/* * 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. * * The Original Code is Copyright (C) 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 GPU_INFO_SIZE 512 /* IMA_MAX_RENDER_TEXT */ #define GLA_PIXEL_OFS 0.375f typedef struct GPUViewport GPUViewport; struct GPUFrameBuffer; /* Contains memory pools information */ typedef struct ViewportMemoryPool { struct BLI_memblock *commands; struct BLI_memblock *commands_small; struct BLI_memblock *callbuffers; struct BLI_memblock *obmats; struct BLI_memblock *obinfos; struct BLI_memblock *cullstates; struct BLI_memblock *shgroups; struct BLI_memblock *uniforms; struct BLI_memblock *views; struct BLI_memblock *passes; struct BLI_memblock *images; struct GPUUniformBuffer **matrices_ubo; struct GPUUniformBuffer **obinfos_ubo; uint ubo_len; } ViewportMemoryPool; /* All FramebufferLists are just the same pointers with different names */ typedef struct FramebufferList { struct GPUFrameBuffer *framebuffers[0]; } FramebufferList; typedef struct TextureList { struct GPUTexture *textures[0]; } TextureList; typedef struct PassList { struct DRWPass *passes[0]; } PassList; typedef struct StorageList { void *storage[0]; /* custom structs from the engine */ } StorageList; typedef struct ViewportEngineData { void *engine_type; FramebufferList *fbl; TextureList *txl; PassList *psl; StorageList *stl; char info[GPU_INFO_SIZE]; TextureList *txl_stereo; StorageList *stl_stereo; /* we may want to put this elsewhere */ struct DRWTextStore *text_draw_cache; /* Profiling data */ double init_time; double render_time; double background_time; } ViewportEngineData; typedef struct ViewportEngineData_Info { int fbl_len; int txl_len; int psl_len; int stl_len; } ViewportEngineData_Info; 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); void GPU_viewport_draw_to_screen(GPUViewport *viewport, int view, const rcti *rect); void GPU_viewport_draw_to_screen_ex(GPUViewport *viewport, int view, const rcti *rect, bool display_colorspace); void GPU_viewport_free(GPUViewport *viewport); void GPU_viewport_colorspace_set(GPUViewport *viewport, ColorManagedViewSettings *view_settings, ColorManagedDisplaySettings *display_settings, float dither); void GPU_viewport_bind_from_offscreen(GPUViewport *viewport, struct GPUOffScreen *ofs); void GPU_viewport_unbind_from_offscreen(GPUViewport *viewport, struct GPUOffScreen *ofs, bool display_colorspace); ViewportMemoryPool *GPU_viewport_mempool_get(GPUViewport *viewport); struct DRWInstanceDataList *GPU_viewport_instance_data_list_get(GPUViewport *viewport); void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type); void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_type); void *GPU_viewport_framebuffer_list_get(GPUViewport *viewport); void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo_format); void *GPU_viewport_texture_list_get(GPUViewport *viewport); void GPU_viewport_size_get(const GPUViewport *viewport, int size[2]); void GPU_viewport_size_set(GPUViewport *viewport, const int size[2]); void GPU_viewport_active_view_set(GPUViewport *viewport, int view); /* Profiling */ double *GPU_viewport_cache_time_get(GPUViewport *viewport); void GPU_viewport_tag_update(GPUViewport *viewport); bool GPU_viewport_do_update(GPUViewport *viewport); GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport, int view); /* Texture pool */ GPUTexture *GPU_viewport_texture_pool_query( GPUViewport *viewport, void *engine, int width, int height, int format); bool GPU_viewport_engines_data_validate(GPUViewport *viewport, void **engine_handle_array); void GPU_viewport_cache_release(GPUViewport *viewport); struct GPUFrameBuffer *GPU_viewport_framebuffer_default_get(GPUViewport *viewport); struct GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport); #ifdef __cplusplus } #endif