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authorClément Foucault <foucault.clem@gmail.com>2018-02-26 21:41:17 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-02-26 21:41:17 +0300
commit13261304a331b4cff37de477ddf19c915ed64b2c (patch)
tree3660f94436af2e4d44d8310247280ab456243543 /source/blender/editors/space_view3d/view3d_draw.c
parent0940e89e604d85d717f792b73e30e5e96a42e7c6 (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/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 6e3a0883489..68996cdf906 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2131,11 +2131,13 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
}
const bool own_ofs = (ofs == NULL);
+ DRW_opengl_context_enable();
if (own_ofs) {
/* bind */
ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, true, false, err_out);
if (ofs == NULL) {
+ DRW_opengl_context_disable();
return NULL;
}
}
@@ -2267,6 +2269,8 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
GPU_offscreen_free(ofs);
}
+ DRW_opengl_context_disable();
+
if (ibuf->rect_float && ibuf->rect)
IMB_rect_from_float(ibuf);