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authorClément Foucault <foucault.clem@gmail.com>2021-07-19 20:38:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-07-19 20:47:55 +0300
commit0053d2fc818e80775685c9de4be044535df02507 (patch)
tree7faabb7b89e9da10ebcd232c39f71e1eecd8dfa2 /source/blender/draw/DRW_engine.h
parente6d94b83ba987f999e8897dedfe1d696f2d4a0a9 (diff)
parent582c5530b6205e0cb98595733d86043a6672cd91 (diff)
DRW: Move buffer & temp textures & framebuffer management to DrawManager
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. Differential Revision: https://developer.blender.org/D11966
Diffstat (limited to 'source/blender/draw/DRW_engine.h')
-rw-r--r--source/blender/draw/DRW_engine.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index 4b96b2814b0..97d46bb7c2b 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -115,8 +115,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph,
void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
- struct GPUViewport *viewport,
- bool use_opengl_context);
+ struct GPUViewport *viewport);
void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,