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-rw-r--r--source/blender/editors/space_node/node_draw.c13
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c14
-rw-r--r--source/blender/gpu/GPU_framebuffer.h1
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c12
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c4
5 files changed, 40 insertions, 4 deletions
diff --git a/source/blender/editors/space_node/node_draw.c b/source/blender/editors/space_node/node_draw.c
index 22b549cbd5d..884f551bad1 100644
--- a/source/blender/editors/space_node/node_draw.c
+++ b/source/blender/editors/space_node/node_draw.c
@@ -47,11 +47,13 @@
#include "BIF_glutil.h"
+#include "GPU_batch_presets.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
+#include "GPU_viewport.h"
#include "WM_api.h"
#include "WM_types.h"
@@ -1771,11 +1773,18 @@ void drawnodespace(const bContext *C, ARegion *region)
SpaceNode *snode = CTX_wm_space_node(C);
View2D *v2d = &region->v2d;
+ UI_view2d_view_ortho(v2d);
+
+ /* Setup offscreen buffers. */
+ GPUViewport *viewport = WM_draw_region_get_viewport(region);
+
+ GPUFrameBuffer *framebuffer_overlay = GPU_viewport_framebuffer_overlay_get(viewport);
+ GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
+ GPU_batch_presets_reset();
+
UI_ThemeClearColor(TH_BACK);
GPU_clear(GPU_COLOR_BIT);
- UI_view2d_view_ortho(v2d);
-
/* XXX snode->cursor set in coordspace for placing new nodes, used for drawing noodles too */
UI_view2d_region_to_view(&region->v2d,
win->eventstate->x - region->winrct.xmin,
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index 995e980aba0..edbe830683f 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -50,12 +50,14 @@
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
+#include "GPU_batch_presets.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "GPU_vertex_buffer.h"
+#include "GPU_viewport.h"
#include "ED_anim_api.h"
#include "ED_gpencil.h"
@@ -1537,7 +1539,7 @@ static void sequencer_preview_clear(void)
float col[3];
UI_GetThemeColor3fv(TH_SEQ_PREVIEW, col);
- GPU_clear_color(col[0], col[1], col[2], 0.0);
+ GPU_clear_color(col[0], col[1], col[2], 1.0);
GPU_clear(GPU_COLOR_BIT);
}
@@ -1775,6 +1777,13 @@ void sequencer_draw_preview(const bContext *C,
return;
}
+ /* Setup offscreen buffers. */
+ GPUViewport *viewport = WM_draw_region_get_viewport(region);
+
+ GPUFrameBuffer *framebuffer_overlay = GPU_viewport_framebuffer_overlay_get(viewport);
+ GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
+ GPU_batch_presets_reset();
+
if (sseq->render_size == SEQ_PROXY_RENDER_SIZE_NONE) {
sequencer_preview_clear();
return;
@@ -1798,6 +1807,9 @@ void sequencer_draw_preview(const bContext *C,
ibuf = sequencer_ibuf_get(
bmain, depsgraph, scene, sseq, cfra, frame_ofs, names[sseq->multiview_eye]);
+ /* sequencer_ibuf_get can call GPU_framebuffer_bind. So disable srgb framebuffer again. */
+ GPU_framebuffer_bind_no_srgb(framebuffer_overlay);
+
if (ibuf) {
scope = sequencer_get_scope(scene, sseq, ibuf, draw_backdrop);
diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h
index 4958d1eaac8..ee99f1f68c8 100644
--- a/source/blender/gpu/GPU_framebuffer.h
+++ b/source/blender/gpu/GPU_framebuffer.h
@@ -61,6 +61,7 @@ typedef struct GPUOffScreen GPUOffScreen;
GPUFrameBuffer *GPU_framebuffer_create(void);
void GPU_framebuffer_free(GPUFrameBuffer *fb);
void GPU_framebuffer_bind(GPUFrameBuffer *fb);
+void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *fb);
void GPU_framebuffer_restore(void);
bool GPU_framebuffer_bound(GPUFrameBuffer *fb);
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index 77abb786117..838450e6528 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -544,6 +544,18 @@ void GPU_framebuffer_bind(GPUFrameBuffer *fb)
glViewport(0, 0, fb->width, fb->height);
}
+/* Workaround for binding a srgb framebuffer without doing the srgb transform. */
+void GPU_framebuffer_bind_no_srgb(GPUFrameBuffer *fb)
+{
+ GPU_framebuffer_bind(fb);
+
+ glDisable(GL_FRAMEBUFFER_SRGB);
+
+ GPUTexture *first_target = fb->attachments[GPU_FB_COLOR_ATTACHMENT0].tex;
+ const bool is_srgb_target = (first_target && (GPU_texture_format(first_target) == GPU_SRGB8_A8));
+ GPU_shader_set_framebuffer_srgb_target(!is_srgb_target);
+}
+
void GPU_framebuffer_restore(void)
{
if (GPU_framebuffer_active_get() != NULL) {
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index fdbc7a7d136..622e8359541 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -308,7 +308,9 @@ static void wm_region_test_xr_do_draw(const wmWindowManager *wm,
static bool wm_region_use_viewport_by_type(short space_type, short region_type)
{
- return (ELEM(space_type, SPACE_VIEW3D, SPACE_IMAGE) && region_type == RGN_TYPE_WINDOW);
+ return (ELEM(space_type, SPACE_VIEW3D, SPACE_IMAGE, SPACE_NODE) &&
+ region_type == RGN_TYPE_WINDOW) ||
+ ((space_type == SPACE_SEQ) && region_type == RGN_TYPE_PREVIEW);
}
bool WM_region_use_viewport(ScrArea *area, ARegion *region)