Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/gpu/intern/gpu_batch_presets.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/gpu/intern/gpu_batch_presets.c')
-rw-r--r--source/blender/gpu/intern/gpu_batch_presets.c11
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);