/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2005 Blender Foundation. All rights reserved. */ /** \file * \ingroup gpu */ #pragma once #include #include "DNA_scene_types.h" #include "DNA_vec_types.h" #include "GPU_framebuffer.h" #include "GPU_texture.h" #ifdef __cplusplus extern "C" { #endif #define GLA_PIXEL_OFS 0.375f typedef struct GHash GHash; typedef struct GPUViewport GPUViewport; struct DRWData; struct DefaultFramebufferList; struct DefaultTextureList; struct GPUFrameBuffer; GPUViewport *GPU_viewport_create(void); GPUViewport *GPU_viewport_stereo_create(void); void GPU_viewport_bind(GPUViewport *viewport, int view, const rcti *rect); void GPU_viewport_unbind(GPUViewport *viewport); /** * Merge and draw the buffers of \a viewport into the currently active framebuffer, performing * color transform to display space. * * \param rect: Coordinates to draw into. By swapping min and max values, drawing can be done * with inversed axis coordinates (upside down or sideways). */ void GPU_viewport_draw_to_screen(GPUViewport *viewport, int view, const rcti *rect); /** * Version of #GPU_viewport_draw_to_screen() that lets caller decide if display colorspace * transform should be performed. */ void GPU_viewport_draw_to_screen_ex(GPUViewport *viewport, int view, const rcti *rect, bool display_colorspace, bool do_overlay_merge); /** * Must be executed inside Draw-manager OpenGL Context. */ void GPU_viewport_free(GPUViewport *viewport); void GPU_viewport_colorspace_set(GPUViewport *viewport, ColorManagedViewSettings *view_settings, const ColorManagedDisplaySettings *display_settings, float dither); /** * Should be called from DRW after DRW_opengl_context_enable. */ void GPU_viewport_bind_from_offscreen(GPUViewport *viewport, struct GPUOffScreen *ofs, bool is_xr_surface); /** * Clear vars assigned from offscreen, so we don't free data owned by `GPUOffScreen`. */ void GPU_viewport_unbind_from_offscreen(GPUViewport *viewport, struct GPUOffScreen *ofs, bool display_colorspace, bool do_overlay_merge); struct DRWData **GPU_viewport_data_get(GPUViewport *viewport); /** * Merge the stereo textures. `color` and `overlay` texture will be modified. */ void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo_format); void GPU_viewport_tag_update(GPUViewport *viewport); bool GPU_viewport_do_update(GPUViewport *viewport); int GPU_viewport_active_view_get(GPUViewport *viewport); bool GPU_viewport_is_stereo_get(GPUViewport *viewport); GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport, int view); GPUTexture *GPU_viewport_overlay_texture(GPUViewport *viewport, int view); GPUTexture *GPU_viewport_depth_texture(GPUViewport *viewport); /** * Overlay frame-buffer for drawing outside of DRW module. */ GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport); #ifdef __cplusplus } #endif