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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
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')
-rw-r--r--source/blender/draw/DRW_engine.h5
-rw-r--r--source/blender/draw/intern/draw_cache.c7
-rw-r--r--source/blender/draw/intern/draw_manager.c224
-rw-r--r--source/blender/editors/render/render_internal.c9
-rw-r--r--source/blender/editors/render/render_opengl.c8
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c6
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c4
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c12
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/GPU_batch.h2
-rw-r--r--source/blender/gpu/GPU_shader.h1
-rw-r--r--source/blender/gpu/intern/gpu_batch_presets.c11
-rw-r--r--source/blender/gpu/intern/gpu_shader.c3
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_depth_copy_frag.glsl12
-rw-r--r--source/blender/windowmanager/CMakeLists.txt1
-rw-r--r--source/blender/windowmanager/WM_api.h5
-rw-r--r--source/blender/windowmanager/intern/wm_init_exit.c7
-rw-r--r--source/blender/windowmanager/intern/wm_window.c42
-rw-r--r--source/blender/windowmanager/wm_window.h1
20 files changed, 347 insertions, 22 deletions
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index 9baad113c42..9ed8f776f34 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -125,4 +125,9 @@ void EDIT_ARMATURE_collection_settings_create(struct IDProperty *properties);
void PAINT_WEIGHT_collection_settings_create(struct IDProperty *properties);
void PAINT_VERTEX_collection_settings_create(struct IDProperty *properties);
+void DRW_opengl_context_create(void);
+void DRW_opengl_context_destroy(void);
+void DRW_opengl_context_enable(void);
+void DRW_opengl_context_disable(void);
+
#endif /* __DRW_ENGINE_H__ */
diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c
index 3b4180c0375..6b1a3356b51 100644
--- a/source/blender/draw/intern/draw_cache.c
+++ b/source/blender/draw/intern/draw_cache.c
@@ -45,6 +45,7 @@ static struct DRWShapeCache {
Gwn_Batch *drw_single_vertice;
Gwn_Batch *drw_fullscreen_quad;
Gwn_Batch *drw_quad;
+ Gwn_Batch *drw_sphere;
Gwn_Batch *drw_screenspace_circle;
Gwn_Batch *drw_plain_axes;
Gwn_Batch *drw_single_arrow;
@@ -266,7 +267,6 @@ Gwn_Batch *DRW_cache_fullscreen_quad_get(void)
Gwn_Batch *DRW_cache_quad_get(void)
{
if (!SHC.drw_quad) {
- /* Use a triangle instead of a real quad */
float pos[4][2] = {{-1.0f, -1.0f}, { 1.0f, -1.0f}, {1.0f, 1.0f}, {-1.0f, 1.0f}};
float uvs[4][2] = {{ 0.0f, 0.0f}, { 1.0f, 0.0f}, {1.0f, 1.0f}, { 0.0f, 1.0f}};
@@ -294,7 +294,10 @@ Gwn_Batch *DRW_cache_quad_get(void)
/* Sphere */
Gwn_Batch *DRW_cache_sphere_get(void)
{
- return GPU_batch_preset_sphere(2);
+ if (!SHC.drw_sphere) {
+ SHC.drw_sphere = gpu_batch_sphere(32, 24);
+ }
+ return SHC.drw_sphere;
}
/** \} */
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 99ea5b259c0..3845ee6a65e 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -30,6 +30,7 @@
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
+#include "BLI_threads.h"
#include "BIF_glutil.h"
@@ -82,6 +83,7 @@
#include "WM_api.h"
#include "WM_types.h"
+#include "wm_window.h"
#include "draw_manager_text.h"
#include "draw_manager_profiling.h"
@@ -97,6 +99,8 @@
#include "engines/basic/basic_engine.h"
#include "engines/external/external_engine.h"
+#include "../../../intern/gawain/gawain/gwn_context.h"
+
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
@@ -369,6 +373,13 @@ static struct DRWMatrixOveride {
ListBase DRW_engines = {NULL, NULL};
+/* Unique ghost context used by the draw manager. */
+static void *g_ogl_context = NULL;
+static Gwn_Context *g_gwn_context = NULL;
+
+/* Mutex to lock the drw manager and avoid concurent context usage. */
+static ThreadMutex g_ogl_context_mutex = BLI_MUTEX_INITIALIZER;
+
#ifdef USE_GPU_SELECT
static unsigned int g_DRW_select_id = (unsigned int)-1;
@@ -3440,6 +3451,7 @@ void DRW_draw_render_loop_ex(
ARegion *ar, View3D *v3d, const eObjectMode object_mode,
const bContext *evil_C)
{
+
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = ar->regiondata;
@@ -3626,6 +3638,11 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
RenderData *r = &scene->r;
Render *render = engine->re;
const EvaluationContext *eval_ctx = RE_GetEvalCtx(render);
+ /* Changing Context */
+ DRW_opengl_context_enable();
+ /* IMPORTANT: We dont support immediate mode in render mode!
+ * This shall remain in effect until immediate mode supports
+ * multiple threads. */
/* Reset before using it. */
memset(&DST, 0x0, sizeof(DST));
@@ -3705,6 +3722,9 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
glEnable(GL_SCISSOR_TEST);
GPU_framebuffer_restore();
+ /* Changing Context */
+ DRW_opengl_context_disable();
+
#ifdef DEBUG
/* Avoid accidental reuse. */
memset(&DST, 0xFF, sizeof(DST));
@@ -3722,6 +3742,37 @@ void DRW_render_object_iter(
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END
}
+static struct DRWSelectBuffer {
+ struct GPUFrameBuffer *framebuffer;
+ struct GPUTexture *texture_depth;
+} g_select_buffer = {NULL};
+
+static void draw_select_framebuffer_setup(const rcti *rect)
+{
+ if (g_select_buffer.framebuffer == NULL) {
+ g_select_buffer.framebuffer = GPU_framebuffer_create();
+ }
+
+ /* If size mismatch recreate the texture. */
+ if ((g_select_buffer.texture_depth != NULL) &&
+ ((GPU_texture_width(g_select_buffer.texture_depth) != BLI_rcti_size_x(rect)) ||
+ (GPU_texture_height(g_select_buffer.texture_depth) != BLI_rcti_size_y(rect))))
+ {
+ GPU_texture_free(g_select_buffer.texture_depth);
+ g_select_buffer.texture_depth = NULL;
+ }
+
+ if (g_select_buffer.texture_depth == NULL) {
+ g_select_buffer.texture_depth = GPU_texture_create_depth(BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), NULL);
+
+ GPU_framebuffer_texture_attach(g_select_buffer.framebuffer, g_select_buffer.texture_depth, 0, 0);
+
+ if (!GPU_framebuffer_check_valid(g_select_buffer.framebuffer, NULL)) {
+ printf("Error invalid selection framebuffer\n");
+ }
+ }
+}
+
/* Must run after all instance datas have been added. */
void DRW_render_instance_buffer_finish(void)
{
@@ -3767,13 +3818,20 @@ void DRW_draw_select_loop(
}
}
+ gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
+ glDisable(GL_SCISSOR_TEST);
+
struct GPUViewport *viewport = GPU_viewport_create();
GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)});
- bool cache_is_dirty;
DST.viewport = viewport;
v3d->zbuf = true;
+ /* Setup framebuffer */
+ draw_select_framebuffer_setup(rect);
+ GPU_framebuffer_bind(g_select_buffer.framebuffer);
+ DRW_framebuffer_clear(false, true, false, NULL, 1.0f);
+
DST.options.is_select = true;
/* Get list of enabled engines */
@@ -3786,7 +3844,6 @@ void DRW_draw_select_loop(
}
/* Setup viewport */
- cache_is_dirty = true;
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
@@ -3802,10 +3859,7 @@ void DRW_draw_select_loop(
/* Init engines */
drw_engines_init();
- /* TODO : tag to refresh by the dependency graph */
- /* ideally only refresh when objects are added/removed */
- /* or render properties / materials change */
- if (cache_is_dirty) {
+ {
drw_engines_cache_init();
if (use_obedit) {
@@ -3843,16 +3897,57 @@ void DRW_draw_select_loop(
/* Avoid accidental reuse. */
memset(&DST, 0xFF, sizeof(DST));
#endif
+ GPU_framebuffer_restore();
/* Cleanup for selection state */
GPU_viewport_free(viewport);
MEM_freeN(viewport);
+ /* Restore Drawing area. */
+ gpuPopAttrib();
+ glEnable(GL_SCISSOR_TEST);
+
/* restore */
rv3d->viewport = backup_viewport;
#endif /* USE_GPU_SELECT */
}
+static void draw_depth_texture_to_screen(GPUTexture *texture)
+{
+ const float w = (float)GPU_texture_width(texture);
+ const float h = (float)GPU_texture_height(texture);
+
+ Gwn_VertFormat *format = immVertexFormat();
+ unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_DEPTH_COPY);
+
+ GPU_texture_bind(texture, 0);
+
+ immUniform1i("image", 0); /* default GL_TEXTURE0 unit */
+
+ immBegin(GWN_PRIM_TRI_STRIP, 4);
+
+ immAttrib2f(texcoord, 0.0f, 0.0f);
+ immVertex2f(pos, 0.0f, 0.0f);
+
+ immAttrib2f(texcoord, 1.0f, 0.0f);
+ immVertex2f(pos, w, 0.0f);
+
+ immAttrib2f(texcoord, 0.0f, 1.0f);
+ immVertex2f(pos, 0.0f, h);
+
+ immAttrib2f(texcoord, 1.0f, 1.0f);
+ immVertex2f(pos, w, h);
+
+ immEnd();
+
+ GPU_texture_unbind(texture);
+
+ immUnbindProgram();
+}
+
/**
* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
*/
@@ -3865,6 +3960,8 @@ void DRW_draw_depth_loop(
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = ar->regiondata;
+ DRW_opengl_context_enable();
+
/* backup (_never_ use rv3d->viewport) */
void *backup_viewport = rv3d->viewport;
rv3d->viewport = NULL;
@@ -3872,9 +3969,17 @@ void DRW_draw_depth_loop(
/* Reset before using it. */
memset(&DST, 0x0, sizeof(DST));
+ gpuPushAttrib(GPU_ENABLE_BIT | GPU_VIEWPORT_BIT);
+ glDisable(GL_SCISSOR_TEST);
+
struct GPUViewport *viewport = GPU_viewport_create();
GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy});
+ /* Setup framebuffer */
+ draw_select_framebuffer_setup(&ar->winrct);
+ GPU_framebuffer_bind(g_select_buffer.framebuffer);
+ DRW_framebuffer_clear(false, true, false, NULL, 1.0f);
+
bool cache_is_dirty;
DST.viewport = viewport;
v3d->zbuf = true;
@@ -3935,10 +4040,35 @@ void DRW_draw_depth_loop(
memset(&DST, 0xFF, sizeof(DST));
#endif
+ /* TODO: Reading depth for operators should be done here. */
+
+ GPU_framebuffer_restore();
+
/* Cleanup for selection state */
GPU_viewport_free(viewport);
MEM_freeN(viewport);
+ /* Restore Drawing area. */
+ gpuPopAttrib();
+ glEnable(GL_SCISSOR_TEST);
+
+ /* Changin context */
+ DRW_opengl_context_disable();
+
+ /* XXX Drawing the resulting buffer to the BACK_BUFFER */
+ gpuPushMatrix();
+ gpuPushProjectionMatrix();
+ wmOrtho2_region_pixelspace(ar);
+ gpuLoadIdentity();
+
+ glEnable(GL_DEPTH_TEST); /* Cannot write to depth buffer without testing */
+ glDepthFunc(GL_ALWAYS);
+ draw_depth_texture_to_screen(g_select_buffer.texture_depth);
+ glDepthFunc(GL_LEQUAL);
+
+ gpuPopMatrix();
+ gpuPopProjectionMatrix();
+
/* restore */
rv3d->viewport = backup_viewport;
}
@@ -4139,6 +4269,11 @@ extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GPUTexture *globals_ramp; /* draw_common.c */
void DRW_engines_free(void)
{
+ DRW_opengl_context_enable();
+
+ DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth);
+ DRW_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer);
+
DRW_shape_cache_free();
DRW_stats_free();
DRW_globals_free();
@@ -4164,9 +4299,86 @@ void DRW_engines_free(void)
MEM_SAFE_FREE(RST.bound_texs);
MEM_SAFE_FREE(RST.bound_tex_slots);
+ DRW_opengl_context_disable();
+
#ifdef WITH_CLAY_ENGINE
BLI_remlink(&R_engines, &DRW_engine_viewport_clay_type);
#endif
}
/** \} */
+
+/** \name Init/Exit (DRW_opengl_ctx)
+ * \{ */
+
+void DRW_opengl_context_create(void)
+{
+ BLI_assert(g_ogl_context == NULL); /* Ensure it's called once */
+ BLI_assert(BLI_thread_is_main());
+
+ BLI_mutex_init(&g_ogl_context_mutex);
+
+ immDeactivate();
+ /* This changes the active context. */
+ g_ogl_context = WM_opengl_context_create();
+ /* Be sure to create gawain.context too. */
+ g_gwn_context = GWN_context_create();
+ immActivate();
+ /* Set default Blender OpenGL state */
+ GPU_state_init();
+ /* So we activate the window's one afterwards. */
+ wm_window_reset_drawable();
+}
+
+void DRW_opengl_context_destroy(void)
+{
+ BLI_assert(BLI_thread_is_main());
+ if (g_ogl_context != NULL) {
+ WM_opengl_context_activate(g_ogl_context);
+ GWN_context_active_set(g_gwn_context);
+ GWN_context_discard(g_gwn_context);
+ WM_opengl_context_dispose(g_ogl_context);
+ BLI_mutex_end(&g_ogl_context_mutex);
+ }
+}
+
+void DRW_opengl_context_enable(void)
+{
+ if (g_ogl_context != NULL) {
+ /* IMPORTANT: We dont support immediate mode in render mode!
+ * This shall remain in effect until immediate mode supports
+ * multiple threads. */
+ BLI_mutex_lock(&g_ogl_context_mutex);
+ if (BLI_thread_is_main()) {
+ immDeactivate();
+ }
+ WM_opengl_context_activate(g_ogl_context);
+ GWN_context_active_set(g_gwn_context);
+ if (BLI_thread_is_main()) {
+ immActivate();
+ }
+ }
+}
+
+void DRW_opengl_context_disable(void)
+{
+ if (g_ogl_context != NULL) {
+#ifdef __APPLE__
+ /* Need to flush before disabling draw context, otherwise it does not
+ * always finish drawing and viewport can be empty or partially drawn */
+ glFlush();
+#endif
+
+ if (BLI_thread_is_main()) {
+ wm_window_reset_drawable();
+ }
+ else {
+ WM_opengl_context_release(g_ogl_context);
+ GWN_context_active_set(NULL);
+ }
+
+ BLI_mutex_unlock(&g_ogl_context_mutex);
+ }
+}
+
+/** \} */
diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c
index 0130b93babf..98d37eedb1b 100644
--- a/source/blender/editors/render/render_internal.c
+++ b/source/blender/editors/render/render_internal.c
@@ -869,15 +869,6 @@ static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *even
return OPERATOR_CANCELLED;
}
- /* XXX FIXME If engine is an OpenGL engine do not run modal.
- * This is a problem for animation rendering since you cannot abort them.
- * This also does not open an image editor space. */
- if (RE_engine_is_opengl(re_type)) {
- /* ensure at least 1 area shows result */
- render_view_open(C, event->x, event->y, op->reports);
- return screen_render_exec(C, op);
- }
-
/* only one render job at a time */
if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
return OPERATOR_CANCELLED;
diff --git a/source/blender/editors/render/render_opengl.c b/source/blender/editors/render/render_opengl.c
index 8eb9283790b..1f9894b3b9f 100644
--- a/source/blender/editors/render/render_opengl.c
+++ b/source/blender/editors/render/render_opengl.c
@@ -57,6 +57,8 @@
#include "DEG_depsgraph.h"
+#include "DRW_engine.h"
+
#include "WM_api.h"
#include "WM_types.h"
@@ -323,6 +325,7 @@ static void screen_opengl_render_doit(const bContext *C, OGLRender *oglrender, R
unsigned char *gp_rect;
unsigned char *render_rect = (unsigned char *)RE_RenderViewGetById(rr, oglrender->view_id)->rect32;
+ DRW_opengl_context_enable();
GPU_offscreen_bind(oglrender->ofs, true);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
@@ -342,6 +345,7 @@ static void screen_opengl_render_doit(const bContext *C, OGLRender *oglrender, R
blend_color_mix_byte(&render_rect[i], &render_rect[i], &gp_rect[i]);
}
GPU_offscreen_unbind(oglrender->ofs, true);
+ DRW_opengl_context_disable();
MEM_freeN(gp_rect);
}
@@ -652,7 +656,9 @@ static bool screen_opengl_render_init(bContext *C, wmOperator *op)
sizey = (scene->r.size * scene->r.ysch) / 100;
/* corrects render size with actual size, not every card supports non-power-of-two dimensions */
+ DRW_opengl_context_enable(); /* Offscreen creation needs to be done in DRW context. */
ofs = GPU_offscreen_create(sizex, sizey, full_samples ? 0 : samples, true, true, err_out);
+ DRW_opengl_context_disable();
if (!ofs) {
BKE_reportf(op->reports, RPT_ERROR, "Failed to create OpenGL off-screen buffer, %s", err_out);
@@ -841,7 +847,9 @@ static void screen_opengl_render_end(bContext *C, OGLRender *oglrender)
if (oglrender->fx)
GPU_fx_compositor_destroy(oglrender->fx);
+ DRW_opengl_context_enable();
GPU_offscreen_free(oglrender->ofs);
+ DRW_opengl_context_disable();
if (oglrender->is_sequencer) {
MEM_freeN(oglrender->seq_data.ibufs_arr);
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index 73fd3f562be..1774390a1e5 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -65,6 +65,8 @@
#include "GPU_viewport.h"
#include "GPU_matrix.h"
+#include "DRW_engine.h"
+
#include "WM_api.h"
#include "WM_types.h"
#include "WM_message.h"
@@ -572,7 +574,9 @@ static void view3d_main_region_exit(wmWindowManager *wm, ARegion *ar)
}
if (rv3d->viewport) {
+ DRW_opengl_context_enable();
GPU_viewport_free(rv3d->viewport);
+ DRW_opengl_context_disable();
MEM_freeN(rv3d->viewport);
rv3d->viewport = NULL;
}
@@ -757,7 +761,9 @@ static void view3d_main_region_free(ARegion *ar)
GPU_fx_compositor_destroy(rv3d->compositor);
}
if (rv3d->viewport) {
+ DRW_opengl_context_enable();
GPU_viewport_free(rv3d->viewport);
+ DRW_opengl_context_disable();
MEM_freeN(rv3d->viewport);
}
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 6e3a0883489..68996cdf906 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2131,11 +2131,13 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
}
const bool own_ofs = (ofs == NULL);
+ DRW_opengl_context_enable();
if (own_ofs) {
/* bind */
ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, true, false, err_out);
if (ofs == NULL) {
+ DRW_opengl_context_disable();
return NULL;
}
}
@@ -2267,6 +2269,8 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
GPU_offscreen_free(ofs);
}
+ DRW_opengl_context_disable();
+
if (ibuf->rect_float && ibuf->rect)
IMB_rect_from_float(ibuf);
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 4ccf86138e7..cb329e62e96 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -922,6 +922,11 @@ int view3d_opengl_select(
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+#ifndef WITH_OPENGL_LEGACY
+ /* All of the queries need to be perform on the drawing context. */
+ DRW_opengl_context_enable();
+#endif
+
/* Re-use cache (rect must be smaller then the cached)
* other context is assumed to be unchanged */
if (GPU_select_is_cached()) {
@@ -941,7 +946,7 @@ int view3d_opengl_select(
v3d->zbuf = true;
glEnable(GL_DEPTH_TEST);
}
-
+
if (vc->rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(vc->rv3d);
@@ -994,6 +999,11 @@ int view3d_opengl_select(
ED_view3d_clipping_disable();
finally:
+
+#ifndef WITH_OPENGL_LEGACY
+ DRW_opengl_context_disable();
+#endif
+
if (hits < 0) printf("Too many objects in select buffer\n"); /* XXX make error message */
UI_Theme_Restore(&theme_state);
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 189ca8e6a33..5c0115d967a 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -150,6 +150,7 @@ data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index d2f3409dc07..5807af7b359 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -58,6 +58,8 @@ void gpu_batch_init(void);
void gpu_batch_exit(void);
/* gpu_batch_presets.c */
+/* Only use by draw manager. Use the presets function instead for interface. */
+Gwn_Batch *gpu_batch_sphere(int lat_res, int lon_res) ATTR_WARN_UNUSED_RESULT;
/* Replacement for gluSphere */
Gwn_Batch *GPU_batch_preset_sphere(int lod) ATTR_WARN_UNUSED_RESULT;
Gwn_Batch *GPU_batch_preset_sphere_wire(int lod) ATTR_WARN_UNUSED_RESULT;
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index ca6e8343401..def0b0bfbc7 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -134,6 +134,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR,
GPU_SHADER_3D_IMAGE_MODULATE_ALPHA,
GPU_SHADER_3D_IMAGE_DEPTH,
+ GPU_SHADER_3D_IMAGE_DEPTH_COPY,
/* stereo 3d */
GPU_SHADER_2D_IMAGE_INTERLACE,
/* points */
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);
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index c25d03dff2f..b06ee56c21f 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -77,6 +77,7 @@ extern char datatoc_gpu_shader_image_interlace_frag_glsl[];
extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
+extern char datatoc_gpu_shader_image_depth_copy_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
@@ -712,6 +713,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
datatoc_gpu_shader_image_modulate_alpha_frag_glsl },
[GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_depth_linear_frag_glsl },
+ [GPU_SHADER_3D_IMAGE_DEPTH_COPY] = { datatoc_gpu_shader_3D_image_vert_glsl,
+ datatoc_gpu_shader_image_depth_copy_frag_glsl },
[GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl,
datatoc_gpu_shader_image_interlace_frag_glsl },
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);
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;
+}
diff --git a/source/blender/windowmanager/CMakeLists.txt b/source/blender/windowmanager/CMakeLists.txt
index 0da45202730..234491a2186 100644
--- a/source/blender/windowmanager/CMakeLists.txt
+++ b/source/blender/windowmanager/CMakeLists.txt
@@ -35,6 +35,7 @@ set(INC
../compositor
../depsgraph
../editors/include
+ ../draw
../gpu
../imbuf
../makesdna
diff --git a/source/blender/windowmanager/WM_api.h b/source/blender/windowmanager/WM_api.h
index 4449736d2a5..bf894b2ad03 100644
--- a/source/blender/windowmanager/WM_api.h
+++ b/source/blender/windowmanager/WM_api.h
@@ -119,6 +119,11 @@ struct bScreen *WM_window_get_active_screen(const struct wmWindow *win) ATTR_NON
void WM_window_set_active_screen(struct wmWindow *win, struct WorkSpace *workspace, struct bScreen *screen) ATTR_NONNULL(1);
bool WM_window_is_temp_screen(const struct wmWindow *win) ATTR_WARN_UNUSED_RESULT;
+void *WM_opengl_context_create(void);
+void WM_opengl_context_dispose(void *context);
+void WM_opengl_context_activate(void *context);
+void WM_opengl_context_release(void *context);
+
/* defines for 'type' WM_window_open_temp */
enum {
WM_WINDOW_RENDER = 1,
diff --git a/source/blender/windowmanager/intern/wm_init_exit.c b/source/blender/windowmanager/intern/wm_init_exit.c
index 43e4f7757f5..a2f5f1b1e10 100644
--- a/source/blender/windowmanager/intern/wm_init_exit.c
+++ b/source/blender/windowmanager/intern/wm_init_exit.c
@@ -125,6 +125,8 @@
#include "DEG_depsgraph.h"
+#include "DRW_engine.h"
+
#ifdef WITH_OPENSUBDIV
# include "BKE_subsurf.h"
#endif
@@ -207,6 +209,7 @@ void WM_init(bContext *C, int argc, const char **argv)
/* sets 3D mouse deadzone */
WM_ndof_deadzone_set(U.ndof_deadzone);
#endif
+ DRW_opengl_context_create();
GPU_init();
@@ -549,6 +552,10 @@ void WM_exit_ext(bContext *C, const bool do_python)
BLF_exit();
+ if (!G.background) {
+ DRW_opengl_context_destroy();
+ }
+
#ifdef WITH_INTERNATIONAL
BLF_free_unifont();
BLF_free_unifont_mono();
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);
+}
diff --git a/source/blender/windowmanager/wm_window.h b/source/blender/windowmanager/wm_window.h
index 0264955a4c5..652cefb1a54 100644
--- a/source/blender/windowmanager/wm_window.h
+++ b/source/blender/windowmanager/wm_window.h
@@ -58,6 +58,7 @@ void wm_window_process_events (const bContext *C);
void wm_window_process_events_nosleep(void);
void wm_window_make_drawable(wmWindowManager *wm, wmWindow *win);
+void wm_window_reset_drawable(void);
void wm_window_raise (wmWindow *win);
void wm_window_lower (wmWindow *win);