/* * Copyright 2016, Blender Foundation. * * 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. * * Contributor(s): Blender Institute * */ /** \file blender/draw/intern/draw_manager.c * \ingroup draw */ #include #include "BLI_dynstr.h" #include "BLI_listbase.h" #include "BLI_rect.h" #include "BLI_string.h" #include "BIF_glutil.h" #include "BKE_depsgraph.h" #include "BKE_global.h" #include "BKE_object.h" #include "BKE_pbvh.h" #include "BKE_paint.h" #include "BLT_translation.h" #include "BLF_api.h" #include "DRW_engine.h" #include "DRW_render.h" #include "DNA_camera_types.h" #include "DNA_view3d_types.h" #include "DNA_screen_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "ED_space_api.h" #include "ED_screen.h" #include "intern/gpu_codegen.h" #include "GPU_batch.h" #include "GPU_draw.h" #include "GPU_extensions.h" #include "GPU_framebuffer.h" #include "GPU_immediate.h" #include "GPU_lamp.h" #include "GPU_material.h" #include "GPU_shader.h" #include "GPU_texture.h" #include "GPU_uniformbuffer.h" #include "GPU_viewport.h" #include "GPU_matrix.h" #include "IMB_colormanagement.h" #include "PIL_time.h" #include "RE_engine.h" #include "UI_interface.h" #include "UI_resources.h" #include "draw_manager_text.h" /* only for callbacks */ #include "draw_cache_impl.h" #include "draw_mode_engines.h" #include "engines/clay/clay_engine.h" #include "engines/eevee/eevee_engine.h" #include "engines/basic/basic_engine.h" #include "engines/external/external_engine.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_query.h" #define MAX_ATTRIB_NAME 32 #define MAX_PASS_NAME 32 /* Use draw manager to call GPU_select, see: DRW_draw_select_loop */ #define USE_GPU_SELECT #ifdef USE_GPU_SELECT # include "ED_view3d.h" # include "ED_armature.h" # include "GPU_select.h" #endif extern char datatoc_gpu_shader_2D_vert_glsl[]; extern char datatoc_gpu_shader_3D_vert_glsl[]; extern char datatoc_gpu_shader_fullscreen_vert_glsl[]; /* Prototypes. */ static void DRW_engines_enable_external(void); /* Structures */ typedef enum { DRW_UNIFORM_BOOL, DRW_UNIFORM_SHORT_TO_INT, DRW_UNIFORM_SHORT_TO_FLOAT, DRW_UNIFORM_INT, DRW_UNIFORM_FLOAT, DRW_UNIFORM_TEXTURE, DRW_UNIFORM_BUFFER, DRW_UNIFORM_MAT3, DRW_UNIFORM_MAT4, DRW_UNIFORM_BLOCK } DRWUniformType; typedef enum { DRW_ATTRIB_INT, DRW_ATTRIB_FLOAT, } DRWAttribType; struct DRWUniform { struct DRWUniform *next, *prev; DRWUniformType type; int location; int length; int arraysize; int bindloc; const void *value; }; typedef struct DRWAttrib { struct DRWAttrib *next, *prev; char name[MAX_ATTRIB_NAME]; int location; int format_id; int size; /* number of component */ int type; } DRWAttrib; struct DRWInterface { ListBase uniforms; /* DRWUniform */ ListBase attribs; /* DRWAttrib */ int attribs_count; int attribs_stride; int attribs_size[16]; int attribs_loc[16]; /* matrices locations */ int model; int modelinverse; int modelview; int modelviewinverse; int projection; int projectioninverse; int view; int viewinverse; int modelviewprojection; int viewprojection; int viewprojectioninverse; int normal; int worldnormal; int camtexfac; int orcotexfac; int eye; /* Textures */ int tex_bind; /* next texture binding point */ /* UBO */ int ubo_bind; /* next ubo binding point */ /* Dynamic batch */ Batch *instance_batch; /* contains instances attributes */ GLuint instance_vbo; /* same as instance_batch but generated from DRWCalls */ int instance_count; VertexFormat vbo_format; }; struct DRWPass { ListBase shgroups; /* DRWShadingGroup */ DRWState state; char name[MAX_PASS_NAME]; /* use two query to not stall the cpu waiting for queries to complete */ unsigned int timer_queries[2]; /* alternate between front and back query */ unsigned int front_idx; unsigned int back_idx; bool wasdrawn; /* if it was drawn during this frame */ }; typedef struct DRWCallHeader { void *next, *prev; #ifdef USE_GPU_SELECT int select_id; #endif uchar type; } DRWCallHeader; typedef struct DRWCall { DRWCallHeader head; float obmat[4][4]; Batch *geometry; Object *ob; /* Optionnal */ } DRWCall; typedef struct DRWCallGenerate { DRWCallHeader head; float obmat[4][4]; DRWCallGenerateFn *geometry_fn; void *user_data; } DRWCallGenerate; typedef struct DRWCallDynamic { DRWCallHeader head; const void *data[]; } DRWCallDynamic; struct DRWShadingGroup { struct DRWShadingGroup *next, *prev; GPUShader *shader; /* Shader to bind */ DRWInterface *interface; /* Uniforms pointers */ ListBase calls; /* DRWCall or DRWCallDynamic depending of type */ DRWState state_extra; /* State changes for this batch only (or'd with the pass's state) */ int type; Batch *instance_geom; /* Geometry to instance */ Batch *batch_geom; /* Result of call batching */ #ifdef USE_GPU_SELECT /* backlink to pass we're in */ DRWPass *pass_parent; #endif }; /* Used by DRWShadingGroup.type */ enum { DRW_SHG_NORMAL, DRW_SHG_POINT_BATCH, DRW_SHG_LINE_BATCH, DRW_SHG_TRIANGLE_BATCH, DRW_SHG_INSTANCE, }; /* Used by DRWCall.type */ enum { /* A single batch */ DRW_CALL_SINGLE, /* Uses a callback to draw with any number of batches. */ DRW_CALL_GENERATE, /* Arbitrary number of multiple args. */ DRW_CALL_DYNAMIC, }; /* only 16 bits long */ enum { STENCIL_SELECT = (1 << 0), STENCIL_ACTIVE = (1 << 1), }; /* Render State */ static struct DRWGlobalState { /* Rendering state */ GPUShader *shader; ListBase bound_texs; int tex_bind_id; /* Managed by `DRW_state_set`, `DRW_state_reset` */ DRWState state; /* Per viewport */ GPUViewport *viewport; struct GPUFrameBuffer *default_framebuffer; float size[2]; float screenvecs[2][3]; float pixsize; struct { unsigned int is_select : 1; unsigned int is_depth : 1; } options; /* Current rendering context */ DRWContextState draw_ctx; /* Convenience pointer to text_store owned by the viewport */ struct DRWTextStore **text_store_p; ListBase enabled_engines; /* RenderEngineType */ } DST = {NULL}; ListBase DRW_engines = {NULL, NULL}; #ifdef USE_GPU_SELECT static unsigned int g_DRW_select_id = (unsigned int)-1; void DRW_select_load_id(unsigned int id) { BLI_assert(G.f & G_PICKSEL); g_DRW_select_id = id; } #endif /* -------------------------------------------------------------------- */ /** \name Textures (DRW_texture) * \{ */ static void drw_texture_get_format(DRWTextureFormat format, GPUTextureFormat *data_type, int *channels) { switch (format) { case DRW_TEX_RGBA_8: *data_type = GPU_RGBA8; break; case DRW_TEX_RGBA_16: *data_type = GPU_RGBA16F; break; case DRW_TEX_RGB_16: *data_type = GPU_RGB16F; break; case DRW_TEX_RGB_11_11_10: *data_type = GPU_R11F_G11F_B10F; break; case DRW_TEX_RG_16: *data_type = GPU_RG16F; break; case DRW_TEX_RG_32: *data_type = GPU_RG32F; break; case DRW_TEX_R_8: *data_type = GPU_R8; break; case DRW_TEX_R_16: *data_type = GPU_R16F; break; case DRW_TEX_R_32: *data_type = GPU_R32F; break; #if 0 case DRW_TEX_RGBA_32: *data_type = GPU_RGBA32F; break; case DRW_TEX_RGB_8: *data_type = GPU_RGB8; break; case DRW_TEX_RGB_32: *data_type = GPU_RGB32F; break; case DRW_TEX_RG_8: *data_type = GPU_RG8; break; #endif case DRW_TEX_DEPTH_16: *data_type = GPU_DEPTH_COMPONENT16; break; case DRW_TEX_DEPTH_24: *data_type = GPU_DEPTH_COMPONENT24; break; case DRW_TEX_DEPTH_32: *data_type = GPU_DEPTH_COMPONENT32F; break; default : /* file type not supported you must uncomment it from above */ BLI_assert(false); break; } switch (format) { case DRW_TEX_RGBA_8: case DRW_TEX_RGBA_16: case DRW_TEX_RGBA_32: *channels = 4; break; case DRW_TEX_RGB_8: case DRW_TEX_RGB_16: case DRW_TEX_RGB_32: case DRW_TEX_RGB_11_11_10: *channels = 3; break; case DRW_TEX_RG_8: case DRW_TEX_RG_16: case DRW_TEX_RG_32: *channels = 2; break; default: *channels = 1; break; } } static void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags) { GPU_texture_bind(tex, 0); GPU_texture_filter_mode(tex, flags & DRW_TEX_FILTER); if (flags & DRW_TEX_MIPMAP) { GPU_texture_mipmap_mode(tex, true); DRW_texture_generate_mipmaps(tex); } GPU_texture_wrap_mode(tex, flags & DRW_TEX_WRAP); GPU_texture_compare_mode(tex, flags & DRW_TEX_COMPARE); GPU_texture_unbind(tex); } GPUTexture *DRW_texture_create_1D(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex; GPUTextureFormat data_type; int channels; drw_texture_get_format(format, &data_type, &channels); tex = GPU_texture_create_1D_custom(w, channels, data_type, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; } GPUTexture *DRW_texture_create_2D(int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex; GPUTextureFormat data_type; int channels; drw_texture_get_format(format, &data_type, &channels); tex = GPU_texture_create_2D_custom(w, h, channels, data_type, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; } GPUTexture *DRW_texture_create_2D_array( int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex; GPUTextureFormat data_type; int channels; drw_texture_get_format(format, &data_type, &channels); tex = GPU_texture_create_2D_array_custom(w, h, d, channels, data_type, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; } GPUTexture *DRW_texture_create_cube(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex; GPUTextureFormat data_type; int channels; drw_texture_get_format(format, &data_type, &channels); tex = GPU_texture_create_cube_custom(w, channels, data_type, fpixels, NULL); drw_texture_set_parameters(tex, flags); return tex; } void DRW_texture_generate_mipmaps(GPUTexture *tex) { GPU_texture_bind(tex, 0); GPU_texture_generate_mipmap(tex); GPU_texture_unbind(tex); } void DRW_texture_free(GPUTexture *tex) { GPU_texture_free(tex); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Uniform Buffer Object (DRW_uniformbuffer) * \{ */ GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data) { return GPU_uniformbuffer_create(size, data, NULL); } void DRW_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data) { GPU_uniformbuffer_update(ubo, data); } void DRW_uniformbuffer_free(GPUUniformBuffer *ubo) { GPU_uniformbuffer_free(ubo); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Shaders (DRW_shader) * \{ */ GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines) { return GPU_shader_create(vert, frag, geom, NULL, defines); } GPUShader *DRW_shader_create_with_lib( const char *vert, const char *geom, const char *frag, const char *lib, const char *defines) { GPUShader *sh; char *vert_with_lib = NULL; char *frag_with_lib = NULL; char *geom_with_lib = NULL; DynStr *ds_vert = BLI_dynstr_new(); BLI_dynstr_append(ds_vert, lib); BLI_dynstr_append(ds_vert, vert); vert_with_lib = BLI_dynstr_get_cstring(ds_vert); BLI_dynstr_free(ds_vert); DynStr *ds_frag = BLI_dynstr_new(); BLI_dynstr_append(ds_frag, lib); BLI_dynstr_append(ds_frag, frag); frag_with_lib = BLI_dynstr_get_cstring(ds_frag); BLI_dynstr_free(ds_frag); if (geom) { DynStr *ds_geom = BLI_dynstr_new(); BLI_dynstr_append(ds_geom, lib); BLI_dynstr_append(ds_geom, geom); geom_with_lib = BLI_dynstr_get_cstring(ds_geom); BLI_dynstr_free(ds_geom); } sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines); MEM_freeN(vert_with_lib); MEM_freeN(frag_with_lib); if (geom) { MEM_freeN(geom_with_lib); } return sh; } GPUShader *DRW_shader_create_2D(const char *frag, const char *defines) { return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines); } GPUShader *DRW_shader_create_3D(const char *frag, const char *defines) { return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines); } GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines) { return GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, frag, NULL, NULL, defines); } GPUShader *DRW_shader_create_3D_depth_only(void) { return GPU_shader_get_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY); } void DRW_shader_free(GPUShader *shader) { GPU_shader_free(shader); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Interface (DRW_interface) * \{ */ static DRWInterface *DRW_interface_create(GPUShader *shader) { DRWInterface *interface = MEM_mallocN(sizeof(DRWInterface), "DRWInterface"); interface->model = GPU_shader_get_uniform(shader, "ModelMatrix"); interface->modelinverse = GPU_shader_get_uniform(shader, "ModelMatrixInverse"); interface->modelview = GPU_shader_get_uniform(shader, "ModelViewMatrix"); interface->modelviewinverse = GPU_shader_get_uniform(shader, "ModelViewMatrixInverse"); interface->projection = GPU_shader_get_uniform(shader, "ProjectionMatrix"); interface->projectioninverse = GPU_shader_get_uniform(shader, "ProjectionMatrixInverse"); interface->view = GPU_shader_get_uniform(shader, "ViewMatrix"); interface->viewinverse = GPU_shader_get_uniform(shader, "ViewMatrixInverse"); interface->viewprojection = GPU_shader_get_uniform(shader, "ViewProjectionMatrix"); interface->viewprojectioninverse = GPU_shader_get_uniform(shader, "ViewProjectionMatrixInverse"); interface->modelviewprojection = GPU_shader_get_uniform(shader, "ModelViewProjectionMatrix"); interface->normal = GPU_shader_get_uniform(shader, "NormalMatrix"); interface->worldnormal = GPU_shader_get_uniform(shader, "WorldNormalMatrix"); interface->camtexfac = GPU_shader_get_uniform(shader, "CameraTexCoFactors"); interface->orcotexfac = GPU_shader_get_uniform(shader, "OrcoTexCoFactors[0]"); interface->eye = GPU_shader_get_uniform(shader, "eye"); interface->instance_count = 0; interface->attribs_count = 0; interface->attribs_stride = 0; interface->instance_vbo = 0; interface->instance_batch = NULL; interface->tex_bind = GPU_max_textures() - 1; interface->ubo_bind = GPU_max_ubo_binds() - 1; memset(&interface->vbo_format, 0, sizeof(VertexFormat)); BLI_listbase_clear(&interface->uniforms); BLI_listbase_clear(&interface->attribs); return interface; } #ifdef USE_GPU_SELECT static DRWInterface *DRW_interface_duplicate(DRWInterface *interface_src) { DRWInterface *interface_dst = MEM_dupallocN(interface_src); BLI_duplicatelist(&interface_dst->uniforms, &interface_src->uniforms); BLI_duplicatelist(&interface_dst->attribs, &interface_src->attribs); return interface_dst; } #endif static void DRW_interface_uniform(DRWShadingGroup *shgroup, const char *name, DRWUniformType type, const void *value, int length, int arraysize, int bindloc) { DRWUniform *uni = MEM_mallocN(sizeof(DRWUniform), "DRWUniform"); if (type == DRW_UNIFORM_BLOCK) { uni->location = GPU_shader_get_uniform_block(shgroup->shader, name); } else { uni->location = GPU_shader_get_uniform(shgroup->shader, name); } BLI_assert(arraysize > 0); uni->type = type; uni->value = value; uni->length = length; uni->arraysize = arraysize; uni->bindloc = bindloc; /* for textures */ if (uni->location == -1) { if (G.debug & G_DEBUG) fprintf(stderr, "Uniform '%s' not found!\n", name); /* Nice to enable eventually, for now eevee uses uniforms that might not exist. */ // BLI_assert(0); MEM_freeN(uni); return; } BLI_addtail(&shgroup->interface->uniforms, uni); } static void DRW_interface_attrib(DRWShadingGroup *shgroup, const char *name, DRWAttribType type, int size, bool dummy) { DRWAttrib *attrib = MEM_mallocN(sizeof(DRWAttrib), "DRWAttrib"); GLuint program = GPU_shader_get_program(shgroup->shader); attrib->location = glGetAttribLocation(program, name); attrib->type = type; attrib->size = size; /* Adding attribute even if not found for now (to keep memory alignment). * Should ideally take vertex format automatically from batch eventually */ #if 0 if (attrib->location == -1 && !dummy) { if (G.debug & G_DEBUG) fprintf(stderr, "Attribute '%s' not found!\n", name); BLI_assert(0); MEM_freeN(attrib); return; } #else UNUSED_VARS(dummy); #endif BLI_assert(BLI_strnlen(name, 32) < 32); BLI_strncpy(attrib->name, name, 32); shgroup->interface->attribs_count += 1; BLI_addtail(&shgroup->interface->attribs, attrib); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Shading Group (DRW_shgroup) * \{ */ DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass) { DRWShadingGroup *shgroup = MEM_mallocN(sizeof(DRWShadingGroup), "DRWShadingGroup"); shgroup->type = DRW_SHG_NORMAL; shgroup->shader = shader; shgroup->interface = DRW_interface_create(shader); shgroup->state_extra = 0; shgroup->batch_geom = NULL; shgroup->instance_geom = NULL; BLI_addtail(&pass->shgroups, shgroup); BLI_listbase_clear(&shgroup->calls); #ifdef USE_GPU_SELECT shgroup->pass_parent = pass; #endif return shgroup; } DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass) { double time = 0.0; /* TODO make time variable */ /* TODO : Ideally we should not convert. But since the whole codegen * is relying on GPUPass we keep it as is for now. */ GPUPass *gpupass = GPU_material_get_pass(material); if (!gpupass) { /* Shader compilation error */ return NULL; } struct GPUShader *shader = GPU_pass_shader(gpupass); DRWShadingGroup *grp = DRW_shgroup_create(shader, pass); /* Converting dynamic GPUInput to DRWUniform */ ListBase *inputs = &gpupass->inputs; for (GPUInput *input = inputs->first; input; input = input->next) { /* Textures */ if (input->ima) { GPUTexture *tex = GPU_texture_from_blender(input->ima, input->iuser, input->textarget, input->image_isdata, time, 1); if (input->bindtex) { DRW_shgroup_uniform_texture(grp, input->shadername, tex); } } /* Color Ramps */ else if (input->tex) { DRW_shgroup_uniform_texture(grp, input->shadername, input->tex); } /* Floats */ else { switch (input->type) { case 1: DRW_shgroup_uniform_float(grp, input->shadername, (float *)input->dynamicvec, 1); break; case 2: DRW_shgroup_uniform_vec2(grp, input->shadername, (float *)input->dynamicvec, 1); break; case 3: DRW_shgroup_uniform_vec3(grp, input->shadername, (float *)input->dynamicvec, 1); break; case 4: DRW_shgroup_uniform_vec4(grp, input->shadername, (float *)input->dynamicvec, 1); break; case 9: DRW_shgroup_uniform_mat3(grp, input->shadername, (float *)input->dynamicvec); break; case 16: DRW_shgroup_uniform_mat4(grp, input->shadername, (float *)input->dynamicvec); break; default: break; } } } return grp; } DRWShadingGroup *DRW_shgroup_material_instance_create(struct GPUMaterial *material, DRWPass *pass, Batch *geom) { DRWShadingGroup *shgroup = DRW_shgroup_material_create(material, pass); if (shgroup) { shgroup->type = DRW_SHG_INSTANCE; shgroup->instance_geom = geom; } return shgroup; } DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader, DRWPass *pass, Batch *geom) { DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass); shgroup->type = DRW_SHG_INSTANCE; shgroup->instance_geom = geom; return shgroup; } DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass) { DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass); shgroup->type = DRW_SHG_POINT_BATCH; DRW_shgroup_attrib_float(shgroup, "pos", 3); return shgroup; } DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass) { DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass); shgroup->type = DRW_SHG_LINE_BATCH; DRW_shgroup_attrib_float(shgroup, "pos", 3); return shgroup; } /* Very special batch. Use this if you position * your vertices with the vertex shader * and dont need any VBO attrib */ DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(struct GPUShader *shader, DRWPass *pass, int size) { DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass); shgroup->type = DRW_SHG_TRIANGLE_BATCH; shgroup->interface->instance_count = size * 3; DRW_interface_attrib(shgroup, "dummy", DRW_ATTRIB_FLOAT, 1, true); return shgroup; } void DRW_shgroup_free(struct DRWShadingGroup *shgroup) { BLI_freelistN(&shgroup->calls); BLI_freelistN(&shgroup->interface->uniforms); BLI_freelistN(&shgroup->interface->attribs); if (shgroup->interface->instance_vbo && (shgroup->interface->instance_batch == 0)) { glDeleteBuffers(1, &shgroup->interface->instance_vbo); } MEM_freeN(shgroup->interface); BATCH_DISCARD_ALL_SAFE(shgroup->batch_geom); } void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct Batch *instances) { BLI_assert(shgroup->type == DRW_SHG_INSTANCE); BLI_assert(shgroup->interface->instance_batch == NULL); shgroup->interface->instance_batch = instances; } void DRW_shgroup_call_add(DRWShadingGroup *shgroup, Batch *geom, float (*obmat)[4]) { BLI_assert(geom != NULL); DRWCall *call = MEM_callocN(sizeof(DRWCall), "DRWCall"); call->head.type = DRW_CALL_SINGLE; #ifdef USE_GPU_SELECT call->head.select_id = g_DRW_select_id; #endif if (obmat != NULL) { copy_m4_m4(call->obmat, obmat); } call->geometry = geom; BLI_addtail(&shgroup->calls, call); } void DRW_shgroup_call_object_add(DRWShadingGroup *shgroup, Batch *geom, Object *ob) { BLI_assert(geom != NULL); DRWCall *call = MEM_callocN(sizeof(DRWCall), "DRWCall"); call->head.type = DRW_CALL_SINGLE; #ifdef USE_GPU_SELECT call->head.select_id = g_DRW_select_id; #endif copy_m4_m4(call->obmat, ob->obmat); call->geometry = geom; call->ob = ob; BLI_addtail(&shgroup->calls, call); } void DRW_shgroup_call_generate_add( DRWShadingGroup *shgroup, DRWCallGenerateFn *geometry_fn, void *user_data, float (*obmat)[4]) { BLI_assert(geometry_fn != NULL); DRWCallGenerate *call = MEM_callocN(sizeof(DRWCallGenerate), "DRWCallGenerate"); call->head.type = DRW_CALL_GENERATE; #ifdef USE_GPU_SELECT call->head.select_id = g_DRW_select_id; #endif if (obmat != NULL) { copy_m4_m4(call->obmat, obmat); } call->geometry_fn = geometry_fn; call->user_data = user_data; BLI_addtail(&shgroup->calls, call); } static void sculpt_draw_cb( DRWShadingGroup *shgroup, void (*draw_fn)(DRWShadingGroup *shgroup, Batch *geom), void *user_data) { Object *ob = user_data; PBVH *pbvh = ob->sculpt->pbvh; if (pbvh) { BKE_pbvh_draw_cb( pbvh, NULL, NULL, false, (void (*)(void *, Batch *))draw_fn, shgroup); } } void DRW_shgroup_call_sculpt_add(DRWShadingGroup *shgroup, Object *ob, float (*obmat)[4]) { DRW_shgroup_call_generate_add(shgroup, sculpt_draw_cb, ob, obmat); } void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *attr[], unsigned int attr_len) { DRWInterface *interface = shgroup->interface; #ifdef USE_GPU_SELECT if ((G.f & G_PICKSEL) && (interface->instance_count > 0)) { shgroup = MEM_dupallocN(shgroup); BLI_listbase_clear(&shgroup->calls); shgroup->interface = interface = DRW_interface_duplicate(interface); interface->instance_count = 0; BLI_addtail(&shgroup->pass_parent->shgroups, shgroup); } #endif unsigned int data_size = sizeof(void *) * interface->attribs_count; int size = sizeof(DRWCallDynamic) + data_size; DRWCallDynamic *call = MEM_callocN(size, "DRWCallDynamic"); BLI_assert(attr_len == interface->attribs_count); UNUSED_VARS_NDEBUG(attr_len); call->head.type = DRW_CALL_DYNAMIC; #ifdef USE_GPU_SELECT call->head.select_id = g_DRW_select_id; #endif if (data_size != 0) { memcpy((void *)call->data, attr, data_size); } interface->instance_count += 1; BLI_addtail(&shgroup->calls, call); } /* Used for instancing with no attributes */ void DRW_shgroup_set_instance_count(DRWShadingGroup *shgroup, int count) { DRWInterface *interface = shgroup->interface; BLI_assert(interface->attribs_count == 0); interface->instance_count = count; } /** * State is added to #Pass.state while drawing. * Use to temporarily enable draw options. * * Currently there is no way to disable (could add if needed). */ void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state) { shgroup->state_extra |= state; } void DRW_shgroup_attrib_float(DRWShadingGroup *shgroup, const char *name, int size) { DRW_interface_attrib(shgroup, name, DRW_ATTRIB_FLOAT, size, false); } void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex) { DRWInterface *interface = shgroup->interface; if (interface->tex_bind < 0) { /* TODO alert user */ printf("Not enough texture slot for %s\n", name); return; } DRW_interface_uniform(shgroup, name, DRW_UNIFORM_TEXTURE, tex, 0, 1, interface->tex_bind--); } void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo) { DRWInterface *interface = shgroup->interface; /* Be carefull: there is also a limit per shader stage. Usually 1/3 of normal limit. */ if (interface->ubo_bind < 0) { /* TODO alert user */ printf("Not enough ubo slots for %s\n", name); return; } DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BLOCK, ubo, 0, 1, interface->ubo_bind--); } void DRW_shgroup_uniform_buffer(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex) { DRWInterface *interface = shgroup->interface; if (interface->tex_bind < 0) { /* TODO alert user */ printf("Not enough texture slot for %s\n", name); return; } DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BUFFER, tex, 0, 1, interface->tex_bind--); } void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const bool *value, int arraysize) { DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BOOL, value, 1, arraysize, 0); } void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) { DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 1, arraysize, 0); } void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) { DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 2, arraysize, 0); } void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) { DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 3, arraysize, 0); } void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize) { DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 4, arraysize, 0); } void DRW_shgroup_uniform_short_to_int(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize) { DRW_interface_uniform(shgroup, name, DRW_UNIFORM_SHORT_TO_INT, value, 1, arraysize, 0); } void DRW_shgroup_uniform_short_to_float(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize) { DRW_interface_uniform(shgroup, name, DRW_UNIFORM_SHORT_TO_FLOAT, value, 1, arraysize, 0); } void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) { DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 1, arraysize, 0); } void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) { DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 2, arraysize, 0); } void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize) { DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize, 0); } void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float *value) { DRW_interface_uniform(shgroup, name, DRW_UNIFORM_MAT3, value, 9, 1, 0); } void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value) { DRW_interface_uniform(shgroup, name, DRW_UNIFORM_MAT4, value, 16, 1, 0); } /* Creates a VBO containing OGL primitives for all DRWCallDynamic */ static void shgroup_dynamic_batch(DRWShadingGroup *shgroup) { DRWInterface *interface = shgroup->interface; int nbr = interface->instance_count; PrimitiveType type = (shgroup->type == DRW_SHG_POINT_BATCH) ? PRIM_POINTS : (shgroup->type == DRW_SHG_TRIANGLE_BATCH) ? PRIM_TRIANGLES : PRIM_LINES; if (nbr == 0) return; /* Upload Data */ if (interface->vbo_format.attrib_ct == 0) { for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next) { BLI_assert(attrib->size <= 4); /* matrices have no place here for now */ if (attrib->type == DRW_ATTRIB_FLOAT) { attrib->format_id = VertexFormat_add_attrib( &interface->vbo_format, attrib->name, COMP_F32, attrib->size, KEEP_FLOAT); } else if (attrib->type == DRW_ATTRIB_INT) { attrib->format_id = VertexFormat_add_attrib( &interface->vbo_format, attrib->name, COMP_I8, attrib->size, KEEP_INT); } else { BLI_assert(false); } } } VertexBuffer *vbo = VertexBuffer_create_with_format(&interface->vbo_format); VertexBuffer_allocate_data(vbo, nbr); int j = 0; for (DRWCallDynamic *call = shgroup->calls.first; call; call = call->head.next, j++) { int i = 0; for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next, i++) { VertexBuffer_set_attrib(vbo, attrib->format_id, j, call->data[i]); } } /* TODO make the batch dynamic instead of freeing it every times */ if (shgroup->batch_geom) Batch_discard_all(shgroup->batch_geom); shgroup->batch_geom = Batch_create(type, vbo, NULL); } static void shgroup_dynamic_instance(DRWShadingGroup *shgroup) { int i = 0; int offset = 0; DRWInterface *interface = shgroup->interface; int buffer_size = 0; if (interface->instance_batch != NULL) { return; } /* TODO We still need this because gawain does not support Matrix attribs. */ if (interface->instance_count == 0) { if (interface->instance_vbo) { glDeleteBuffers(1, &interface->instance_vbo); interface->instance_vbo = 0; } return; } /* only once */ if (interface->attribs_stride == 0) { for (DRWAttrib *attrib = interface->attribs.first; attrib; attrib = attrib->next, i++) { BLI_assert(attrib->type == DRW_ATTRIB_FLOAT); /* Only float for now */ interface->attribs_stride += attrib->size; interface->attribs_size[i] = attrib->size; interface->attribs_loc[i] = attrib->location; } } /* Gather Data */ buffer_size = sizeof(float) * interface->attribs_stride * interface->instance_count; float *data = MEM_mallocN(buffer_size, "Instance VBO data"); for (DRWCallDynamic *call = shgroup->calls.first; call; call = call->head.next) { for (int j = 0; j < interface->attribs_count; ++j) { memcpy(data + offset, call->data[j], sizeof(float) * interface->attribs_size[j]); offset += interface->attribs_size[j]; } } /* TODO poke mike to add this to gawain */ if (interface->instance_vbo) { glDeleteBuffers(1, &interface->instance_vbo); interface->instance_vbo = 0; } glGenBuffers(1, &interface->instance_vbo); glBindBuffer(GL_ARRAY_BUFFER, interface->instance_vbo); glBufferData(GL_ARRAY_BUFFER, buffer_size, data, GL_STATIC_DRAW); MEM_freeN(data); } static void shgroup_dynamic_batch_from_calls(DRWShadingGroup *shgroup) { if ((shgroup->interface->instance_vbo || shgroup->batch_geom) && (G.debug_value == 667)) { return; } if (shgroup->type == DRW_SHG_INSTANCE) { shgroup_dynamic_instance(shgroup); } else { shgroup_dynamic_batch(shgroup); } } /** \} */ /* -------------------------------------------------------------------- */ /** \name Passes (DRW_pass) * \{ */ DRWPass *DRW_pass_create(const char *name, DRWState state) { DRWPass *pass = MEM_callocN(sizeof(DRWPass), name); pass->state = state; BLI_strncpy(pass->name, name, MAX_PASS_NAME); BLI_listbase_clear(&pass->shgroups); return pass; } void DRW_pass_free(DRWPass *pass) { for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) { DRW_shgroup_free(shgroup); } glDeleteQueries(2, pass->timer_queries); BLI_freelistN(&pass->shgroups); } void DRW_pass_foreach_shgroup(DRWPass *pass, void (*callback)(void *userData, DRWShadingGroup *shgrp), void *userData) { for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) { callback(userData, shgroup); } } /** \} */ /* -------------------------------------------------------------------- */ /** \name Draw (DRW_draw) * \{ */ static void DRW_state_set(DRWState state) { if (DST.state == state) { return; } #define CHANGED_TO(f) \ ((DST.state & (f)) ? \ ((state & (f)) ? 0 : -1) : \ ((state & (f)) ? 1 : 0)) #define CHANGED_ANY(f) \ ((DST.state & (f)) != (state & (f))) #define CHANGED_ANY_STORE_VAR(f, enabled) \ ((DST.state & (f)) != (enabled = (state & (f)))) /* Depth Write */ { int test; if ((test = CHANGED_TO(DRW_STATE_WRITE_DEPTH))) { if (test == 1) { glDepthMask(GL_TRUE); } else { glDepthMask(GL_FALSE); } } } /* Color Write */ { int test; if ((test = CHANGED_TO(DRW_STATE_WRITE_COLOR))) { if (test == 1) { glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } else { glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); } } } /* Cull */ { DRWState test; if (CHANGED_ANY_STORE_VAR( DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT, test)) { if (test) { glEnable(GL_CULL_FACE); if ((state & DRW_STATE_CULL_BACK) != 0) { glCullFace(GL_BACK); } else if ((state & DRW_STATE_CULL_FRONT) != 0) { glCullFace(GL_FRONT); } else { BLI_assert(0); } } else { glDisable(GL_CULL_FACE); } } } /* Depth Test */ { DRWState test; if (CHANGED_ANY_STORE_VAR( DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER, test)) { if (test) { glEnable(GL_DEPTH_TEST); if (state & DRW_STATE_DEPTH_LESS) { glDepthFunc(GL_LEQUAL); } else if (state & DRW_STATE_DEPTH_EQUAL) { glDepthFunc(GL_EQUAL); } else if (state & DRW_STATE_DEPTH_GREATER) { glDepthFunc(GL_GREATER); } else { BLI_assert(0); } } else { glDisable(GL_DEPTH_TEST); } } } /* Wire Width */ { if (CHANGED_ANY(DRW_STATE_WIRE | DRW_STATE_WIRE_LARGE)) { if ((state & DRW_STATE_WIRE) != 0) { glLineWidth(1.0f); } else if ((state & DRW_STATE_WIRE_LARGE) != 0) { glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f); } else { /* do nothing */ } } } /* Points Size */ { int test; if ((test = CHANGED_TO(DRW_STATE_POINT))) { if (test == 1) { GPU_enable_program_point_size(); glPointSize(5.0f); } else { GPU_disable_program_point_size(); } } } /* Blending (all buffer) */ { int test; if (CHANGED_ANY_STORE_VAR( DRW_STATE_BLEND | DRW_STATE_ADDITIVE | DRW_STATE_MULTIPLY, test)) { if (test) { glEnable(GL_BLEND); if ((state & DRW_STATE_BLEND) != 0) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else if ((state & DRW_STATE_MULTIPLY) != 0) { glBlendFunc(GL_DST_COLOR, GL_ZERO); } else if ((state & DRW_STATE_ADDITIVE) != 0) { glBlendFunc(GL_ONE, GL_ONE); } else { BLI_assert(0); } } else { glDisable(GL_BLEND); } } } /* Line Stipple */ { int test; if (CHANGED_ANY_STORE_VAR( DRW_STATE_STIPPLE_2 | DRW_STATE_STIPPLE_3 | DRW_STATE_STIPPLE_4, test)) { if (test) { if ((state & DRW_STATE_STIPPLE_2) != 0) { setlinestyle(2); } else if ((state & DRW_STATE_STIPPLE_3) != 0) { setlinestyle(3); } else if ((state & DRW_STATE_STIPPLE_4) != 0) { setlinestyle(4); } else { BLI_assert(0); } } else { setlinestyle(0); } } } /* Stencil */ { DRWState test; if (CHANGED_ANY_STORE_VAR( DRW_STATE_WRITE_STENCIL_SELECT | DRW_STATE_WRITE_STENCIL_ACTIVE | DRW_STATE_TEST_STENCIL_SELECT | DRW_STATE_TEST_STENCIL_ACTIVE, test)) { if (test) { glEnable(GL_STENCIL_TEST); /* Stencil Write */ if ((state & DRW_STATE_WRITE_STENCIL_SELECT) != 0) { glStencilMask(STENCIL_SELECT); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilFunc(GL_ALWAYS, 0xFF, STENCIL_SELECT); } else if ((state & DRW_STATE_WRITE_STENCIL_ACTIVE) != 0) { glStencilMask(STENCIL_ACTIVE); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glStencilFunc(GL_ALWAYS, 0xFF, STENCIL_ACTIVE); } /* Stencil Test */ else if ((state & DRW_STATE_TEST_STENCIL_SELECT) != 0) { glStencilMask(0x00); /* disable write */ glStencilFunc(GL_NOTEQUAL, 0xFF, STENCIL_SELECT); } else if ((state & DRW_STATE_TEST_STENCIL_ACTIVE) != 0) { glStencilMask(0x00); /* disable write */ glStencilFunc(GL_NOTEQUAL, 0xFF, STENCIL_ACTIVE); } else { BLI_assert(0); } } else { /* disable write & test */ glStencilMask(0x00); glStencilFunc(GL_ALWAYS, 1, 0xFF); glDisable(GL_STENCIL_TEST); } } } #undef CHANGED_TO #undef CHANGED_ANY #undef CHANGED_ANY_STORE_VAR DST.state = state; } typedef struct DRWBoundTexture { struct DRWBoundTexture *next, *prev; GPUTexture *tex; } DRWBoundTexture; static void draw_geometry_prepare( DRWShadingGroup *shgroup, const float (*obmat)[4], const float *texcoloc, const float *texcosize) { RegionView3D *rv3d = DST.draw_ctx.rv3d; DRWInterface *interface = shgroup->interface; float mvp[4][4], mv[4][4], mi[4][4], mvi[4][4], pi[4][4], n[3][3], wn[3][3]; float orcofacs[2][3] = {{0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f}}; float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */ bool do_pi = (interface->projectioninverse != -1); bool do_mvp = (interface->modelviewprojection != -1); bool do_mi = (interface->modelinverse != -1); bool do_mv = (interface->modelview != -1); bool do_mvi = (interface->modelviewinverse != -1); bool do_n = (interface->normal != -1); bool do_wn = (interface->worldnormal != -1); bool do_eye = (interface->eye != -1); bool do_orco = (interface->orcotexfac != -1) && (texcoloc != NULL) && (texcosize != NULL); if (do_pi) { invert_m4_m4(pi, rv3d->winmat); } if (do_mi) { invert_m4_m4(mi, obmat); } if (do_mvp) { mul_m4_m4m4(mvp, rv3d->persmat, obmat); } if (do_mv || do_mvi || do_n || do_eye) { mul_m4_m4m4(mv, rv3d->viewmat, obmat); } if (do_mvi) { invert_m4_m4(mvi, mv); } if (do_n || do_eye) { copy_m3_m4(n, mv); invert_m3(n); transpose_m3(n); } if (do_wn) { copy_m3_m4(wn, obmat); invert_m3(wn); transpose_m3(wn); } if (do_eye) { /* Used by orthographic wires */ float tmp[3][3]; invert_m3_m3(tmp, n); /* set eye vector, transformed to object coords */ mul_m3_v3(tmp, eye); } if (do_orco) { mul_v3_v3fl(orcofacs[1], texcosize, 2.0f); invert_v3(orcofacs[1]); sub_v3_v3v3(orcofacs[0], texcoloc, texcosize); negate_v3(orcofacs[0]); mul_v3_v3(orcofacs[0], orcofacs[1]); /* result in a nice MADD in the shader */ } /* Should be really simple */ /* step 1 : bind object dependent matrices */ if (interface->model != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->model, 16, 1, (float *)obmat); } if (interface->modelinverse != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->modelinverse, 16, 1, (float *)mi); } if (interface->modelviewprojection != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->modelviewprojection, 16, 1, (float *)mvp); } if (interface->viewinverse != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->viewinverse, 16, 1, (float *)rv3d->viewinv); } if (interface->viewprojection != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->viewprojection, 16, 1, (float *)rv3d->persmat); } if (interface->viewprojectioninverse != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->viewprojectioninverse, 16, 1, (float *)rv3d->persinv); } if (interface->projection != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->projection, 16, 1, (float *)rv3d->winmat); } if (interface->projectioninverse != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->projectioninverse, 16, 1, (float *)pi); } if (interface->view != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->view, 16, 1, (float *)rv3d->viewmat); } if (interface->modelview != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->modelview, 16, 1, (float *)mv); } if (interface->modelviewinverse != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->modelviewinverse, 16, 1, (float *)mvi); } if (interface->normal != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->normal, 9, 1, (float *)n); } if (interface->worldnormal != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->worldnormal, 9, 1, (float *)wn); } if (interface->camtexfac != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->camtexfac, 4, 1, (float *)rv3d->viewcamtexcofac); } if (interface->orcotexfac != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->orcotexfac, 3, 2, (float *)orcofacs); } if (interface->eye != -1) { GPU_shader_uniform_vector(shgroup->shader, interface->eye, 3, 1, (float *)eye); } } static void draw_geometry_execute(DRWShadingGroup *shgroup, Batch *geom) { DRWInterface *interface = shgroup->interface; /* step 2 : bind vertex array & draw */ Batch_set_program(geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader)); if (interface->instance_batch) { Batch_draw_stupid_instanced_with_batch(geom, interface->instance_batch); } else if (interface->instance_vbo) { Batch_draw_stupid_instanced(geom, interface->instance_vbo, interface->instance_count, interface->attribs_count, interface->attribs_stride, interface->attribs_size, interface->attribs_loc); } else { Batch_draw_stupid(geom); } } static void draw_geometry(DRWShadingGroup *shgroup, Batch *geom, const float (*obmat)[4], Object *ob) { float *texcoloc = NULL; float *texcosize = NULL; if (ob != NULL) { BKE_object_obdata_texspace_get(ob, NULL, &texcoloc, &texcosize, NULL); } draw_geometry_prepare(shgroup, obmat, texcoloc, texcosize); draw_geometry_execute(shgroup, geom); } static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state) { BLI_assert(shgroup->shader); BLI_assert(shgroup->interface); DRWInterface *interface = shgroup->interface; GPUTexture *tex; int val; float fval; if (DST.shader != shgroup->shader) { if (DST.shader) GPU_shader_unbind(); GPU_shader_bind(shgroup->shader); DST.shader = shgroup->shader; } const bool is_normal = ELEM(shgroup->type, DRW_SHG_NORMAL); if (!is_normal) { shgroup_dynamic_batch_from_calls(shgroup); } DRW_state_set(pass_state | shgroup->state_extra); /* Binding Uniform */ /* Don't check anything, Interface should already contain the least uniform as possible */ for (DRWUniform *uni = interface->uniforms.first; uni; uni = uni->next) { DRWBoundTexture *bound_tex; switch (uni->type) { case DRW_UNIFORM_SHORT_TO_INT: val = (int)*((short *)uni->value); GPU_shader_uniform_vector_int( shgroup->shader, uni->location, uni->length, uni->arraysize, (int *)&val); break; case DRW_UNIFORM_SHORT_TO_FLOAT: fval = (float)*((short *)uni->value); GPU_shader_uniform_vector( shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)&fval); break; case DRW_UNIFORM_BOOL: case DRW_UNIFORM_INT: GPU_shader_uniform_vector_int( shgroup->shader, uni->location, uni->length, uni->arraysize, (int *)uni->value); break; case DRW_UNIFORM_FLOAT: case DRW_UNIFORM_MAT3: case DRW_UNIFORM_MAT4: GPU_shader_uniform_vector( shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)uni->value); break; case DRW_UNIFORM_TEXTURE: tex = (GPUTexture *)uni->value; GPU_texture_bind(tex, uni->bindloc); bound_tex = MEM_callocN(sizeof(DRWBoundTexture), "DRWBoundTexture"); bound_tex->tex = tex; BLI_addtail(&DST.bound_texs, bound_tex); GPU_shader_uniform_texture(shgroup->shader, uni->location, tex); break; case DRW_UNIFORM_BUFFER: if (!DRW_state_is_fbo()) { break; } tex = *((GPUTexture **)uni->value); GPU_texture_bind(tex, uni->bindloc); bound_tex = MEM_callocN(sizeof(DRWBoundTexture), "DRWBoundTexture"); bound_tex->tex = tex; BLI_addtail(&DST.bound_texs, bound_tex); GPU_shader_uniform_texture(shgroup->shader, uni->location, tex); break; case DRW_UNIFORM_BLOCK: GPU_uniformbuffer_bind((GPUUniformBuffer *)uni->value, uni->bindloc); GPU_shader_uniform_buffer(shgroup->shader, uni->location, (GPUUniformBuffer *)uni->value); break; } } #ifdef USE_GPU_SELECT /* use the first item because of selection we only ever add one */ # define GPU_SELECT_LOAD_IF_PICKSEL(_call) \ if ((G.f & G_PICKSEL) && (_call)) { \ GPU_select_load_id((_call)->head.select_id); \ } ((void)0) # define GPU_SELECT_LOAD_IF_PICKSEL_LIST(_call_ls) \ if ((G.f & G_PICKSEL) && (_call_ls)->first) { \ BLI_assert(BLI_listbase_is_single(_call_ls)); \ GPU_select_load_id(((DRWCall *)(_call_ls)->first)->head.select_id); \ } ((void)0) #else # define GPU_SELECT_LOAD_IF_PICKSEL(call) # define GPU_SELECT_LOAD_IF_PICKSEL_LIST(call) #endif /* Rendering Calls */ if (!is_normal) { /* Replacing multiple calls with only one */ float obmat[4][4]; unit_m4(obmat); if (shgroup->type == DRW_SHG_INSTANCE && (interface->instance_count > 0 || interface->instance_batch != NULL)) { GPU_SELECT_LOAD_IF_PICKSEL_LIST(&shgroup->calls); draw_geometry(shgroup, shgroup->instance_geom, obmat, NULL); } else { /* Some dynamic batch can have no geom (no call to aggregate) */ if (shgroup->batch_geom) { GPU_SELECT_LOAD_IF_PICKSEL_LIST(&shgroup->calls); draw_geometry(shgroup, shgroup->batch_geom, obmat, NULL); } } } else { for (DRWCall *call = shgroup->calls.first; call; call = call->head.next) { bool neg_scale = call->obmat && is_negative_m4(call->obmat); /* Negative scale objects */ if (neg_scale) { glFrontFace(GL_CW); } GPU_SELECT_LOAD_IF_PICKSEL(call); if (call->head.type == DRW_CALL_SINGLE) { draw_geometry(shgroup, call->geometry, call->obmat, call->ob); } else { BLI_assert(call->head.type == DRW_CALL_GENERATE); DRWCallGenerate *callgen = ((DRWCallGenerate *)call); draw_geometry_prepare(shgroup, callgen->obmat, NULL, NULL); callgen->geometry_fn(shgroup, draw_geometry_execute, callgen->user_data); } /* Reset state */ if (neg_scale) { glFrontFace(GL_CCW); } } } /* TODO: remove, (currently causes alpha issue with sculpt, need to investigate) */ DRW_state_reset(); } void DRW_draw_pass(DRWPass *pass) { /* Start fresh */ DST.shader = NULL; DST.tex_bind_id = 0; DRW_state_set(pass->state); BLI_listbase_clear(&DST.bound_texs); /* Init Timer queries */ if (pass->timer_queries[0] == 0) { pass->front_idx = 0; pass->back_idx = 1; glGenQueries(2, pass->timer_queries); /* dummy query, avoid gl error */ glBeginQuery(GL_TIME_ELAPSED, pass->timer_queries[pass->front_idx]); glEndQuery(GL_TIME_ELAPSED); } else { /* swap indices */ unsigned int tmp = pass->back_idx; pass->back_idx = pass->front_idx; pass->front_idx = tmp; } if (!pass->wasdrawn) { /* issue query for the next frame */ glBeginQuery(GL_TIME_ELAPSED, pass->timer_queries[pass->back_idx]); } for (DRWShadingGroup *shgroup = pass->shgroups.first; shgroup; shgroup = shgroup->next) { draw_shgroup(shgroup, pass->state); } /* Clear Bound textures */ for (DRWBoundTexture *bound_tex = DST.bound_texs.first; bound_tex; bound_tex = bound_tex->next) { GPU_texture_unbind(bound_tex->tex); } DST.tex_bind_id = 0; BLI_freelistN(&DST.bound_texs); if (DST.shader) { GPU_shader_unbind(); DST.shader = NULL; } if (!pass->wasdrawn) { glEndQuery(GL_TIME_ELAPSED); } pass->wasdrawn = true; } void DRW_draw_callbacks_pre_scene(void) { RegionView3D *rv3d = DST.draw_ctx.rv3d; gpuLoadProjectionMatrix(rv3d->winmat); gpuLoadMatrix(rv3d->viewmat); } void DRW_draw_callbacks_post_scene(void) { RegionView3D *rv3d = DST.draw_ctx.rv3d; gpuLoadProjectionMatrix(rv3d->winmat); gpuLoadMatrix(rv3d->viewmat); } /* Reset state to not interfer with other UI drawcall */ void DRW_state_reset_ex(DRWState state) { DST.state = ~state; DRW_state_set(state); } void DRW_state_reset(void) { DRW_state_reset_ex(DRW_STATE_DEFAULT); } /** \} */ struct DRWTextStore *DRW_text_cache_ensure(void) { BLI_assert(DST.text_store_p); if (*DST.text_store_p == NULL) { *DST.text_store_p = DRW_text_cache_create(); } return *DST.text_store_p; } /* -------------------------------------------------------------------- */ /** \name Settings * \{ */ bool DRW_object_is_renderable(Object *ob) { Scene *scene = DST.draw_ctx.scene; Object *obedit = scene->obedit; if (ob->type == OB_MESH) { if (ob == obedit) { IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_EDIT, ""); bool do_show_occlude_wire = BKE_collection_engine_property_value_get_bool(props, "show_occlude_wire"); if (do_show_occlude_wire) { return false; } bool do_show_weight = BKE_collection_engine_property_value_get_bool(props, "show_weight"); if (do_show_weight) { return false; } } } return true; } bool DRW_object_is_flat_normal(Object *ob) { if (ob->type == OB_MESH) { Mesh *me = ob->data; if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) { return false; } } return true; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Framebuffers (DRW_framebuffer) * \{ */ static GPUTextureFormat convert_tex_format(int fbo_format, int *channels, bool *is_depth) { *is_depth = ELEM(fbo_format, DRW_TEX_DEPTH_16, DRW_TEX_DEPTH_24); switch (fbo_format) { case DRW_TEX_R_16: *channels = 1; return GPU_R16F; case DRW_TEX_R_32: *channels = 1; return GPU_R32F; case DRW_TEX_RG_16: *channels = 2; return GPU_RG16F; case DRW_TEX_RGBA_8: *channels = 4; return GPU_RGBA8; case DRW_TEX_RGBA_16: *channels = 4; return GPU_RGBA16F; case DRW_TEX_RGBA_32: *channels = 4; return GPU_RGBA32F; case DRW_TEX_DEPTH_24: *channels = 1; return GPU_DEPTH_COMPONENT24; case DRW_TEX_RGB_11_11_10: *channels = 3; return GPU_R11F_G11F_B10F; default: BLI_assert(false && "Texture format unsupported as render target!"); *channels = 4; return GPU_RGBA8; } } void DRW_framebuffer_init( struct GPUFrameBuffer **fb, void *engine_type, int width, int height, DRWFboTexture textures[MAX_FBO_TEX], int textures_len) { BLI_assert(textures_len <= MAX_FBO_TEX); bool create_fb = false; int color_attachment = -1; if (!*fb) { *fb = GPU_framebuffer_create(); create_fb = true; } for (int i = 0; i < textures_len; ++i) { int channels; bool is_depth; DRWFboTexture fbotex = textures[i]; bool is_temp = (fbotex.flag & DRW_TEX_TEMP) != 0; GPUTextureFormat gpu_format = convert_tex_format(fbotex.format, &channels, &is_depth); if (!*fbotex.tex || is_temp) { /* Temp textures need to be queried each frame, others not. */ if (is_temp) { *fbotex.tex = GPU_viewport_texture_pool_query(DST.viewport, engine_type, width, height, channels, gpu_format); } else if (create_fb) { *fbotex.tex = GPU_texture_create_2D_custom(width, height, channels, gpu_format, NULL, NULL); } } if (create_fb) { if (!is_depth) { ++color_attachment; } drw_texture_set_parameters(*fbotex.tex, fbotex.flag); GPU_framebuffer_texture_attach(*fb, *fbotex.tex, color_attachment, 0); } } if (create_fb) { if (!GPU_framebuffer_check_valid(*fb, NULL)) { printf("Error invalid framebuffer\n"); } /* Detach temp textures */ for (int i = 0; i < textures_len; ++i) { DRWFboTexture fbotex = textures[i]; if ((fbotex.flag & DRW_TEX_TEMP) != 0) { GPU_framebuffer_texture_detach(*fbotex.tex); } } GPU_framebuffer_bind(DST.default_framebuffer); } } void DRW_framebuffer_free(struct GPUFrameBuffer *fb) { GPU_framebuffer_free(fb); } void DRW_framebuffer_bind(struct GPUFrameBuffer *fb) { GPU_framebuffer_bind(fb); } void DRW_framebuffer_clear(bool color, bool depth, bool stencil, float clear_col[4], float clear_depth) { if (color) { glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClearColor(clear_col[0], clear_col[1], clear_col[2], clear_col[3]); } if (depth) { glDepthMask(GL_TRUE); glClearDepth(clear_depth); } if (stencil) { glStencilMask(0xFF); } glClear(((color) ? GL_COLOR_BUFFER_BIT : 0) | ((depth) ? GL_DEPTH_BUFFER_BIT : 0) | ((stencil) ? GL_STENCIL_BUFFER_BIT : 0)); } void DRW_framebuffer_read_data(int x, int y, int w, int h, int channels, int slot, float *data) { GLenum type; switch (channels) { case 1: type = GL_RED; break; case 2: type = GL_RG; break; case 3: type = GL_RGB; break; case 4: type = GL_RGBA; break; default: BLI_assert(false && "wrong number of read channels"); return; } glReadBuffer(GL_COLOR_ATTACHMENT0 + slot); glReadPixels(x, y, w, h, type, GL_FLOAT, data); } void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip) { GPU_framebuffer_texture_attach(fb, tex, slot, mip); } void DRW_framebuffer_texture_detach(GPUTexture *tex) { GPU_framebuffer_texture_detach(tex); } void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth) { GPU_framebuffer_blit(fb_read, 0, fb_write, 0, depth); } void DRW_framebuffer_viewport_size(struct GPUFrameBuffer *UNUSED(fb_read), int w, int h) { glViewport(0, 0, w, h); } /* Use color management profile to draw texture to framebuffer */ void DRW_transform_to_display(GPUTexture *tex) { DRW_state_set(DRW_STATE_WRITE_COLOR); VertexFormat *vert_format = immVertexFormat(); unsigned int pos = VertexFormat_add_attrib(vert_format, "pos", COMP_F32, 2, KEEP_FLOAT); unsigned int texco = VertexFormat_add_attrib(vert_format, "texCoord", COMP_F32, 2, KEEP_FLOAT); const float dither = 1.0f; bool use_ocio = false; if (DST.draw_ctx.evil_C != NULL) { use_ocio = IMB_colormanagement_setup_glsl_draw_from_space_ctx(DST.draw_ctx.evil_C, NULL, dither, false); } if (!use_ocio) { immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB); immUniform1i("image", 0); } GPU_texture_bind(tex, 0); /* OCIO texture bind point is 0 */ float mat[4][4]; unit_m4(mat); immUniformMatrix4fv("ModelViewProjectionMatrix", mat); /* Full screen triangle */ immBegin(PRIM_TRIANGLES, 3); immAttrib2f(texco, 0.0f, 0.0f); immVertex2f(pos, -1.0f, -1.0f); immAttrib2f(texco, 2.0f, 0.0f); immVertex2f(pos, 3.0f, -1.0f); immAttrib2f(texco, 0.0f, 2.0f); immVertex2f(pos, -1.0f, 3.0f); immEnd(); GPU_texture_unbind(tex); if (use_ocio) { IMB_colormanagement_finish_glsl_draw(); } else { immUnbindProgram(); } } /** \} */ /* -------------------------------------------------------------------- */ /** \name Viewport (DRW_viewport) * \{ */ static void *DRW_viewport_engine_data_get(void *engine_type) { void *data = GPU_viewport_engine_data_get(DST.viewport, engine_type); if (data == NULL) { data = GPU_viewport_engine_data_create(DST.viewport, engine_type); } return data; } void DRW_engine_viewport_data_size_get( const void *engine_type_v, int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len) { const DrawEngineType *engine_type = engine_type_v; if (r_fbl_len) { *r_fbl_len = engine_type->vedata_size->fbl_len; } if (r_txl_len) { *r_txl_len = engine_type->vedata_size->txl_len; } if (r_psl_len) { *r_psl_len = engine_type->vedata_size->psl_len; } if (r_stl_len) { *r_stl_len = engine_type->vedata_size->stl_len; } } const float *DRW_viewport_size_get(void) { return &DST.size[0]; } const float *DRW_viewport_screenvecs_get(void) { return &DST.screenvecs[0][0]; } const float *DRW_viewport_pixelsize_get(void) { return &DST.pixsize; } /* It also stores viewport variable to an immutable place: DST * This is because a cache uniform only store reference * to its value. And we don't want to invalidate the cache * if this value change per viewport */ static void DRW_viewport_var_init(void) { RegionView3D *rv3d = DST.draw_ctx.rv3d; /* Refresh DST.size */ if (DST.viewport) { int size[2]; GPU_viewport_size_get(DST.viewport, size); DST.size[0] = size[0]; DST.size[1] = size[1]; DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(DST.viewport); DST.default_framebuffer = fbl->default_fb; } else { DST.size[0] = 0; DST.size[1] = 0; DST.default_framebuffer = NULL; } /* Refresh DST.screenvecs */ copy_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]); copy_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]); normalize_v3(DST.screenvecs[0]); normalize_v3(DST.screenvecs[1]); /* Refresh DST.pixelsize */ DST.pixsize = rv3d->pixsize; } void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type) { RegionView3D *rv3d = DST.draw_ctx.rv3d; switch (type) { case DRW_MAT_PERS: copy_m4_m4(mat, rv3d->persmat); break; case DRW_MAT_PERSINV: copy_m4_m4(mat, rv3d->persinv); break; case DRW_MAT_VIEW: copy_m4_m4(mat, rv3d->viewmat); break; case DRW_MAT_VIEWINV: copy_m4_m4(mat, rv3d->viewinv); break; case DRW_MAT_WIN: copy_m4_m4(mat, rv3d->winmat); break; case DRW_MAT_WININV: invert_m4_m4(mat, rv3d->winmat); break; default: BLI_assert(!"Matrix type invalid"); break; } } bool DRW_viewport_is_persp_get(void) { RegionView3D *rv3d = DST.draw_ctx.rv3d; return rv3d->is_persp; } DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void) { return GPU_viewport_framebuffer_list_get(DST.viewport); } DefaultTextureList *DRW_viewport_texture_list_get(void) { return GPU_viewport_texture_list_get(DST.viewport); } /** \} */ /* -------------------------------------------------------------------- */ /** \name SceneLayers (DRW_scenelayer) * \{ */ void **DRW_scene_layer_engine_data_get(DrawEngineType *engine_type, void (*callback)(void *storage)) { SceneLayerEngineData *sled; for (sled = DST.draw_ctx.sl->drawdata.first; sled; sled = sled->next) { if (sled->engine_type == engine_type) { return &sled->storage; } } sled = MEM_callocN(sizeof(SceneLayerEngineData), "SceneLayerEngineData"); sled->engine_type = engine_type; sled->free = callback; BLI_addtail(&DST.draw_ctx.sl->drawdata, sled); return &sled->storage; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Objects (DRW_object) * \{ */ void **DRW_object_engine_data_get( Object *ob, DrawEngineType *engine_type, void (*callback)(void *storage)) { ObjectEngineData *oed; for (oed = ob->drawdata.first; oed; oed = oed->next) { if (oed->engine_type == engine_type) { return &oed->storage; } } oed = MEM_callocN(sizeof(ObjectEngineData), "ObjectEngineData"); oed->engine_type = engine_type; oed->free = callback; BLI_addtail(&ob->drawdata, oed); return &oed->storage; } /* XXX There is definitly some overlap between this and DRW_object_engine_data_get. * We should get rid of one of the two. */ LampEngineData *DRW_lamp_engine_data_get(Object *ob, RenderEngineType *engine_type) { BLI_assert(ob->type == OB_LAMP); Scene *scene = DST.draw_ctx.scene; /* TODO Dupliobjects */ /* TODO Should be per scenelayer */ return GPU_lamp_engine_data_get(scene, ob, NULL, engine_type); } void DRW_lamp_engine_data_free(LampEngineData *led) { GPU_lamp_engine_data_free(led); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Rendering (DRW_engines) * \{ */ #define TIMER_FALLOFF 0.1f static void DRW_engines_init(void) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = DRW_viewport_engine_data_get(engine); double stime = PIL_check_seconds_timer(); if (engine->engine_init) { engine->engine_init(data); } double ftime = (PIL_check_seconds_timer() - stime) * 1e3; data->init_time = data->init_time * (1.0f - TIMER_FALLOFF) + ftime * TIMER_FALLOFF; /* exp average */ } } static void DRW_engines_cache_init(void) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = DRW_viewport_engine_data_get(engine); if (data->text_draw_cache) { DRW_text_cache_destroy(data->text_draw_cache); data->text_draw_cache = NULL; } if (DST.text_store_p == NULL) { DST.text_store_p = &data->text_draw_cache; } double stime = PIL_check_seconds_timer(); data->cache_time = 0.0; if (engine->cache_init) { engine->cache_init(data); } data->cache_time += (PIL_check_seconds_timer() - stime) * 1e3; } } static void DRW_engines_cache_populate(Object *ob) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = DRW_viewport_engine_data_get(engine); double stime = PIL_check_seconds_timer(); if (engine->cache_populate) { engine->cache_populate(data, ob); } data->cache_time += (PIL_check_seconds_timer() - stime) * 1e3; } } static void DRW_engines_cache_finish(void) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = DRW_viewport_engine_data_get(engine); double stime = PIL_check_seconds_timer(); if (engine->cache_finish) { engine->cache_finish(data); } data->cache_time += (PIL_check_seconds_timer() - stime) * 1e3; } } static void DRW_engines_draw_background(void) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = DRW_viewport_engine_data_get(engine); double stime = PIL_check_seconds_timer(); if (engine->draw_background) { engine->draw_background(data); return; } double ftime = (PIL_check_seconds_timer() - stime) * 1e3; data->background_time = data->background_time * (1.0f - TIMER_FALLOFF) + ftime * TIMER_FALLOFF; /* exp average */ } /* No draw_background found, doing default background */ DRW_draw_background(); } static void DRW_engines_draw_scene(void) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = DRW_viewport_engine_data_get(engine); double stime = PIL_check_seconds_timer(); if (engine->draw_scene) { engine->draw_scene(data); } double ftime = (PIL_check_seconds_timer() - stime) * 1e3; data->render_time = data->render_time * (1.0f - TIMER_FALLOFF) + ftime * TIMER_FALLOFF; /* exp average */ } } static void DRW_engines_draw_text(void) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = DRW_viewport_engine_data_get(engine); double stime = PIL_check_seconds_timer(); if (data->text_draw_cache) { DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.v3d, DST.draw_ctx.ar, false); } double ftime = (PIL_check_seconds_timer() - stime) * 1e3; data->render_time = data->render_time * (1.0f - TIMER_FALLOFF) + ftime * TIMER_FALLOFF; /* exp average */ } } #define MAX_INFO_LINES 10 /** * Returns the offset required for the drawing of engines info. */ int DRW_draw_region_engine_info_offset(void) { int lines = 0; for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = DRW_viewport_engine_data_get(engine); /* Count the number of lines. */ if (data->info[0] != '\0') { lines++; char *c = data->info; while (*c++ != '\0') { if (*c == '\n') { lines++; } } } } return MIN2(MAX_INFO_LINES, lines) * UI_UNIT_Y; } /** * Actual drawing; */ void DRW_draw_region_engine_info(void) { const char *info_array_final[MAX_INFO_LINES + 1]; char info_array[MAX_INFO_LINES][GPU_INFO_SIZE]; /* This should be maxium number of engines running at the same time. */ int i = 0; const DRWContextState *draw_ctx = DRW_context_state_get(); ARegion *ar = draw_ctx->ar; float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f}; UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color); mul_v3_fl(fill_color, fill_color[3]); for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; ViewportEngineData *data = DRW_viewport_engine_data_get(engine); if (data->info[0] != '\0') { char *chr_current = data->info; char *chr_start = chr_current; int line_len = 0; while (*chr_current++ != '\0') { line_len++; if (*chr_current == '\n') { BLI_strncpy(info_array[i++], chr_start, line_len + 1); /* Re-start counting. */ chr_start = chr_current + 1; line_len = -1; } } BLI_strncpy(info_array[i++], chr_start, line_len + 1); if (i >= MAX_INFO_LINES) { break; } } } for (int j = 0; j < i; j++) { info_array_final[j] = info_array[j]; } info_array_final[i] = NULL; if (info_array[0] != NULL) { ED_region_info_draw_multiline(ar, info_array_final, fill_color, true); } } #undef MAX_INFO_LINES static void use_drw_engine(DrawEngineType *engine) { LinkData *ld = MEM_callocN(sizeof(LinkData), "enabled engine link data"); ld->data = engine; BLI_addtail(&DST.enabled_engines, ld); } /* TODO revisit this when proper layering is implemented */ /* Gather all draw engines needed and store them in DST.enabled_engines * That also define the rendering order of engines */ static void DRW_engines_enable_from_engine(const Scene *scene) { /* TODO layers */ RenderEngineType *type = RE_engines_find(scene->r.engine); if (type->draw_engine != NULL) { use_drw_engine(type->draw_engine); } if ((type->flag & RE_INTERNAL) == 0) { DRW_engines_enable_external(); } } static void DRW_engines_enable_from_object_mode(void) { use_drw_engine(&draw_engine_object_type); } static void DRW_engines_enable_from_mode(int mode) { switch (mode) { case CTX_MODE_EDIT_MESH: use_drw_engine(&draw_engine_edit_mesh_type); break; case CTX_MODE_EDIT_CURVE: use_drw_engine(&draw_engine_edit_curve_type); break; case CTX_MODE_EDIT_SURFACE: use_drw_engine(&draw_engine_edit_surface_type); break; case CTX_MODE_EDIT_TEXT: use_drw_engine(&draw_engine_edit_text_type); break; case CTX_MODE_EDIT_ARMATURE: use_drw_engine(&draw_engine_edit_armature_type); break; case CTX_MODE_EDIT_METABALL: use_drw_engine(&draw_engine_edit_metaball_type); break; case CTX_MODE_EDIT_LATTICE: use_drw_engine(&draw_engine_edit_lattice_type); break; case CTX_MODE_POSE: use_drw_engine(&draw_engine_pose_type); break; case CTX_MODE_SCULPT: use_drw_engine(&draw_engine_sculpt_type); break; case CTX_MODE_PAINT_WEIGHT: use_drw_engine(&draw_engine_pose_type); use_drw_engine(&draw_engine_paint_weight_type); break; case CTX_MODE_PAINT_VERTEX: use_drw_engine(&draw_engine_paint_vertex_type); break; case CTX_MODE_PAINT_TEXTURE: use_drw_engine(&draw_engine_paint_texture_type); break; case CTX_MODE_PARTICLE: use_drw_engine(&draw_engine_particle_type); break; case CTX_MODE_OBJECT: break; default: BLI_assert(!"Draw mode invalid"); break; } } /** * Use for select and depth-drawing. */ static void DRW_engines_enable_basic(void) { use_drw_engine(DRW_engine_viewport_basic_type.draw_engine); } /** * Use for external render engines. */ static void DRW_engines_enable_external(void) { use_drw_engine(DRW_engine_viewport_external_type.draw_engine); } static void DRW_engines_enable(const Scene *scene, SceneLayer *sl, const View3D *v3d) { const int mode = CTX_data_mode_enum_ex(scene->obedit, OBACT_NEW); DRW_engines_enable_from_engine(scene); if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) { DRW_engines_enable_from_object_mode(); DRW_engines_enable_from_mode(mode); } } static void DRW_engines_disable(void) { BLI_freelistN(&DST.enabled_engines); } static unsigned int DRW_engines_get_hash(void) { unsigned int hash = 0; /* The cache depends on enabled engines */ /* FIXME : if collision occurs ... segfault */ for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { DrawEngineType *engine = link->data; hash += BLI_ghashutil_strhash_p(engine->idname); } return hash; } static void draw_stat(rcti *rect, int u, int v, const char *txt, const int size) { BLF_draw_default_ascii(rect->xmin + (1 + u * 5) * U.widget_unit, rect->ymax - (3 + v++) * U.widget_unit, 0.0f, txt, size); } /* CPU stats */ static void DRW_debug_cpu_stats(void) { int u, v; double cache_tot_time = 0.0, init_tot_time = 0.0, background_tot_time = 0.0, render_tot_time = 0.0, tot_time = 0.0; /* local coordinate visible rect inside region, to accomodate overlapping ui */ rcti rect; struct ARegion *ar = DST.draw_ctx.ar; ED_region_visible_rect(ar, &rect); UI_FontThemeColor(BLF_default(), TH_TEXT_HI); /* row by row */ v = 0; u = 0; /* Label row */ char col_label[32]; sprintf(col_label, "Engine"); draw_stat(&rect, u++, v, col_label, sizeof(col_label)); sprintf(col_label, "Cache"); draw_stat(&rect, u++, v, col_label, sizeof(col_label)); sprintf(col_label, "Init"); draw_stat(&rect, u++, v, col_label, sizeof(col_label)); sprintf(col_label, "Background"); draw_stat(&rect, u++, v, col_label, sizeof(col_label)); sprintf(col_label, "Render"); draw_stat(&rect, u++, v, col_label, sizeof(col_label)); sprintf(col_label, "Total (w/o cache)"); draw_stat(&rect, u++, v, col_label, sizeof(col_label)); v++; /* Engines rows */ char time_to_txt[16]; for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { u = 0; DrawEngineType *engine = link->data; ViewportEngineData *data = DRW_viewport_engine_data_get(engine); draw_stat(&rect, u++, v, engine->idname, sizeof(engine->idname)); cache_tot_time += data->cache_time; sprintf(time_to_txt, "%.2fms", data->cache_time); draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); init_tot_time += data->init_time; sprintf(time_to_txt, "%.2fms", data->init_time); draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); background_tot_time += data->background_time; sprintf(time_to_txt, "%.2fms", data->background_time); draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); render_tot_time += data->render_time; sprintf(time_to_txt, "%.2fms", data->render_time); draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); tot_time += data->init_time + data->background_time + data->render_time; sprintf(time_to_txt, "%.2fms", data->init_time + data->background_time + data->render_time); draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); v++; } /* Totals row */ u = 0; sprintf(col_label, "Sub Total"); draw_stat(&rect, u++, v, col_label, sizeof(col_label)); sprintf(time_to_txt, "%.2fms", cache_tot_time); draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); sprintf(time_to_txt, "%.2fms", init_tot_time); draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); sprintf(time_to_txt, "%.2fms", background_tot_time); draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); sprintf(time_to_txt, "%.2fms", render_tot_time); draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); sprintf(time_to_txt, "%.2fms", tot_time); draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt)); } /* Display GPU time for each passes */ static void DRW_debug_gpu_stats(void) { /* local coordinate visible rect inside region, to accomodate overlapping ui */ rcti rect; struct ARegion *ar = DST.draw_ctx.ar; ED_region_visible_rect(ar, &rect); UI_FontThemeColor(BLF_default(), TH_TEXT_HI); char time_to_txt[16]; char pass_name[MAX_PASS_NAME + 16]; int v = BLI_listbase_count(&DST.enabled_engines) + 3; GLuint64 tot_time = 0; if (G.debug_value > 666) { for (LinkData *link = DST.enabled_engines.first; link; link = link->next) { GLuint64 engine_time = 0; DrawEngineType *engine = link->data; ViewportEngineData *data = DRW_viewport_engine_data_get(engine); int vsta = v; draw_stat(&rect, 0, v, engine->idname, sizeof(engine->idname)); v++; for (int i = 0; i < engine->vedata_size->psl_len; ++i) { DRWPass *pass = data->psl->passes[i]; if (pass != NULL && pass->wasdrawn) { GLuint64 time; glGetQueryObjectui64v(pass->timer_queries[pass->front_idx], GL_QUERY_RESULT, &time); sprintf(pass_name, " |--> %s", pass->name); draw_stat(&rect, 0, v, pass_name, sizeof(pass_name)); sprintf(time_to_txt, "%.2fms", time / 1000000.0); engine_time += time; tot_time += time; draw_stat(&rect, 2, v++, time_to_txt, sizeof(time_to_txt)); pass->wasdrawn = false; } } /* engine total time */ sprintf(time_to_txt, "%.2fms", engine_time / 1000000.0); draw_stat(&rect, 2, vsta, time_to_txt, sizeof(time_to_txt)); v++; } sprintf(pass_name, "Total GPU time %.2fms (%.1f fps)", tot_time / 1000000.0, 1000000000.0 / tot_time); draw_stat(&rect, 0, v++, pass_name, sizeof(pass_name)); v++; } /* Memory Stats */ unsigned int tex_mem = GPU_texture_memory_usage_get(); unsigned int vbo_mem = VertexBuffer_get_memory_usage(); sprintf(pass_name, "GPU Memory"); draw_stat(&rect, 0, v, pass_name, sizeof(pass_name)); sprintf(pass_name, "%.2fMB", (float)(tex_mem + vbo_mem) / 1000000.0); draw_stat(&rect, 1, v++, pass_name, sizeof(pass_name)); sprintf(pass_name, " |--> Textures"); draw_stat(&rect, 0, v, pass_name, sizeof(pass_name)); sprintf(pass_name, "%.2fMB", (float)tex_mem / 1000000.0); draw_stat(&rect, 1, v++, pass_name, sizeof(pass_name)); sprintf(pass_name, " |--> Meshes"); draw_stat(&rect, 0, v, pass_name, sizeof(pass_name)); sprintf(pass_name, "%.2fMB", (float)vbo_mem / 1000000.0); draw_stat(&rect, 1, v++, pass_name, sizeof(pass_name)); } /* -------------------------------------------------------------------- */ /** \name Main Draw Loops (DRW_draw) * \{ */ /* Everything starts here. * This function takes care of calling all cache and rendering functions * for each relevant engine / mode engine. */ void DRW_draw_view(const bContext *C) { struct Depsgraph *graph = CTX_data_depsgraph(C); ARegion *ar = CTX_wm_region(C); View3D *v3d = CTX_wm_view3d(C); DRW_draw_render_loop_ex(graph, ar, v3d, C); } /** * Used for both regular and off-screen drawing. */ void DRW_draw_render_loop_ex( struct Depsgraph *graph, ARegion *ar, View3D *v3d, const bContext *evil_C) { Scene *scene = DEG_get_scene(graph); SceneLayer *sl = DEG_get_scene_layer(graph); RegionView3D *rv3d = ar->regiondata; /* Reset before using it. */ memset(&DST, 0x0, sizeof(DST)); DST.draw_ctx.evil_C = evil_C; bool cache_is_dirty; DST.viewport = rv3d->viewport; v3d->zbuf = true; /* Get list of enabled engines */ DRW_engines_enable(scene, sl, v3d); /* Setup viewport */ cache_is_dirty = GPU_viewport_cache_validate(DST.viewport, DRW_engines_get_hash()); DST.draw_ctx = (DRWContextState){ ar, rv3d, v3d, scene, sl, OBACT_NEW, /* reuse if caller sets */ DST.draw_ctx.evil_C, }; DRW_viewport_var_init(); /* Update ubos */ DRW_globals_update(); /* Init engines */ DRW_engines_init(); /* TODO : tag to refresh by the deps graph */ /* ideally only refresh when objects are added/removed */ /* or render properties / materials change */ if (cache_is_dirty) { DRW_engines_cache_init(); DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_ALL); { DRW_engines_cache_populate(ob); /* XXX find a better place for this. maybe Depsgraph? */ ob->deg_update_flag = 0; } DEG_OBJECT_ITER_END DRW_engines_cache_finish(); } /* Start Drawing */ DRW_state_reset(); DRW_engines_draw_background(); DRW_draw_callbacks_pre_scene(); if (DST.draw_ctx.evil_C) { ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW); } DRW_engines_draw_scene(); DRW_draw_callbacks_post_scene(); if (DST.draw_ctx.evil_C) { ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW); } DRW_state_reset(); DRW_engines_draw_text(); if (DST.draw_ctx.evil_C) { /* needed so manipulator isn't obscured */ glDisable(GL_DEPTH_TEST); DRW_draw_manipulator(); glEnable(GL_DEPTH_TEST); DRW_draw_region_info(); } if (G.debug_value > 20) { DRW_debug_cpu_stats(); DRW_debug_gpu_stats(); } DRW_state_reset(); DRW_engines_disable(); #ifdef DEBUG /* Avoid accidental reuse. */ memset(&DST, 0xFF, sizeof(DST)); #endif } void DRW_draw_render_loop( struct Depsgraph *graph, ARegion *ar, View3D *v3d) { DRW_draw_render_loop_ex(graph, ar, v3d, NULL); } void DRW_draw_render_loop_offscreen( struct Depsgraph *graph, ARegion *ar, View3D *v3d, GPUOffScreen *ofs) { RegionView3D *rv3d = ar->regiondata; /* backup */ void *backup_viewport = rv3d->viewport; { /* backup (_never_ use rv3d->viewport) */ rv3d->viewport = GPU_viewport_create_from_offscreen(ofs); } DST.draw_ctx.evil_C = NULL; DRW_draw_render_loop(graph, ar, v3d); /* restore */ { /* don't free data owned by 'ofs' */ GPU_viewport_clear_from_offscreen(rv3d->viewport); GPU_viewport_free(rv3d->viewport); MEM_freeN(rv3d->viewport); rv3d->viewport = backup_viewport; } /* we need to re-bind (annoying!) */ GPU_offscreen_bind(ofs, false); } /** * object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing). */ void DRW_draw_select_loop( struct Depsgraph *graph, ARegion *ar, View3D *v3d, bool UNUSED(use_obedit_skip), bool UNUSED(use_nearest), const rcti *rect) { Scene *scene = DEG_get_scene(graph); SceneLayer *sl = DEG_get_scene_layer(graph); #ifndef USE_GPU_SELECT UNUSED_VARS(vc, scene, sl, v3d, ar, rect); #else RegionView3D *rv3d = ar->regiondata; /* Reset before using it. */ memset(&DST, 0x0, sizeof(DST)); /* backup (_never_ use rv3d->viewport) */ void *backup_viewport = rv3d->viewport; rv3d->viewport = NULL; bool use_obedit = false; int obedit_mode = 0; if (scene->obedit && scene->obedit->type == OB_MBALL) { use_obedit = true; DRW_engines_cache_populate(scene->obedit); obedit_mode = CTX_MODE_EDIT_METABALL; } else if ((scene->obedit && scene->obedit->type == OB_ARMATURE)) { /* if not drawing sketch, draw bones */ // if (!BDR_drawSketchNames(vc)) { use_obedit = true; obedit_mode = CTX_MODE_EDIT_ARMATURE; } } struct GPUViewport *viewport = GPU_viewport_create(); GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)}); bool cache_is_dirty; DST.viewport = viewport; v3d->zbuf = true; DST.options.is_select = true; /* Get list of enabled engines */ if (use_obedit) { DRW_engines_enable_from_mode(obedit_mode); } else { DRW_engines_enable_basic(); DRW_engines_enable_from_object_mode(); } /* Setup viewport */ cache_is_dirty = true; /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */ DST.draw_ctx = (DRWContextState){ ar, rv3d, v3d, scene, sl, OBACT_NEW, (bContext *)NULL, }; DRW_viewport_var_init(); /* Update ubos */ DRW_globals_update(); /* Init engines */ DRW_engines_init(); /* TODO : tag to refresh by the deps graph */ /* ideally only refresh when objects are added/removed */ /* or render properties / materials change */ if (cache_is_dirty) { DRW_engines_cache_init(); if (use_obedit) { DRW_engines_cache_populate(scene->obedit); } else { DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_DUPLI) { if ((ob->base_flag & BASE_SELECTABLED) != 0) { DRW_select_load_id(ob->base_selection_color); DRW_engines_cache_populate(ob); } } DEG_OBJECT_ITER_END } DRW_engines_cache_finish(); } /* Start Drawing */ DRW_state_reset(); DRW_draw_callbacks_pre_scene(); DRW_engines_draw_scene(); DRW_draw_callbacks_post_scene(); DRW_state_reset(); DRW_engines_disable(); #ifdef DEBUG /* Avoid accidental reuse. */ memset(&DST, 0xFF, sizeof(DST)); #endif /* Cleanup for selection state */ GPU_viewport_free(viewport); MEM_freeN(viewport); /* restore */ rv3d->viewport = backup_viewport; #endif /* USE_GPU_SELECT */ } /** * object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing). */ void DRW_draw_depth_loop( Depsgraph *graph, ARegion *ar, View3D *v3d) { Scene *scene = DEG_get_scene(graph); SceneLayer *sl = DEG_get_scene_layer(graph); RegionView3D *rv3d = ar->regiondata; /* backup (_never_ use rv3d->viewport) */ void *backup_viewport = rv3d->viewport; rv3d->viewport = NULL; /* Reset before using it. */ memset(&DST, 0x0, sizeof(DST)); struct GPUViewport *viewport = GPU_viewport_create(); GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy}); bool cache_is_dirty; DST.viewport = viewport; v3d->zbuf = true; DST.options.is_depth = true; /* Get list of enabled engines */ { DRW_engines_enable_basic(); DRW_engines_enable_from_object_mode(); } /* Setup viewport */ cache_is_dirty = true; /* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */ DST.draw_ctx = (DRWContextState){ ar, rv3d, v3d, scene, sl, OBACT_NEW, (bContext *)NULL, }; DRW_viewport_var_init(); /* Update ubos */ DRW_globals_update(); /* Init engines */ DRW_engines_init(); /* TODO : tag to refresh by the deps graph */ /* ideally only refresh when objects are added/removed */ /* or render properties / materials change */ if (cache_is_dirty) { DRW_engines_cache_init(); DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_ALL) { DRW_engines_cache_populate(ob); } DEG_OBJECT_ITER_END DRW_engines_cache_finish(); } /* Start Drawing */ DRW_state_reset(); DRW_draw_callbacks_pre_scene(); DRW_engines_draw_scene(); DRW_draw_callbacks_post_scene(); DRW_state_reset(); DRW_engines_disable(); #ifdef DEBUG /* Avoid accidental reuse. */ memset(&DST, 0xFF, sizeof(DST)); #endif /* Cleanup for selection state */ GPU_viewport_free(viewport); MEM_freeN(viewport); /* restore */ rv3d->viewport = backup_viewport; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Draw Manager State (DRW_state) * \{ */ void DRW_state_dfdy_factors_get(float dfdyfac[2]) { GPU_get_dfdy_factors(dfdyfac); } /** * When false, drawing doesn't output to a pixel buffer * eg: Occlusion queries, or when we have setup a context to draw in already. */ bool DRW_state_is_fbo(void) { return (DST.default_framebuffer != NULL); } /** * For when engines need to know if this is drawing for selection or not. */ bool DRW_state_is_select(void) { return DST.options.is_select; } bool DRW_state_is_depth(void) { return DST.options.is_depth; } /** * Should text draw in this mode? */ bool DRW_state_show_text(void) { return (DST.options.is_select) == 0 && (DST.options.is_depth) == 0; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Context State (DRW_context_state) * \{ */ void DRW_context_state_init(const bContext *C, DRWContextState *r_draw_ctx) { r_draw_ctx->ar = CTX_wm_region(C); r_draw_ctx->rv3d = CTX_wm_region_view3d(C); r_draw_ctx->v3d = CTX_wm_view3d(C); r_draw_ctx->scene = CTX_data_scene(C); r_draw_ctx->sl = CTX_data_scene_layer(C); r_draw_ctx->obact = r_draw_ctx->sl->basact ? r_draw_ctx->sl->basact->object : NULL; /* grr, cant avoid! */ r_draw_ctx->evil_C = C; } const DRWContextState *DRW_context_state_get(void) { return &DST.draw_ctx; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Init/Exit (DRW_engines) * \{ */ void DRW_engine_register(DrawEngineType *draw_engine_type) { BLI_addtail(&DRW_engines, draw_engine_type); } void DRW_engines_register(void) { #ifdef WITH_CLAY_ENGINE RE_engines_register(NULL, &DRW_engine_viewport_clay_type); #endif RE_engines_register(NULL, &DRW_engine_viewport_eevee_type); DRW_engine_register(&draw_engine_object_type); DRW_engine_register(&draw_engine_edit_armature_type); DRW_engine_register(&draw_engine_edit_curve_type); DRW_engine_register(&draw_engine_edit_lattice_type); DRW_engine_register(&draw_engine_edit_mesh_type); DRW_engine_register(&draw_engine_edit_metaball_type); DRW_engine_register(&draw_engine_edit_surface_type); DRW_engine_register(&draw_engine_edit_text_type); DRW_engine_register(&draw_engine_paint_texture_type); DRW_engine_register(&draw_engine_paint_vertex_type); DRW_engine_register(&draw_engine_paint_weight_type); DRW_engine_register(&draw_engine_particle_type); DRW_engine_register(&draw_engine_pose_type); DRW_engine_register(&draw_engine_sculpt_type); /* setup callbacks */ { /* BKE: curve.c */ extern void *BKE_curve_batch_cache_dirty_cb; extern void *BKE_curve_batch_cache_free_cb; /* BKE: mesh.c */ extern void *BKE_mesh_batch_cache_dirty_cb; extern void *BKE_mesh_batch_cache_free_cb; /* BKE: lattice.c */ extern void *BKE_lattice_batch_cache_dirty_cb; extern void *BKE_lattice_batch_cache_free_cb; /* BKE: particle.c */ extern void *BKE_particle_batch_cache_dirty_cb; extern void *BKE_particle_batch_cache_free_cb; BKE_curve_batch_cache_dirty_cb = DRW_curve_batch_cache_dirty; BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free; BKE_mesh_batch_cache_dirty_cb = DRW_mesh_batch_cache_dirty; BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free; BKE_lattice_batch_cache_dirty_cb = DRW_lattice_batch_cache_dirty; BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free; BKE_particle_batch_cache_dirty_cb = DRW_particle_batch_cache_dirty; BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free; } } extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */ extern struct GPUTexture *globals_ramp; /* draw_common.c */ void DRW_engines_free(void) { DRW_shape_cache_free(); DrawEngineType *next; for (DrawEngineType *type = DRW_engines.first; type; type = next) { next = type->next; BLI_remlink(&R_engines, type); if (type->engine_free) { type->engine_free(); } } if (globals_ubo) GPU_uniformbuffer_free(globals_ubo); if (globals_ramp) GPU_texture_free(globals_ramp); #ifdef WITH_CLAY_ENGINE BLI_remlink(&R_engines, &DRW_engine_viewport_clay_type); #endif } /** \} */