diff options
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/intern/gpu_batch_presets.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/gpu/intern/gpu_batch_presets.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_batch_presets.c | 11 |
1 files changed, 7 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_batch_presets.c b/source/blender/gpu/intern/gpu_batch_presets.c index 9db04832a51..21d6906083a 100644 --- a/source/blender/gpu/intern/gpu_batch_presets.c +++ b/source/blender/gpu/intern/gpu_batch_presets.c @@ -31,6 +31,7 @@ #include "BLI_utildefines.h" #include "BLI_math.h" +#include "BLI_threads.h" #include "GPU_batch.h" #include "gpu_shader_private.h" @@ -71,7 +72,7 @@ static void batch_sphere_lat_lon_vert( } /* Replacement for gluSphere */ -static Gwn_Batch *batch_sphere(int lat_res, int lon_res) +Gwn_Batch *gpu_batch_sphere(int lat_res, int lon_res) { const float lon_inc = 2 * M_PI / lon_res; const float lat_inc = M_PI / lat_res; @@ -146,6 +147,7 @@ static Gwn_Batch *batch_sphere_wire(int lat_res, int lon_res) Gwn_Batch *GPU_batch_preset_sphere(int lod) { BLI_assert(lod >= 0 && lod <= 2); + BLI_assert(BLI_thread_is_main()); if (lod == 0) { return g_presets_3d.batch.sphere_low; @@ -161,6 +163,7 @@ Gwn_Batch *GPU_batch_preset_sphere(int lod) Gwn_Batch *GPU_batch_preset_sphere_wire(int lod) { BLI_assert(lod >= 0 && lod <= 1); + BLI_assert(BLI_thread_is_main()); if (lod == 0) { return g_presets_3d.batch.sphere_wire_low; @@ -182,9 +185,9 @@ void gpu_batch_presets_init(void) } /* Hard coded resolution */ - g_presets_3d.batch.sphere_low = batch_sphere(8, 16); - g_presets_3d.batch.sphere_med = batch_sphere(16, 10); - g_presets_3d.batch.sphere_high = batch_sphere(32, 24); + g_presets_3d.batch.sphere_low = gpu_batch_sphere(8, 16); + g_presets_3d.batch.sphere_med = gpu_batch_sphere(16, 10); + g_presets_3d.batch.sphere_high = gpu_batch_sphere(32, 24); g_presets_3d.batch.sphere_wire_low = batch_sphere_wire(6, 8); g_presets_3d.batch.sphere_wire_med = batch_sphere_wire(8, 16); |