|
* copy to texture is slow though and so we use overlap instead there. */
|
|
|
|
if (win->drawmethod == USER_DRAW_AUTOMATIC) {
|
|
/* ATI opensource driver is known to be very slow at this */
|
|
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE))
|
|
return USER_DRAW_OVERLAP;
|
|
/* also Intel drivers are slow */
|
|
#if 0 /* 2.64 BCon3 period, let's try if intel now works... */
|
|
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_UNIX, GPU_DRIVER_ANY))
|
|
return USER_DRAW_OVERLAP;
|
|
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_WIN, GPU_DRIVER_ANY))
|
|
return USER_DRAW_OVERLAP_FLIP;
|
|
else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_MAC, GPU_DRIVER_ANY))
|
|
return USER_DRAW_OVERLAP_FLIP;
|
|
#endif
|
|
/* Windows software driver darkens color on each redraw */
|
|
else if (GPU_type_matches(GPU_DEVICE_SOFTWARE, GPU_OS_WIN, GPU_DRIVER_SOFTWARE))
|
|
return USER_DRAW_OVERLAP_FLIP;
|
|
else if (GPU_type_matches(GPU_DEVICE_SOFTWARE, GPU_OS_UNIX, GPU_DRIVER_SOFTWARE))
|
|
return USER_DRAW_OVERLAP;
|
|
/* drawing lower color depth again degrades colors each time */
|
|
else if (GPU_color_depth() < 24)
|
|
return USER_DRAW_OVERLAP;
|
|
else
|
|
return USER_DRAW_TRIPLE;
|
|
}
|
|
else
|
|
return win->drawmethod;
|
|
}
|
|
|
|
bool WM_is_draw_triple(wmWindow *win)
|
|
{
|
|
/* function can get called before this variable is set in drawing code below */
|
|
if (win->drawmethod != U.wmdrawmethod)
|
|
win->drawmethod = U.wmdrawmethod;
|
|
return (USER_DRAW_TRIPLE == wm_automatic_draw_method(win));
|
|
}
|
|
|
|
void wm_tag_redraw_overlay(wmWindow *win, ARegion *ar)
|
|
{
|
|
/* for draw triple gestures, paint cursors don't need region redraw */
|
|
if (ar && win) {
|
|
if (wm_automatic_draw_method(win) != USER_DRAW_TRIPLE)
|
|
ED_region_tag_redraw(ar);
|
|
win->screen->do_draw_paintcursor = TRUE;
|
|
}
|
|
}
|
|
|
|
void wm_draw_update(bContext *C)
|
|
{
|
|
wmWindowManager *wm = CTX_wm_manager(C);
|
|
wmWindow *win;
|
|
int drawmethod;
|
|
|
|
GPU_free_unused_buffers();
|
|
|
|
for (win = wm->windows.first; win; win = win->next) {
|
|
#ifdef WIN32
|
|
if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) {
|
|
GHOST_TWindowState state = GHOST_GetWindowState(win->ghostwin);
|
|
|
|
if (state == GHOST_kWindowStateMinimized) {
|
|
/* do not update minimized windows, it gives issues on intel drivers (see [#33223])
|
|
* anyway, it seems logical to skip update for invisible windows
|
|
*/
|
|
continue;
|
|
}
|
|
}
|
|
#endif
|
|
if (win->drawmethod != U.wmdrawmethod) {
|
|
wm_draw_window_clear(win);
|
|
win->drawmethod = U.wmdrawmethod;
|
|
}
|
|
|
|
if (wm_draw_update_test_window(win)) {
|
|
CTX_wm_window_set(C, win);
|
|
|
|
/* sets context window+screen */
|
|
wm_window_make_drawable(wm, win);
|
|
|
|
/* notifiers for screen redraw */
|
|
if (win->screen->do_refresh)
|
|
ED_screen_refresh(wm, win);
|
|
|
|
drawmethod = wm_automatic_draw_method(win);
|
|
|
|
if (win->drawfail)
|
|
wm_method_draw_overlap_all(C, win, 0);
|
|
else if (drawmethod == USER_DRAW_FULL)
|
|
wm_method_draw_full(C, win);
|
|
else if (drawmethod == USER_DRAW_OVERLAP)
|
|
wm_method_draw_overlap_all(C, win, 0);
|
|
else if (drawmethod == USER_DRAW_OVERLAP_FLIP)
|
|
wm_method_draw_overlap_all(C, win, 1);
|
|
else // if (drawmethod == USER_DRAW_TRIPLE)
|
|
wm_method_draw_triple(C, win);
|
|
|
|
win->screen->do_draw_gesture = FALSE;
|
|
win->screen->do_draw_paintcursor = FALSE;
|
|
win->screen->do_draw_drag = FALSE;
|
|
|
|
wm_window_swap_buffers(win);
|
|
|
|
CTX_wm_window_set(C, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
void wm_draw_window_clear(wmWindow *win)
|
|
{
|
|
bScreen *screen = win->screen;
|
|
ScrArea *sa;
|
|
ARegion *ar;
|
|
int drawmethod = wm_automatic_draw_method(win);
|
|
|
|
if (drawmethod == USER_DRAW_TRIPLE)
|
|
wm_draw_triple_free(win);
|
|
|
|
/* clear screen swap flags */
|
|
if (screen) {
|
|
for (sa = screen->areabase.first; sa; sa = sa->next)
|
|
for (ar = sa->regionbase.first; ar; ar = ar->next)
|
|
ar->swap = WIN_NONE_OK;
|
|
|
|
screen->swap = WIN_NONE_OK;
|
|
}
|
|
}
|
|
|
|
void wm_draw_region_clear(wmWindow *win, ARegion *ar)
|
|
{
|
|
int drawmethod = wm_automatic_draw_method(win);
|
|
|
|
if (ELEM(drawmethod, USER_DRAW_OVERLAP, USER_DRAW_OVERLAP_FLIP))
|
|
wm_flush_regions_down(win->screen, &ar->winrct);
|
|
|
|
win->screen->do_draw = TRUE;
|
|
}
|
|
|
|
void WM_redraw_windows(bContext *C)
|
|
{
|
|
wmWindow *win_prev = CTX_wm_window(C);
|
|
ScrArea *area_prev = CTX_wm_area(C);
|
|
ARegion *ar_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, ar_prev);
|
|
}
|
|
|