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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/windowmanager/intern/wm_window.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/windowmanager/intern/wm_window.c')
-rw-r--r--source/blender/windowmanager/intern/wm_window.c42
1 files changed, 42 insertions, 0 deletions
diff --git a/source/blender/windowmanager/intern/wm_window.c b/source/blender/windowmanager/intern/wm_window.c
index 103f8d580c1..278a70b9c9d 100644
--- a/source/blender/windowmanager/intern/wm_window.c
+++ b/source/blender/windowmanager/intern/wm_window.c
@@ -1038,6 +1038,26 @@ void wm_window_make_drawable(wmWindowManager *wm, wmWindow *win)
}
}
+/* Reset active the current window opengl drawing context. */
+void wm_window_reset_drawable(void)
+{
+ BLI_assert(BLI_thread_is_main());
+ wmWindowManager *wm = G.main->wm.first;
+
+ if (wm == NULL)
+ return;
+
+ wmWindow *win = wm->windrawable;
+
+ if (win && win->ghostwin) {
+ gpu_batch_presets_reset();
+ immDeactivate();
+ GHOST_ActivateWindowDrawingContext(win->ghostwin);
+ GWN_context_active_set(win->gwnctx);
+ immActivate();
+ }
+}
+
/* called by ghost, here we handle events for windows themselves or send to event system */
/* mouse coordinate converversion happens here */
static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr C_void_ptr)
@@ -2044,3 +2064,25 @@ void wm_window_IME_end(wmWindow *win)
win->ime_data = NULL;
}
#endif /* WITH_INPUT_IME */
+
+/* ****** direct opengl context management ****** */
+
+void *WM_opengl_context_create(void)
+{
+ return GHOST_CreateOpenGLContext(g_system);
+}
+
+void WM_opengl_context_dispose(void *context)
+{
+ GHOST_DisposeOpenGLContext(g_system, (GHOST_ContextHandle)context);
+}
+
+void WM_opengl_context_activate(void *context)
+{
+ GHOST_ActivateOpenGLContext((GHOST_ContextHandle)context);
+}
+
+void WM_opengl_context_release(void *context)
+{
+ GHOST_ReleaseOpenGLContext((GHOST_ContextHandle)context);
+}