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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/intern/gpu_viewport.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_viewport.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_viewport.c | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c index fc045805874..83b9a8f0b0e 100644 --- a/source/blender/gpu/intern/gpu_viewport.c +++ b/source/blender/gpu/intern/gpu_viewport.c @@ -345,6 +345,8 @@ void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect) int rect_w = BLI_rcti_size_x(rect) + 1; int rect_h = BLI_rcti_size_y(rect) + 1; + DRW_opengl_context_enable(); + if (dfbl->default_fb) { if (rect_w != viewport->size[0] || rect_h != viewport->size[1] || U.ogl_multisamples != viewport->samples) { gpu_viewport_buffers_free( @@ -465,6 +467,7 @@ cleanup: if (!ok) { GPU_viewport_free(viewport); MEM_freeN(viewport); + DRW_opengl_context_disable(); return; } @@ -523,7 +526,11 @@ void GPU_viewport_unbind(GPUViewport *viewport) if (dfbl->default_fb) { GPU_framebuffer_texture_unbind(NULL, NULL); GPU_framebuffer_restore(); + } + DRW_opengl_context_disable(); + + if (dfbl->default_fb) { glEnable(GL_SCISSOR_TEST); glDisable(GL_DEPTH_TEST); } @@ -581,6 +588,7 @@ static void gpu_viewport_passes_free(PassList *psl, int psl_len) } } +/* Must be executed inside Drawmanager Opengl Context. */ void GPU_viewport_free(GPUViewport *viewport) { gpu_viewport_engines_data_free(viewport); |