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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/gpu/GPU_shader.h | |
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/gpu/GPU_shader.h')
-rw-r--r-- | source/blender/gpu/GPU_shader.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index ca6e8343401..def0b0bfbc7 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -134,6 +134,7 @@ typedef enum GPUBuiltinShader { GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR, GPU_SHADER_3D_IMAGE_MODULATE_ALPHA, GPU_SHADER_3D_IMAGE_DEPTH, + GPU_SHADER_3D_IMAGE_DEPTH_COPY, /* stereo 3d */ GPU_SHADER_2D_IMAGE_INTERLACE, /* points */ |