/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Copyright 2021, Blender Foundation. */ /** \file * \ingroup draw_engine */ #pragma once #include "image_batches.hh" #include "image_partial_updater.hh" #include "image_private.hh" #include "image_shader_params.hh" #include "image_texture_info.hh" #include "image_wrappers.hh" #include "DRW_render.h" /** * \brief max allowed textures to use by the ScreenSpaceDrawingMode. * * 4 textures are used to reduce uploading screen space textures when translating the image. */ constexpr int SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN = 4; struct IMAGE_InstanceData { struct Image *image; PartialImageUpdater partial_update; struct DRWView *view; ShaderParameters sh_params; struct { /** * \brief should we perform tiled drawing (wrap repeat). * * Option is true when image is capable of tile drawing (image is not tile) and the tiled * option is set in the space. */ bool do_tile_drawing : 1; } flags; struct { DRWPass *image_pass; DRWPass *depth_pass; } passes; /** \brief Transform matrix to convert a normalized screen space coordinates to texture space. */ float ss_to_texture[4][4]; TextureInfo texture_infos[SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN]; public: void clear_dirty_flag() { reset_dirty_flag(false); } void mark_all_texture_slots_dirty() { reset_dirty_flag(true); } void update_gpu_texture_allocations() { for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) { TextureInfo &info = texture_infos[i]; const bool is_allocated = info.texture != nullptr; const bool is_visible = info.visible; const bool should_be_freed = !is_visible && is_allocated; const bool should_be_created = is_visible && !is_allocated; if (should_be_freed) { GPU_texture_free(info.texture); info.texture = nullptr; } if (should_be_created) { DRW_texture_ensure_fullscreen_2d( &info.texture, GPU_RGBA16F, static_cast(0)); } info.dirty |= should_be_created; } } void update_batches() { for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) { TextureInfo &info = texture_infos[i]; if (!info.dirty) { continue; } BatchUpdater batch_updater(info); batch_updater.update_batch(); } } private: /** \brief Set dirty flag of all texture slots to the given value. */ void reset_dirty_flag(bool new_value) { for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) { texture_infos[i].dirty = new_value; } } };