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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/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl
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/shaders/gpu_shader_image_depth_copy_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl12
1 files changed, 12 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl
new file mode 100644
index 00000000000..10f4dfd5a87
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl
@@ -0,0 +1,12 @@
+
+in vec2 texCoord_interp;
+out vec4 fragColor;
+
+uniform sampler2D image;
+
+void main()
+{
+ float depth = texture(image, texCoord_interp).r;
+ fragColor = vec4(depth);
+ gl_FragDepth = depth;
+}