Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/windowmanager/intern/wm_draw.c')
-rw-r--r--source/blender/windowmanager/intern/wm_draw.c57
1 files changed, 45 insertions, 12 deletions
diff --git a/source/blender/windowmanager/intern/wm_draw.c b/source/blender/windowmanager/intern/wm_draw.c
index 66ed36b373d..663a41212ba 100644
--- a/source/blender/windowmanager/intern/wm_draw.c
+++ b/source/blender/windowmanager/intern/wm_draw.c
@@ -225,10 +225,9 @@ static void wm_software_cursor_draw_bitmap(const int event_xy[2],
imm_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
/* Use 3D image for correct display of planar tracked images. */
- immBindBuiltinProgram(GPU_SHADER_3D_IMAGE_MODULATE_ALPHA);
+ immBindBuiltinProgram(GPU_SHADER_3D_IMAGE);
immBindTexture("image", texture);
- immUniform1f("alpha", 1.0f);
immBegin(GPU_PRIM_TRI_FAN, 4);
@@ -263,7 +262,7 @@ static void wm_software_cursor_draw_crosshair(const int event_xy[2])
const float unit = max_ff(U.dpi_fac, 1.0f);
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4f(1, 1, 1, 1);
{
@@ -895,7 +894,8 @@ static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
if (area->flag & AREA_FLAG_ACTIVE_TOOL_UPDATE) {
if ((1 << area->spacetype) & WM_TOOLSYSTEM_SPACE_MASK) {
- WM_toolsystem_update_from_context(C, CTX_wm_workspace(C), CTX_data_view_layer(C), area);
+ WM_toolsystem_update_from_context(
+ C, CTX_wm_workspace(C), CTX_data_scene(C), CTX_data_view_layer(C), area);
}
area->flag &= ~AREA_FLAG_ACTIVE_TOOL_UPDATE;
}
@@ -957,7 +957,7 @@ static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
GPU_debug_group_end();
}
- /* Draw menus into their own framebuffer. */
+ /* Draw menus into their own frame-buffer. */
LISTBASE_FOREACH (ARegion *, region, &screen->regionbase) {
if (!region->visible) {
continue;
@@ -994,7 +994,7 @@ static void wm_draw_window_onscreen(bContext *C, wmWindow *win, int view)
GPU_debug_group_begin("Window Redraw");
- /* Draw into the window framebuffer, in full window coordinates. */
+ /* Draw into the window frame-buffer, in full window coordinates. */
wmWindowViewport(win);
/* We draw on all pixels of the windows so we don't need to clear them before.
@@ -1106,17 +1106,17 @@ static void wm_draw_window(bContext *C, wmWindow *win)
/* Avoid any BGL call issued before this to alter the window drawin. */
GPU_bgl_end();
- /* Draw area regions into their own framebuffer. This way we can redraw
- * the areas that need it, and blit the rest from existing framebuffers. */
+ /* Draw area regions into their own frame-buffer. This way we can redraw
+ * the areas that need it, and blit the rest from existing frame-buffers. */
wm_draw_window_offscreen(C, win, stereo);
- /* Now we draw into the window framebuffer, in full window coordinates. */
+ /* Now we draw into the window frame-buffer, in full window coordinates. */
if (!stereo) {
/* Regular mono drawing. */
wm_draw_window_onscreen(C, win, -1);
}
else if (win->stereo3d_format->display_mode == S3D_DISPLAY_PAGEFLIP) {
- /* For pageflip we simply draw to both back buffers. */
+ /* For page-flip we simply draw to both back buffers. */
GPU_backbuffer_bind(GPU_BACKBUFFER_RIGHT);
wm_draw_window_onscreen(C, win, 1);
@@ -1125,12 +1125,12 @@ static void wm_draw_window(bContext *C, wmWindow *win)
}
else if (ELEM(win->stereo3d_format->display_mode, S3D_DISPLAY_ANAGLYPH, S3D_DISPLAY_INTERLACE)) {
/* For anaglyph and interlace, we draw individual regions with
- * stereo framebuffers using different shaders. */
+ * stereo frame-buffers using different shaders. */
wm_draw_window_onscreen(C, win, -1);
}
else {
/* For side-by-side and top-bottom, we need to render each view to an
- * an offscreen texture and then draw it. This used to happen for all
+ * an off-screen texture and then draw it. This used to happen for all
* stereo methods, but it's less efficient than drawing directly. */
const int width = WM_window_pixels_x(win);
const int height = WM_window_pixels_y(win);
@@ -1191,6 +1191,39 @@ static void wm_draw_surface(bContext *C, wmSurface *surface)
wm_surface_clear_drawable();
}
+uint *WM_window_pixels_read_offscreen(bContext *C, wmWindow *win, int r_size[2])
+{
+ /* NOTE(@campbellbarton): There is a problem reading the windows front-buffer after redrawing
+ * the window in some cases (typically to clear UI elements such as menus or search popup).
+ * With EGL `eglSurfaceAttrib(..)` may support setting the `EGL_SWAP_BEHAVIOR` attribute to
+ * `EGL_BUFFER_PRESERVED` however not all implementations support this.
+ * Requesting the ability with `EGL_SWAP_BEHAVIOR_PRESERVED_BIT` can even cause the EGL context
+ * not to initialize at all.
+ * Confusingly there are some cases where this *does* work, depending on the state of the window
+ * and prior calls to swap-buffers, however ensuring the state exactly as needed to satisfy a
+ * particular GPU back-end is fragile, see T98462.
+ *
+ * So provide an alternative to #WM_window_pixels_read that avoids using the front-buffer. */
+
+ /* Draw into an off-screen buffer and read it's contents. */
+ r_size[0] = WM_window_pixels_x(win);
+ r_size[1] = WM_window_pixels_y(win);
+
+ GPUOffScreen *offscreen = GPU_offscreen_create(r_size[0], r_size[1], false, GPU_RGBA8, NULL);
+ if (UNLIKELY(!offscreen)) {
+ return NULL;
+ }
+
+ const uint rect_len = r_size[0] * r_size[1];
+ uint *rect = MEM_mallocN(sizeof(*rect) * rect_len, __func__);
+ GPU_offscreen_bind(offscreen, false);
+ wm_draw_window_onscreen(C, win, -1);
+ GPU_offscreen_unbind(offscreen, false);
+ GPU_offscreen_read_pixels(offscreen, GPU_DATA_UBYTE, rect);
+ GPU_offscreen_free(offscreen);
+ return rect;
+}
+
/** \} */
/* -------------------------------------------------------------------- */