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Diffstat (limited to 'source/blender/draw/intern/draw_manager.c')
-rw-r--r--source/blender/draw/intern/draw_manager.c78
1 files changed, 39 insertions, 39 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index cd9420feb77..4ec49536211 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1061,7 +1061,7 @@ static void drw_engines_draw_text(void)
PROFILE_START(stime);
if (data->text_draw_cache) {
- DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.ar, DST.draw_ctx.v3d);
+ DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.region, DST.draw_ctx.v3d);
}
PROFILE_END_UPDATE(data->render_time, stime);
@@ -1226,9 +1226,9 @@ static bool drw_gpencil_engine_needed(Depsgraph *depsgraph, View3D *v3d)
void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
{
RenderEngineType *engine_type = update_ctx->engine_type;
- ARegion *ar = update_ctx->ar;
+ ARegion *region = update_ctx->region;
View3D *v3d = update_ctx->v3d;
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
Depsgraph *depsgraph = update_ctx->depsgraph;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
@@ -1237,7 +1237,7 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
/* Separate update for each stereo view. */
for (int view = 0; view < 2; view++) {
- GPUViewport *viewport = WM_draw_region_get_viewport(ar, view);
+ GPUViewport *viewport = WM_draw_region_get_viewport(region, view);
if (!viewport) {
continue;
}
@@ -1252,7 +1252,7 @@ void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
DST.viewport = viewport;
DST.draw_ctx = (DRWContextState){
- .ar = ar,
+ .region = region,
.rv3d = rv3d,
.v3d = v3d,
.scene = scene,
@@ -1297,7 +1297,7 @@ void DRW_draw_callbacks_pre_scene(void)
GPU_matrix_set(rv3d->viewmat);
if (DST.draw_ctx.evil_C) {
- ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW);
+ ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.region, REGION_DRAW_PRE_VIEW);
DRW_state_reset();
}
}
@@ -1305,7 +1305,7 @@ void DRW_draw_callbacks_pre_scene(void)
void DRW_draw_callbacks_post_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
- ARegion *ar = DST.draw_ctx.ar;
+ ARegion *region = DST.draw_ctx.region;
View3D *v3d = DST.draw_ctx.v3d;
Depsgraph *depsgraph = DST.draw_ctx.depsgraph;
@@ -1330,14 +1330,14 @@ void DRW_draw_callbacks_post_scene(void)
if (do_annotations) {
GPU_depth_test(false);
/* XXX: as scene->gpd is not copied for COW yet */
- ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, true);
+ ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, region, true);
GPU_depth_test(true);
}
drw_debug_draw();
GPU_depth_test(false);
- ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW);
+ ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.region, REGION_DRAW_POST_VIEW);
/* Callback can be nasty and do whatever they want with the state.
* Don't trust them! */
@@ -1359,7 +1359,7 @@ void DRW_draw_callbacks_post_scene(void)
if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && (do_annotations)) {
GPU_depth_test(false);
/* XXX: as scene->gpd is not copied for COW yet */
- ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, false);
+ ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, region, false);
}
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
@@ -1372,7 +1372,7 @@ void DRW_draw_callbacks_post_scene(void)
if (G.debug_value > 20 && G.debug_value < 30) {
GPU_depth_test(false);
/* local coordinate visible rect inside region, to accommodate overlapping ui */
- const rcti *rect = ED_region_visible_rect(DST.draw_ctx.ar);
+ const rcti *rect = ED_region_visible_rect(DST.draw_ctx.region);
DRW_stats_draw(rect);
}
@@ -1401,11 +1401,11 @@ struct DRWTextStore *DRW_text_cache_ensure(void)
void DRW_draw_view(const bContext *C)
{
Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
- ARegion *ar = CTX_wm_region(C);
+ ARegion *region = CTX_wm_region(C);
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
- GPUViewport *viewport = WM_draw_region_get_bound_viewport(ar);
+ GPUViewport *viewport = WM_draw_region_get_bound_viewport(region);
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
@@ -1414,7 +1414,7 @@ void DRW_draw_view(const bContext *C)
DST.options.draw_background = (scene->r.alphamode == R_ADDSKY) ||
(v3d->shading.type != OB_RENDER);
DST.options.do_color_management = true;
- DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, C);
+ DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, viewport, C);
}
/**
@@ -1423,7 +1423,7 @@ void DRW_draw_view(const bContext *C)
*/
void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
RenderEngineType *engine_type,
- ARegion *ar,
+ ARegion *region,
View3D *v3d,
GPUViewport *viewport,
const bContext *evil_C)
@@ -1431,14 +1431,14 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
DST.draw_ctx.evil_C = evil_C;
DST.viewport = viewport;
/* Setup viewport */
DST.draw_ctx = (DRWContextState){
- .ar = ar,
+ .region = region,
.rv3d = rv3d,
.v3d = v3d,
.scene = scene,
@@ -1535,7 +1535,7 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
DRW_draw_callbacks_post_scene();
- if (WM_draw_region_get_bound_viewport(ar)) {
+ if (WM_draw_region_get_bound_viewport(region)) {
/* Don't unbind the framebuffer yet in this case and let
* GPU_viewport_unbind do it, so that we can still do further
* drawing of action zones on top. */
@@ -1556,7 +1556,7 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
}
void DRW_draw_render_loop(struct Depsgraph *depsgraph,
- ARegion *ar,
+ ARegion *region,
View3D *v3d,
GPUViewport *viewport)
{
@@ -1566,7 +1566,7 @@ void DRW_draw_render_loop(struct Depsgraph *depsgraph,
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
- DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, viewport, NULL);
+ DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, viewport, NULL);
}
/**
@@ -1574,7 +1574,7 @@ void DRW_draw_render_loop(struct Depsgraph *depsgraph,
*/
void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
RenderEngineType *engine_type,
- ARegion *ar,
+ ARegion *region,
View3D *v3d,
const bool draw_background,
const bool do_color_management,
@@ -1594,7 +1594,7 @@ void DRW_draw_render_loop_offscreen(struct Depsgraph *depsgraph,
DST.options.is_image_render = true;
DST.options.do_color_management = do_color_management;
DST.options.draw_background = draw_background;
- DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, render_viewport, NULL);
+ DRW_draw_render_loop_ex(depsgraph, engine_type, region, v3d, render_viewport, NULL);
if (draw_background) {
/* HACK(fclem): In this case we need to make sure the final alpha is 1.
@@ -2005,7 +2005,7 @@ void DRW_render_instance_buffer_finish(void)
* object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing).
*/
void DRW_draw_select_loop(struct Depsgraph *depsgraph,
- ARegion *ar,
+ ARegion *region,
View3D *v3d,
bool UNUSED(use_obedit_skip),
bool draw_surface,
@@ -2022,9 +2022,9 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph,
Object *obact = OBACT(view_layer);
Object *obedit = OBEDIT_FROM_OBACT(obact);
#ifndef USE_GPU_SELECT
- UNUSED_VARS(scene, view_layer, v3d, ar, rect);
+ UNUSED_VARS(scene, view_layer, v3d, region, rect);
#else
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
@@ -2102,7 +2102,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph,
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
- .ar = ar,
+ .region = region,
.rv3d = rv3d,
.v3d = v3d,
.scene = scene,
@@ -2242,7 +2242,7 @@ void DRW_draw_select_loop(struct Depsgraph *depsgraph,
* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
*/
static void drw_draw_depth_loop_imp(struct Depsgraph *depsgraph,
- ARegion *ar,
+ ARegion *region,
View3D *v3d,
GPUViewport *viewport,
const bool use_opengl_context)
@@ -2250,7 +2250,7 @@ static void drw_draw_depth_loop_imp(struct Depsgraph *depsgraph,
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
if (use_opengl_context) {
DRW_opengl_context_enable();
@@ -2261,7 +2261,7 @@ static void drw_draw_depth_loop_imp(struct Depsgraph *depsgraph,
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
- .ar = ar,
+ .region = region,
.rv3d = rv3d,
.v3d = v3d,
.scene = scene,
@@ -2347,7 +2347,7 @@ static void drw_draw_depth_loop_imp(struct Depsgraph *depsgraph,
* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
*/
void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
- ARegion *ar,
+ ARegion *region,
View3D *v3d,
GPUViewport *viewport,
bool use_opengl_context)
@@ -2366,14 +2366,14 @@ void DRW_draw_depth_loop(struct Depsgraph *depsgraph,
}
}
- drw_draw_depth_loop_imp(depsgraph, ar, v3d, viewport, use_opengl_context);
+ drw_draw_depth_loop_imp(depsgraph, region, v3d, viewport, use_opengl_context);
}
/**
* Converted from ED_view3d_draw_depth_gpencil (legacy drawing).
*/
void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
- ARegion *ar,
+ ARegion *region,
View3D *v3d,
GPUViewport *viewport)
{
@@ -2382,10 +2382,10 @@ void DRW_draw_depth_loop_gpencil(struct Depsgraph *depsgraph,
use_drw_engine(&draw_engine_gpencil_type);
- drw_draw_depth_loop_imp(depsgraph, ar, v3d, viewport, true);
+ drw_draw_depth_loop_imp(depsgraph, region, v3d, viewport, true);
}
-void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *ar, View3D *v3d, const rcti *rect)
+void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *region, View3D *v3d, const rcti *rect)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
@@ -2395,8 +2395,8 @@ void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *ar, View3D *v3d, const rc
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
- .ar = ar,
- .rv3d = ar->regiondata,
+ .region = region,
+ .rv3d = region->regiondata,
.v3d = v3d,
.scene = scene,
.view_layer = view_layer,
@@ -2407,7 +2407,7 @@ void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *ar, View3D *v3d, const rc
drw_context_state_init();
/* Setup viewport */
- DST.viewport = WM_draw_region_get_viewport(ar, 0);
+ DST.viewport = WM_draw_region_get_viewport(region, 0);
drw_viewport_var_init();
/* Update ubos */
@@ -2463,9 +2463,9 @@ static void draw_world_clip_planes_from_rv3d(GPUBatch *batch, const float world_
/**
* Clears the Depth Buffer and draws only the specified object.
*/
-void DRW_draw_depth_object(ARegion *ar, View3D *v3d, GPUViewport *viewport, Object *object)
+void DRW_draw_depth_object(ARegion *region, View3D *v3d, GPUViewport *viewport, Object *object)
{
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
DRW_opengl_context_enable();
GPU_matrix_projection_set(rv3d->winmat);