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author | Clément Foucault <foucault.clem@gmail.com> | 2018-02-26 21:41:17 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-02-26 21:41:17 +0300 |
commit | 13261304a331b4cff37de477ddf19c915ed64b2c (patch) | |
tree | 3660f94436af2e4d44d8310247280ab456243543 /source/blender/editors/render/render_opengl.c | |
parent | 0940e89e604d85d717f792b73e30e5e96a42e7c6 (diff) |
DRW: Add new Draw Manager OpenGL Context.
This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.
The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.
Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
Diffstat (limited to 'source/blender/editors/render/render_opengl.c')
-rw-r--r-- | source/blender/editors/render/render_opengl.c | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/editors/render/render_opengl.c b/source/blender/editors/render/render_opengl.c index 8eb9283790b..1f9894b3b9f 100644 --- a/source/blender/editors/render/render_opengl.c +++ b/source/blender/editors/render/render_opengl.c @@ -57,6 +57,8 @@ #include "DEG_depsgraph.h" +#include "DRW_engine.h" + #include "WM_api.h" #include "WM_types.h" @@ -323,6 +325,7 @@ static void screen_opengl_render_doit(const bContext *C, OGLRender *oglrender, R unsigned char *gp_rect; unsigned char *render_rect = (unsigned char *)RE_RenderViewGetById(rr, oglrender->view_id)->rect32; + DRW_opengl_context_enable(); GPU_offscreen_bind(oglrender->ofs, true); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); @@ -342,6 +345,7 @@ static void screen_opengl_render_doit(const bContext *C, OGLRender *oglrender, R blend_color_mix_byte(&render_rect[i], &render_rect[i], &gp_rect[i]); } GPU_offscreen_unbind(oglrender->ofs, true); + DRW_opengl_context_disable(); MEM_freeN(gp_rect); } @@ -652,7 +656,9 @@ static bool screen_opengl_render_init(bContext *C, wmOperator *op) sizey = (scene->r.size * scene->r.ysch) / 100; /* corrects render size with actual size, not every card supports non-power-of-two dimensions */ + DRW_opengl_context_enable(); /* Offscreen creation needs to be done in DRW context. */ ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, true, true, err_out); + DRW_opengl_context_disable(); if (!ofs) { BKE_reportf(op->reports, RPT_ERROR, "Failed to create OpenGL off-screen buffer, %s", err_out); @@ -841,7 +847,9 @@ static void screen_opengl_render_end(bContext *C, OGLRender *oglrender) if (oglrender->fx) GPU_fx_compositor_destroy(oglrender->fx); + DRW_opengl_context_enable(); GPU_offscreen_free(oglrender->ofs); + DRW_opengl_context_disable(); if (oglrender->is_sequencer) { MEM_freeN(oglrender->seq_data.ibufs_arr); |