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author | Clément Foucault <foucault.clem@gmail.com> | 2018-03-25 18:46:48 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-03-25 21:06:12 +0300 |
commit | bc15ec0896c2deba2e2a45581fd0f408d4906df4 (patch) | |
tree | 97f7f0a32a92fc441226c89fc09b80dbdc5e343f /source/blender/draw/intern/DRW_render.h | |
parent | f937123116abd4ba34ff858fa03415362d6c07cf (diff) |
GPUFramebuffer: Refactor (Part 2)
This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
- GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
This allows to create and configure more FBO without the need to attach
and detach texture at drawing time.
- GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
allows to configure the framebuffer inside a context other than the one
that will be rendering the framebuffer. We do the actual configuration
when binding the FBO. We also Keep track of config validity and save
drawbuffers state in the FBO. We remove the different bind/unbind
functions. These make little sense now that we have separate contexts.
- DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
ones to avoid another layer of abstraction. We move the DRW convenience
functions to GPUFramebuffer instead and even add new ones. The MACRO
GPU_framebuffer_ensure_config is pretty much all you need to create and
config a GPUFramebuffer.
- DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
functions to create textures for thoses framebuffers. Pool textures are
now using default texture parameters for the texture type asked.
- DRWManager: Make sure no framebuffer object is bound when doing cache
filling.
- GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
usage update. This let draw engines render to color/depth only target
and without the need to attach/detach textures.
- WM_window: Assert when a framebuffer is bound when changing context.
This balance the fact we are not track ogl context inside GPUFramebuffer.
- Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
code simplification.
This also come with some cleanups in some engine codes.
Diffstat (limited to 'source/blender/draw/intern/DRW_render.h')
-rw-r--r-- | source/blender/draw/intern/DRW_render.h | 60 |
1 files changed, 19 insertions, 41 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index 3334579a7cd..e60ce6c391b 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -45,6 +45,8 @@ #include "DNA_material_types.h" #include "DNA_scene_types.h" +#include "GPU_framebuffer.h" + #include "draw_common.h" #include "draw_cache.h" #include "draw_view.h" @@ -100,9 +102,8 @@ typedef char DRWViewportEmptyList; #define MULTISAMPLE_SYNC_ENABLE(dfbl) { \ if (dfbl->multisample_fb != NULL) { \ DRW_stats_query_start("Multisample Blit"); \ - DRW_framebuffer_blit(dfbl->default_fb, dfbl->multisample_fb, false, false); \ - DRW_framebuffer_blit(dfbl->default_fb, dfbl->multisample_fb, true, false); \ - DRW_framebuffer_bind(dfbl->multisample_fb); \ + GPU_framebuffer_blit(dfbl->default_fb, 0, dfbl->multisample_fb, 0, GPU_COLOR_BIT | GPU_DEPTH_BIT); \ + GPU_framebuffer_bind(dfbl->multisample_fb); \ DRW_stats_query_end(); \ } \ } @@ -110,9 +111,8 @@ typedef char DRWViewportEmptyList; #define MULTISAMPLE_SYNC_DISABLE(dfbl) { \ if (dfbl->multisample_fb != NULL) { \ DRW_stats_query_start("Multisample Resolve"); \ - DRW_framebuffer_blit(dfbl->multisample_fb, dfbl->default_fb, false, false); \ - DRW_framebuffer_blit(dfbl->multisample_fb, dfbl->default_fb, true, false); \ - DRW_framebuffer_bind(dfbl->default_fb); \ + GPU_framebuffer_blit(dfbl->multisample_fb, 0, dfbl->default_fb, 0, GPU_COLOR_BIT | GPU_DEPTH_BIT); \ + GPU_framebuffer_bind(dfbl->default_fb); \ DRW_stats_query_end(); \ } \ } @@ -153,6 +153,8 @@ typedef struct DrawEngineType { /* Buffer and textures used by the viewport by default */ typedef struct DefaultFramebufferList { struct GPUFrameBuffer *default_fb; + struct GPUFrameBuffer *color_only_fb; + struct GPUFrameBuffer *depth_only_fb; struct GPUFrameBuffer *multisample_fb; } DefaultFramebufferList; @@ -195,9 +197,13 @@ typedef enum { DRW_TEX_WRAP = (1 << 1), DRW_TEX_COMPARE = (1 << 2), DRW_TEX_MIPMAP = (1 << 3), - DRW_TEX_TEMP = (1 << 4), } DRWTextureFlag; +/* Textures from DRW_texture_pool_query_* have the options + * DRW_TEX_FILTER for color float textures, and no options + * for depth textures and integer textures. */ +struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, DRWTextureFormat format, DrawEngineType *engine_type); + struct GPUTexture *DRW_texture_create_1D( int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels); struct GPUTexture *DRW_texture_create_2D( @@ -208,6 +214,12 @@ struct GPUTexture *DRW_texture_create_3D( int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels); struct GPUTexture *DRW_texture_create_cube( int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels); + +void DRW_texture_ensure_fullscreen_2D( + struct GPUTexture **tex, DRWTextureFormat format, DRWTextureFlag flags); +void DRW_texture_ensure_2D( + struct GPUTexture **tex, int w, int h, DRWTextureFormat format, DRWTextureFlag flags); + void DRW_texture_generate_mipmaps(struct GPUTexture *tex); void DRW_texture_free(struct GPUTexture *tex); #define DRW_TEXTURE_FREE_SAFE(tex) do { \ @@ -228,40 +240,6 @@ void DRW_uniformbuffer_free(struct GPUUniformBuffer *ubo); } \ } while (0) -/* Buffers */ -#define MAX_FBO_TEX 5 - -typedef struct DRWFboTexture { - struct GPUTexture **tex; - int format; - DRWTextureFlag flag; -} DRWFboTexture; - -struct GPUFrameBuffer *DRW_framebuffer_create(void); -void DRW_framebuffer_init( - struct GPUFrameBuffer **fb, void *engine_type, int width, int height, - DRWFboTexture textures[MAX_FBO_TEX], int textures_len); -void DRW_framebuffer_bind(struct GPUFrameBuffer *fb); -void DRW_framebuffer_clear(bool color, bool depth, bool stencil, float clear_col[4], float clear_depth); -void DRW_framebuffer_read_data(int x, int y, int w, int h, int channels, int slot, float *data); -void DRW_framebuffer_read_depth(int x, int y, int w, int h, float *data); -void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int mip); -void DRW_framebuffer_texture_layer_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int layer, int mip); -void DRW_framebuffer_cubeface_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int face, int mip); -void DRW_framebuffer_texture_detach(struct GPUTexture *tex); -void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth, bool stencil); -void DRW_framebuffer_recursive_downsample( - struct GPUFrameBuffer *fb, struct GPUTexture *tex, int num_iter, - void (*callback)(void *userData, int level), void *userData); -void DRW_framebuffer_viewport_size(struct GPUFrameBuffer *fb_read, int x, int y, int w, int h); -void DRW_framebuffer_free(struct GPUFrameBuffer *fb); -#define DRW_FRAMEBUFFER_FREE_SAFE(fb) do { \ - if (fb != NULL) { \ - DRW_framebuffer_free(fb); \ - fb = NULL; \ - } \ -} while (0) - void DRW_transform_to_display(struct GPUTexture *tex); /* Shaders */ |