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authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/intern/DRW_render.h
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff)
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/intern/DRW_render.h')
-rw-r--r--source/blender/draw/intern/DRW_render.h26
1 files changed, 25 insertions, 1 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index c3e94fda4fc..5122b1ea1ac 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -81,6 +81,7 @@ typedef struct DRWPass DRWPass;
typedef struct DRWShadingGroup DRWShadingGroup;
typedef struct DRWUniform DRWUniform;
typedef struct DRWView DRWView;
+typedef struct DRWShaderLibrary DRWShaderLibrary;
/* TODO Put it somewhere else? */
typedef struct BoundSphere {
@@ -148,6 +149,8 @@ struct GPUTexture *DRW_texture_pool_query_2d(int w,
int h,
eGPUTextureFormat format,
DrawEngineType *engine_type);
+struct GPUTexture *DRW_texture_pool_query_fullscreen(eGPUTextureFormat format,
+ DrawEngineType *engine_type);
struct GPUTexture *DRW_texture_create_1d(int w,
eGPUTextureFormat format,
@@ -246,6 +249,24 @@ void DRW_shader_free(struct GPUShader *shader);
} \
} while (0)
+DRWShaderLibrary *DRW_shader_library_create(void);
+
+/* Warning: Each library must be added after all its dependencies. */
+void DRW_shader_library_add_file(DRWShaderLibrary *lib, char *lib_code, const char *lib_name);
+#define DRW_SHADER_LIB_ADD(lib, lib_name) \
+ DRW_shader_library_add_file(lib, datatoc_##lib_name##_glsl, STRINGIFY(lib_name) ".glsl")
+
+char *DRW_shader_library_create_shader_string(DRWShaderLibrary *lib, char *shader_code);
+
+void DRW_shader_library_free(DRWShaderLibrary *lib);
+#define DRW_SHADER_LIB_FREE_SAFE(lib) \
+ do { \
+ if (lib != NULL) { \
+ DRW_shader_library_free(lib); \
+ lib = NULL; \
+ } \
+ } while (0)
+
/* Batches */
typedef enum {
@@ -403,6 +424,9 @@ void DRW_buffer_add_entry_array(DRWCallBuffer *buffer, const void *attr[], uint
DRW_buffer_add_entry_array(buffer, array, (sizeof(array) / sizeof(*array))); \
} while (0)
+/* Can only be called during iter phase. */
+uint32_t DRW_object_resource_id_get(Object *UNUSED(ob));
+
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);
void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);
@@ -414,7 +438,7 @@ void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);
void DRW_shgroup_stencil_set(DRWShadingGroup *shgroup,
uint write_mask,
uint reference,
- uint comp_mask);
+ uint compare_mask);
/* TODO remove this function. Obsolete version. mask is actually reference value. */
void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask);