/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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 2016, Blender Foundation. * Contributor(s): Blender Institute * * ***** END GPL LICENSE BLOCK ***** * */ /** \file workbench_effect_aa.c * \ingroup draw_engine */ #include "ED_screen.h" #include "workbench_private.h" void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PrivateData *wpd = stl->g_data; WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_EffectInfo *effect_info = stl->effects; const DRWContextState *draw_ctx = DRW_context_state_get(); if (draw_ctx->evil_C != NULL) { struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C); wpd->is_playback = ED_screen_animation_playing(wm) != NULL; } else { wpd->is_playback = false; } if (TAA_ENABLED(wpd)) { psl->effect_aa_pass = workbench_taa_create_pass(vedata, tx); } else if (FXAA_ENABLED(wpd)) { psl->effect_aa_pass = workbench_fxaa_create_pass(tx); effect_info->jitter_index = 0; } else { psl->effect_aa_pass = NULL; } } static void workspace_aa_draw_transform(GPUTexture *tx, WORKBENCH_PrivateData *wpd) { if (DRW_state_is_image_render()) { /* Linear result for render. */ DRW_transform_none(tx); } else { /* Display space result for viewport. */ DRW_transform_to_display(tx, wpd->use_color_view_settings); } } void workbench_aa_draw_pass(WORKBENCH_Data *vedata, GPUTexture *tx) { WORKBENCH_StorageList *stl = vedata->stl; WORKBENCH_PrivateData *wpd = stl->g_data; WORKBENCH_FramebufferList *fbl = vedata->fbl; WORKBENCH_PassList *psl = vedata->psl; WORKBENCH_EffectInfo *effect_info = stl->effects; DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); if (FXAA_ENABLED(wpd)) { GPU_framebuffer_bind(fbl->effect_fb); workspace_aa_draw_transform(tx, wpd); GPU_framebuffer_bind(dfbl->color_only_fb); DRW_draw_pass(psl->effect_aa_pass); } else if (TAA_ENABLED(wpd)) { /* * when drawing the first TAA frame, we transform directly to the * color_only_fb as the TAA shader is just performing a direct copy. * the workbench_taa_draw_screen_end will fill the history buffer * for the other iterations. */ if (effect_info->jitter_index == 1) { GPU_framebuffer_bind(dfbl->color_only_fb); workspace_aa_draw_transform(tx, wpd); } else { GPU_framebuffer_bind(fbl->effect_fb); workspace_aa_draw_transform(tx, wpd); GPU_framebuffer_bind(dfbl->color_only_fb); DRW_draw_pass(psl->effect_aa_pass); } workbench_taa_draw_scene_end(vedata); } else { GPU_framebuffer_bind(dfbl->color_only_fb); workspace_aa_draw_transform(tx, wpd); } }