/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2021 Blender Foundation. */ /** \file * \ingroup draw_engine */ #pragma once #include "BKE_image_wrappers.hh" #include "image_batches.hh" #include "image_buffer_cache.hh" #include "image_partial_updater.hh" #include "image_private.hh" #include "image_shader_params.hh" #include "image_texture_info.hh" #include "image_usage.hh" #include "DRW_render.h" /** * \brief max allowed textures to use by the ScreenSpaceDrawingMode. */ constexpr int SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN = 1; struct IMAGE_InstanceData { struct Image *image; /** Usage data of the previous time, to identify changes that require a full update. */ ImageUsage last_usage; 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; /** * Cache containing the float buffers when drawing byte images. */ FloatBufferCache float_buffers; /** \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: virtual ~IMAGE_InstanceData() = default; 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 resolution_changed = assign_if_different(info.last_viewport_size, float2(DRW_viewport_size_get())); const bool should_be_freed = is_allocated && (!is_visible || resolution_changed); const bool should_be_created = is_visible && (!is_allocated || resolution_changed); 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(); } } void update_image_usage(const ImageUser *image_user) { ImageUsage usage(image, image_user, flags.do_tile_drawing); if (last_usage != usage) { last_usage = usage; reset_dirty_flag(true); float_buffers.clear(); } } 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; } } };