/* * 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) 2007 Blender Foundation. * All rights reserved. */ /** \file * \ingroup wm * * Handle OpenGL buffers for windowing, also paint cursor. */ #include #include #include "DNA_camera_types.h" #include "DNA_listBase.h" #include "DNA_object_types.h" #include "DNA_screen_types.h" #include "DNA_userdef_types.h" #include "DNA_view3d_types.h" #include "DNA_windowmanager_types.h" #include "MEM_guardedalloc.h" #include "BLI_blenlib.h" #include "BLI_utildefines.h" #include "BKE_context.h" #include "BKE_image.h" #include "BKE_main.h" #include "BKE_scene.h" #include "BKE_screen.h" #include "GHOST_C-api.h" #include "ED_node.h" #include "ED_screen.h" #include "ED_view3d.h" #include "GPU_context.h" #include "GPU_framebuffer.h" #include "GPU_immediate.h" #include "GPU_state.h" #include "GPU_texture.h" #include "GPU_viewport.h" #include "RE_engine.h" #include "WM_api.h" #include "WM_toolsystem.h" #include "WM_types.h" #include "wm.h" #include "wm_draw.h" #include "wm_event_system.h" #include "wm_surface.h" #include "wm_window.h" #include "UI_resources.h" #ifdef WITH_OPENSUBDIV # include "BKE_subsurf.h" #endif /* -------------------------------------------------------------------- */ /** \name Draw Paint Cursor * \{ */ static void wm_paintcursor_draw(bContext *C, ScrArea *area, ARegion *region) { wmWindowManager *wm = CTX_wm_manager(C); wmWindow *win = CTX_wm_window(C); bScreen *screen = WM_window_get_active_screen(win); wmPaintCursor *pc; /* Don't draw paint cursors with locked interface. Painting is not possible * then, and cursor drawing can use scene data that another thread may be * modifying. */ if (wm->is_interface_locked) { return; } if (region->visible && region == screen->active_region) { for (pc = wm->paintcursors.first; pc; pc = pc->next) { if ((pc->space_type != SPACE_TYPE_ANY) && (area->spacetype != pc->space_type)) { continue; } if ((pc->region_type != RGN_TYPE_ANY) && (region->regiontype != pc->region_type)) { continue; } if (pc->poll == NULL || pc->poll(C)) { /* Prevent drawing outside region. */ GPU_scissor_test(true); GPU_scissor(region->winrct.xmin, region->winrct.ymin, BLI_rcti_size_x(®ion->winrct) + 1, BLI_rcti_size_y(®ion->winrct) + 1); if (ELEM(win->grabcursor, GHOST_kGrabWrap, GHOST_kGrabHide)) { int x = 0, y = 0; wm_get_cursor_position(win, &x, &y); pc->draw(C, x, y, pc->customdata); } else { pc->draw(C, win->eventstate->x, win->eventstate->y, pc->customdata); } GPU_scissor_test(false); } } } } /** \} */ /* -------------------------------------------------------------------- */ /** \name Post Draw Region on display handlers * \{ */ static void wm_region_draw_overlay(bContext *C, ScrArea *area, ARegion *region) { wmWindow *win = CTX_wm_window(C); wmViewport(®ion->winrct); UI_SetTheme(area->spacetype, region->regiontype); region->type->draw_overlay(C, region); wmWindowViewport(win); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Internal Utilities * \{ */ static bool wm_draw_region_stereo_set(Main *bmain, ScrArea *area, ARegion *region, eStereoViews sview) { /* We could detect better when stereo is actually needed, by inspecting the * image in the image editor and sequencer. */ if (!ELEM(region->regiontype, RGN_TYPE_WINDOW, RGN_TYPE_PREVIEW)) { return false; } switch (area->spacetype) { case SPACE_IMAGE: { if (region->regiontype == RGN_TYPE_WINDOW) { SpaceImage *sima = area->spacedata.first; sima->iuser.multiview_eye = sview; return true; } break; } case SPACE_VIEW3D: { if (region->regiontype == RGN_TYPE_WINDOW) { View3D *v3d = area->spacedata.first; if (v3d->camera && v3d->camera->type == OB_CAMERA) { RegionView3D *rv3d = region->regiondata; RenderEngine *engine = rv3d->render_engine; if (engine && !(engine->type->flag & RE_USE_STEREO_VIEWPORT)) { return false; } Camera *cam = v3d->camera->data; CameraBGImage *bgpic = cam->bg_images.first; v3d->multiview_eye = sview; if (bgpic) { bgpic->iuser.multiview_eye = sview; } return true; } } break; } case SPACE_NODE: { if (region->regiontype == RGN_TYPE_WINDOW) { SpaceNode *snode = area->spacedata.first; if ((snode->flag & SNODE_BACKDRAW) && ED_node_is_compositor(snode)) { Image *ima = BKE_image_ensure_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node"); ima->eye = sview; return true; } } break; } case SPACE_SEQ: { SpaceSeq *sseq = area->spacedata.first; sseq->multiview_eye = sview; if (region->regiontype == RGN_TYPE_PREVIEW) { return true; } if (region->regiontype == RGN_TYPE_WINDOW) { return (sseq->draw_flag & SEQ_DRAW_BACKDROP) != 0; } } } return false; } static void wm_area_mark_invalid_backbuf(ScrArea *area) { if (area->spacetype == SPACE_VIEW3D) { ((View3D *)area->spacedata.first)->flag |= V3D_INVALID_BACKBUF; } } static void wm_region_test_gizmo_do_draw(bContext *C, ScrArea *area, ARegion *region, bool tag_redraw) { if (region->gizmo_map == NULL) { return; } wmGizmoMap *gzmap = region->gizmo_map; LISTBASE_FOREACH (wmGizmoGroup *, gzgroup, WM_gizmomap_group_list(gzmap)) { if (tag_redraw && (gzgroup->type->flag & WM_GIZMOGROUPTYPE_VR_REDRAWS)) { ScrArea *ctx_area = CTX_wm_area(C); ARegion *ctx_region = CTX_wm_region(C); CTX_wm_area_set(C, area); CTX_wm_region_set(C, region); if (WM_gizmo_group_type_poll(C, gzgroup->type)) { ED_region_tag_redraw_editor_overlays(region); } /* Reset. */ CTX_wm_area_set(C, ctx_area); CTX_wm_region_set(C, ctx_region); } LISTBASE_FOREACH (wmGizmo *, gz, &gzgroup->gizmos) { if (gz->do_draw) { if (tag_redraw) { ED_region_tag_redraw_editor_overlays(region); } gz->do_draw = false; } } } } static void wm_region_test_render_do_draw(const Scene *scene, struct Depsgraph *depsgraph, ScrArea *area, ARegion *region) { /* tag region for redraw from render engine preview running inside of it */ if (area->spacetype == SPACE_VIEW3D && region->regiontype == RGN_TYPE_WINDOW) { RegionView3D *rv3d = region->regiondata; RenderEngine *engine = rv3d->render_engine; GPUViewport *viewport = WM_draw_region_get_viewport(region); if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) { View3D *v3d = area->spacedata.first; rcti border_rect; /* do partial redraw when possible */ if (ED_view3d_calc_render_border(scene, depsgraph, v3d, region, &border_rect)) { ED_region_tag_redraw_partial(region, &border_rect, false); } else { ED_region_tag_redraw_no_rebuild(region); } engine->flag &= ~RE_ENGINE_DO_DRAW; } else if (viewport && GPU_viewport_do_update(viewport)) { ED_region_tag_redraw_no_rebuild(region); } } } #ifdef WITH_XR_OPENXR static void wm_region_test_xr_do_draw(const wmWindowManager *wm, const ScrArea *area, ARegion *region) { if ((area->spacetype == SPACE_VIEW3D) && (region->regiontype == RGN_TYPE_WINDOW)) { if (ED_view3d_is_region_xr_mirror_active(wm, area->spacedata.first, region)) { ED_region_tag_redraw_no_rebuild(region); } } } #endif static bool wm_region_use_viewport_by_type(short space_type, short region_type) { return (ELEM(space_type, SPACE_VIEW3D, SPACE_IMAGE) && region_type == RGN_TYPE_WINDOW); } bool WM_region_use_viewport(ScrArea *area, ARegion *region) { return wm_region_use_viewport_by_type(area->spacetype, region->regiontype); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Window Drawing (Draw All) * * Reference method, draw all each time. * \{ */ typedef struct WindowDrawCB { struct WindowDrawCB *next, *prev; void (*draw)(const struct wmWindow *, void *); void *customdata; } WindowDrawCB; void *WM_draw_cb_activate(wmWindow *win, void (*draw)(const struct wmWindow *, void *), void *customdata) { WindowDrawCB *wdc = MEM_callocN(sizeof(*wdc), "WindowDrawCB"); BLI_addtail(&win->drawcalls, wdc); wdc->draw = draw; wdc->customdata = customdata; return wdc; } void WM_draw_cb_exit(wmWindow *win, void *handle) { LISTBASE_FOREACH (WindowDrawCB *, wdc, &win->drawcalls) { if (wdc == (WindowDrawCB *)handle) { BLI_remlink(&win->drawcalls, wdc); MEM_freeN(wdc); return; } } } static void wm_draw_callbacks(wmWindow *win) { LISTBASE_FOREACH (WindowDrawCB *, wdc, &win->drawcalls) { wdc->draw(win, wdc->customdata); } } /** \} */ /* -------------------------------------------------------------------- */ /** \name Region Drawing * * Each region draws into its own frame-buffer, which is then blit on the * window draw buffer. This helps with fast redrawing if only some regions * change. It also means we can share a single context for multiple windows, * so that for example VAOs can be shared between windows. * \{ */ static void wm_draw_region_buffer_free(ARegion *region) { if (region->draw_buffer) { if (region->draw_buffer->viewport) { GPU_viewport_free(region->draw_buffer->viewport); } if (region->draw_buffer->offscreen) { GPU_offscreen_free(region->draw_buffer->offscreen); } MEM_freeN(region->draw_buffer); region->draw_buffer = NULL; } } static void wm_draw_offscreen_texture_parameters(GPUOffScreen *offscreen) { /* Setup offscreen color texture for drawing. */ GPUTexture *texture = GPU_offscreen_color_texture(offscreen); /* We don't support multisample textures here. */ BLI_assert(GPU_texture_target(texture) == GL_TEXTURE_2D); /* No mipmaps or filtering. */ GPU_texture_mipmap_mode(texture, false, false); } static void wm_draw_region_buffer_create(ARegion *region, bool stereo, bool use_viewport) { if (region->draw_buffer) { if (region->draw_buffer->stereo != stereo) { /* Free draw buffer on stereo changes. */ wm_draw_region_buffer_free(region); } else { /* Free offscreen buffer on size changes. Viewport auto resizes. */ GPUOffScreen *offscreen = region->draw_buffer->offscreen; if (offscreen && (GPU_offscreen_width(offscreen) != region->winx || GPU_offscreen_height(offscreen) != region->winy)) { wm_draw_region_buffer_free(region); } } } if (!region->draw_buffer) { if (use_viewport) { /* Allocate viewport which includes an offscreen buffer with depth * multisample, etc. */ region->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer"); region->draw_buffer->viewport = stereo ? GPU_viewport_stereo_create() : GPU_viewport_create(); } else { /* Allocate offscreen buffer if it does not exist. This one has no * depth or multisample buffers. 3D view creates own buffers with * the data it needs. */ GPUOffScreen *offscreen = GPU_offscreen_create( region->winx, region->winy, false, false, NULL); if (!offscreen) { return; } wm_draw_offscreen_texture_parameters(offscreen); region->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer"); region->draw_buffer->offscreen = offscreen; } region->draw_buffer->bound_view = -1; region->draw_buffer->stereo = stereo; } } static void wm_draw_region_bind(ARegion *region, int view) { if (!region->draw_buffer) { return; } if (region->draw_buffer->viewport) { GPU_viewport_bind(region->draw_buffer->viewport, view, ®ion->winrct); } else { GPU_offscreen_bind(region->draw_buffer->offscreen, false); /* For now scissor is expected by region drawing, we could disable it * and do the enable/disable in the specific cases that setup scissor. */ GPU_scissor_test(true); GPU_scissor(0, 0, region->winx, region->winy); } region->draw_buffer->bound_view = view; } static void wm_draw_region_unbind(ARegion *region) { if (!region->draw_buffer) { return; } region->draw_buffer->bound_view = -1; if (region->draw_buffer->viewport) { GPU_viewport_unbind(region->draw_buffer->viewport); } else { GPU_scissor_test(false); GPU_offscreen_unbind(region->draw_buffer->offscreen, false); } } static void wm_draw_region_blit(ARegion *region, int view) { if (!region->draw_buffer) { return; } if (view == -1) { /* Non-stereo drawing. */ view = 0; } else if (view > 0) { if (region->draw_buffer->viewport == NULL) { /* Region does not need stereo or failed to allocate stereo buffers. */ view = 0; } } if (region->draw_buffer->viewport) { GPU_viewport_draw_to_screen(region->draw_buffer->viewport, view, ®ion->winrct); } else { GPU_offscreen_draw_to_screen( region->draw_buffer->offscreen, region->winrct.xmin, region->winrct.ymin); } } GPUTexture *wm_draw_region_texture(ARegion *region, int view) { if (!region->draw_buffer) { return NULL; } GPUViewport *viewport = region->draw_buffer->viewport; if (viewport) { return GPU_viewport_color_texture(viewport, view); } return GPU_offscreen_color_texture(region->draw_buffer->offscreen); } void wm_draw_region_blend(ARegion *region, int view, bool blend) { if (!region->draw_buffer) { return; } /* Alpha is always 1, except when blend timer is running. */ float alpha = ED_region_blend_alpha(region); if (alpha <= 0.0f) { return; } if (!blend) { alpha = 1.0f; } /* wmOrtho for the screen has this same offset */ const float halfx = GLA_PIXEL_OFS / (BLI_rcti_size_x(®ion->winrct) + 1); const float halfy = GLA_PIXEL_OFS / (BLI_rcti_size_y(®ion->winrct) + 1); rcti rect_geo = region->winrct; rect_geo.xmax += 1; rect_geo.ymax += 1; rctf rect_tex; rect_tex.xmin = halfx; rect_tex.ymin = halfy; rect_tex.xmax = 1.0f + halfx; rect_tex.ymax = 1.0f + halfy; float alpha_easing = 1.0f - alpha; alpha_easing = 1.0f - alpha_easing * alpha_easing; /* Slide vertical panels */ float ofs_x = BLI_rcti_size_x(®ion->winrct) * (1.0f - alpha_easing); if (RGN_ALIGN_ENUM_FROM_MASK(region->alignment) == RGN_ALIGN_RIGHT) { rect_geo.xmin += ofs_x; rect_tex.xmax *= alpha_easing; alpha = 1.0f; } else if (RGN_ALIGN_ENUM_FROM_MASK(region->alignment) == RGN_ALIGN_LEFT) { rect_geo.xmax -= ofs_x; rect_tex.xmin += 1.0f - alpha_easing; alpha = 1.0f; } /* Not the same layout as rectf/recti. */ const float rectt[4] = {rect_tex.xmin, rect_tex.ymin, rect_tex.xmax, rect_tex.ymax}; const float rectg[4] = {rect_geo.xmin, rect_geo.ymin, rect_geo.xmax, rect_geo.ymax}; if (blend) { /* GL_ONE because regions drawn offscreen have premultiplied alpha. */ GPU_blend_set_func(GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA); GPU_blend(true); } /* setup actual texture */ GPUTexture *texture = wm_draw_region_texture(region, view); GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR); GPU_shader_bind(shader); int color_loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR); int rect_tex_loc = GPU_shader_get_uniform(shader, "rect_icon"); int rect_geo_loc = GPU_shader_get_uniform(shader, "rect_geom"); int texture_bind_loc = GPU_shader_get_texture_binding(shader, "image"); GPU_texture_bind(texture, texture_bind_loc); GPU_shader_uniform_vector(shader, rect_tex_loc, 4, 1, rectt); GPU_shader_uniform_vector(shader, rect_geo_loc, 4, 1, rectg); GPU_shader_uniform_vector(shader, color_loc, 4, 1, (const float[4]){1, 1, 1, 1}); GPU_draw_primitive(GPU_PRIM_TRI_STRIP, 4); GPU_texture_unbind(texture); if (blend) { GPU_blend_set_func(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA); GPU_blend(false); } } GPUViewport *WM_draw_region_get_viewport(ARegion *region) { if (!region->draw_buffer) { return NULL; } GPUViewport *viewport = region->draw_buffer->viewport; return viewport; } GPUViewport *WM_draw_region_get_bound_viewport(ARegion *region) { if (!region->draw_buffer || region->draw_buffer->bound_view == -1) { return NULL; } GPUViewport *viewport = region->draw_buffer->viewport; return viewport; } static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo) { Main *bmain = CTX_data_main(C); wmWindowManager *wm = CTX_wm_manager(C); bScreen *screen = WM_window_get_active_screen(win); /* Draw screen areas into own frame buffer. */ ED_screen_areas_iter (win, screen, area) { CTX_wm_area_set(C, area); /* Compute UI layouts for dynamically size regions. */ LISTBASE_FOREACH (ARegion *, region, &area->regionbase) { /* Dynamic region may have been flagged as too small because their size on init is 0. * ARegion.visible is false then, as expected. The layout should still be created then, so * the region size can be updated (it may turn out to be not too small then). */ const bool ignore_visibility = (region->flag & RGN_FLAG_DYNAMIC_SIZE) && (region->flag & RGN_FLAG_TOO_SMALL) && !(region->flag & RGN_FLAG_HIDDEN); if ((region->visible || ignore_visibility) && region->do_draw && region->type && region->type->layout) { CTX_wm_region_set(C, region); ED_region_do_layout(C, region); CTX_wm_region_set(C, NULL); } } ED_area_update_region_sizes(wm, win, area); if (area->flag & AREA_FLAG_ACTIVE_TOOL_UPDATE) { if ((1 << area->spacetype) & WM_TOOLSYSTEM_SPACE_MASK) { WM_toolsystem_update_from_context(C, CTX_wm_workspace(C), CTX_data_view_layer(C), area); } area->flag &= ~AREA_FLAG_ACTIVE_TOOL_UPDATE; } /* Then do actual drawing of regions. */ LISTBASE_FOREACH (ARegion *, region, &area->regionbase) { if (region->visible && region->do_draw) { CTX_wm_region_set(C, region); bool use_viewport = WM_region_use_viewport(area, region); if (stereo && wm_draw_region_stereo_set(bmain, area, region, STEREO_LEFT_ID)) { wm_draw_region_buffer_create(region, true, use_viewport); for (int view = 0; view < 2; view++) { eStereoViews sview; if (view == 0) { sview = STEREO_LEFT_ID; } else { sview = STEREO_RIGHT_ID; wm_draw_region_stereo_set(bmain, area, region, sview); } wm_draw_region_bind(region, view); ED_region_do_draw(C, region); wm_draw_region_unbind(region); } if (use_viewport) { GPUViewport *viewport = region->draw_buffer->viewport; GPU_viewport_stereo_composite(viewport, win->stereo3d_format); } } else { wm_draw_region_buffer_create(region, false, use_viewport); wm_draw_region_bind(region, 0); ED_region_do_draw(C, region); wm_draw_region_unbind(region); } region->do_draw = false; CTX_wm_region_set(C, NULL); } } wm_area_mark_invalid_backbuf(area); CTX_wm_area_set(C, NULL); } /* Draw menus into their own framebuffer. */ LISTBASE_FOREACH (ARegion *, region, &screen->regionbase) { if (region->visible) { CTX_wm_menu_set(C, region); if (region->type && region->type->layout) { /* UI code reads the OpenGL state, but we have to refresh * the UI layout beforehand in case the menu size changes. */ wmViewport(®ion->winrct); region->type->layout(C, region); } wm_draw_region_buffer_create(region, false, false); wm_draw_region_bind(region, 0); GPU_clear_color(0, 0, 0, 0); GPU_clear(GPU_COLOR_BIT); ED_region_do_draw(C, region); wm_draw_region_unbind(region); region->do_draw = false; CTX_wm_menu_set(C, NULL); } } } static void wm_draw_window_onscreen(bContext *C, wmWindow *win, int view) { wmWindowManager *wm = CTX_wm_manager(C); bScreen *screen = WM_window_get_active_screen(win); /* Draw into the window framebuffer, in full window coordinates. */ wmWindowViewport(win); /* We draw on all pixels of the windows so we don't need to clear them before. * Actually this is only a problem when resizing the window. * If it becomes a problem we should clear only when window size changes. */ #if 0 GPU_clear_color(0, 0, 0, 0); GPU_clear(GPU_COLOR_BIT); #endif /* Blit non-overlapping area regions. */ ED_screen_areas_iter (win, screen, area) { LISTBASE_FOREACH (ARegion *, region, &area->regionbase) { if (region->visible && region->overlap == false) { /* Blit from offscreen buffer. */ wm_draw_region_blit(region, view); } } } /* Draw overlays and paint cursors. */ ED_screen_areas_iter (win, screen, area) { LISTBASE_FOREACH (ARegion *, region, &area->regionbase) { if (region->visible) { const bool do_paint_cursor = (wm->paintcursors.first && region == screen->active_region); const bool do_draw_overlay = (region->type && region->type->draw_overlay); if (!(do_paint_cursor || do_draw_overlay)) { continue; } CTX_wm_area_set(C, area); CTX_wm_region_set(C, region); if (do_draw_overlay) { wm_region_draw_overlay(C, area, region); } if (do_paint_cursor) { wm_paintcursor_draw(C, area, region); } CTX_wm_region_set(C, NULL); CTX_wm_area_set(C, NULL); } } } wmWindowViewport(win); /* Blend in overlapping area regions */ ED_screen_areas_iter (win, screen, area) { LISTBASE_FOREACH (ARegion *, region, &area->regionbase) { if (region->visible && region->overlap) { wm_draw_region_blend(region, 0, true); } } } /* After area regions so we can do area 'overlay' drawing. */ ED_screen_draw_edges(win); wm_draw_callbacks(win); /* Blend in floating regions (menus). */ LISTBASE_FOREACH (ARegion *, region, &screen->regionbase) { if (region->visible) { wm_draw_region_blend(region, 0, true); } } /* always draw, not only when screen tagged */ if (win->gesture.first) { wm_gesture_draw(win); } /* needs pixel coords in screen */ if (wm->drags.first) { wm_drags_draw(C, win, NULL); } } static void wm_draw_window(bContext *C, wmWindow *win) { bScreen *screen = WM_window_get_active_screen(win); bool stereo = WM_stereo3d_enabled(win, false); /* Draw area regions into their own framebuffer. This way we can redraw * the areas that need it, and blit the rest from existing framebuffers. */ wm_draw_window_offscreen(C, win, stereo); /* Now we draw into the window framebuffer, in full window coordinates. */ if (!stereo) { /* Regular mono drawing. */ wm_draw_window_onscreen(C, win, -1); } else if (win->stereo3d_format->display_mode == S3D_DISPLAY_PAGEFLIP) { /* For pageflip we simply draw to both back buffers. */ GPU_backbuffer_bind(GPU_BACKBUFFER_LEFT); wm_draw_window_onscreen(C, win, 0); GPU_backbuffer_bind(GPU_BACKBUFFER_RIGHT); wm_draw_window_onscreen(C, win, 1); GPU_backbuffer_bind(GPU_BACKBUFFER); } else if (ELEM(win->stereo3d_format->display_mode, S3D_DISPLAY_ANAGLYPH, S3D_DISPLAY_INTERLACE)) { /* For anaglyph and interlace, we draw individual regions with * stereo framebuffers using different shaders. */ wm_draw_window_onscreen(C, win, -1); } else { /* For side-by-side and top-bottom, we need to render each view to an * an offscreen texture and then draw it. This used to happen for all * stereo methods, but it's less efficient than drawing directly. */ const int width = WM_window_pixels_x(win); const int height = WM_window_pixels_y(win); GPUOffScreen *offscreen = GPU_offscreen_create(width, height, false, false, NULL); if (offscreen) { GPUTexture *texture = GPU_offscreen_color_texture(offscreen); wm_draw_offscreen_texture_parameters(offscreen); for (int view = 0; view < 2; view++) { /* Draw view into offscreen buffer. */ GPU_offscreen_bind(offscreen, false); wm_draw_window_onscreen(C, win, view); GPU_offscreen_unbind(offscreen, false); /* Draw offscreen buffer to screen. */ GPU_texture_bind(texture, 0); wmWindowViewport(win); if (win->stereo3d_format->display_mode == S3D_DISPLAY_SIDEBYSIDE) { wm_stereo3d_draw_sidebyside(win, view); } else { wm_stereo3d_draw_topbottom(win, view); } GPU_texture_unbind(texture); } GPU_offscreen_free(offscreen); } else { /* Still draw something in case of allocation failure. */ wm_draw_window_onscreen(C, win, 0); } } screen->do_draw = false; } /** * Draw offscreen contexts not bound to a specific window. */ static void wm_draw_surface(bContext *C, wmSurface *surface) { wm_window_clear_drawable(CTX_wm_manager(C)); wm_surface_make_drawable(surface); surface->draw(C); /* Avoid interference with window drawable */ wm_surface_clear_drawable(); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Main Update Call * \{ */ /* quick test to prevent changing window drawable */ static bool wm_draw_update_test_window(Main *bmain, bContext *C, wmWindow *win) { const wmWindowManager *wm = CTX_wm_manager(C); Scene *scene = WM_window_get_active_scene(win); ViewLayer *view_layer = WM_window_get_active_view_layer(win); struct Depsgraph *depsgraph = BKE_scene_get_depsgraph(bmain, scene, view_layer, true); bScreen *screen = WM_window_get_active_screen(win); ARegion *region; bool do_draw = false; for (region = screen->regionbase.first; region; region = region->next) { if (region->do_draw_paintcursor) { screen->do_draw_paintcursor = true; region->do_draw_paintcursor = false; } if (region->visible && region->do_draw) { do_draw = true; } } ED_screen_areas_iter (win, screen, area) { for (region = area->regionbase.first; region; region = region->next) { wm_region_test_gizmo_do_draw(C, area, region, true); wm_region_test_render_do_draw(scene, depsgraph, area, region); #ifdef WITH_XR_OPENXR wm_region_test_xr_do_draw(wm, area, region); #endif if (region->visible && region->do_draw) { do_draw = true; } } } if (do_draw) { return true; } if (screen->do_refresh) { return true; } if (screen->do_draw) { return true; } if (screen->do_draw_gesture) { return true; } if (screen->do_draw_paintcursor) { return true; } if (screen->do_draw_drag) { return true; } #ifndef WITH_XR_OPENXR UNUSED_VARS(wm); #endif return false; } /* Clear drawing flags, after drawing is complete so any draw flags set during * drawing don't cause any additional redraws. */ static void wm_draw_update_clear_window(bContext *C, wmWindow *win) { bScreen *screen = WM_window_get_active_screen(win); ED_screen_areas_iter (win, screen, area) { LISTBASE_FOREACH (ARegion *, region, &area->regionbase) { wm_region_test_gizmo_do_draw(C, area, region, false); } } screen->do_draw_gesture = false; screen->do_draw_paintcursor = false; screen->do_draw_drag = false; } void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion *UNUSED(region)) { if (win) { bScreen *screen = WM_window_get_active_screen(win); screen->do_draw_paintcursor = true; } } void wm_draw_update(bContext *C) { Main *bmain = CTX_data_main(C); wmWindowManager *wm = CTX_wm_manager(C); wmWindow *win; GPU_context_main_lock(); BKE_image_free_unused_gpu_textures(); for (win = wm->windows.first; win; win = win->next) { #ifdef WIN32 GHOST_TWindowState state = GHOST_GetWindowState(win->ghostwin); if (state == GHOST_kWindowStateMinimized) { /* do not update minimized windows, gives issues on Intel (see T33223) * and AMD (see T50856). it seems logical to skip update for invisible * window anyway. */ continue; } #endif CTX_wm_window_set(C, win); if (wm_draw_update_test_window(bmain, C, win)) { bScreen *screen = WM_window_get_active_screen(win); /* sets context window+screen */ wm_window_make_drawable(wm, win); /* notifiers for screen redraw */ ED_screen_ensure_updated(wm, win, screen); wm_draw_window(C, win); wm_draw_update_clear_window(C, win); wm_window_swap_buffers(win); } } CTX_wm_window_set(C, NULL); /* Draw non-windows (surfaces) */ wm_surfaces_iter(C, wm_draw_surface); GPU_context_main_unlock(); } void wm_draw_region_clear(wmWindow *win, ARegion *UNUSED(region)) { bScreen *screen = WM_window_get_active_screen(win); screen->do_draw = true; } void WM_draw_region_free(ARegion *region, bool hide) { wm_draw_region_buffer_free(region); if (hide) { region->visible = 0; } } void wm_draw_region_test(bContext *C, ScrArea *area, ARegion *region) { /* Function for redraw timer benchmark. */ bool use_viewport = WM_region_use_viewport(area, region); wm_draw_region_buffer_create(region, false, use_viewport); wm_draw_region_bind(region, 0); ED_region_do_draw(C, region); wm_draw_region_unbind(region); region->do_draw = false; } void WM_redraw_windows(bContext *C) { wmWindow *win_prev = CTX_wm_window(C); ScrArea *area_prev = CTX_wm_area(C); ARegion *region_prev = CTX_wm_region(C); wm_draw_update(C); CTX_wm_window_set(C, win_prev); CTX_wm_area_set(C, area_prev); CTX_wm_region_set(C, region_prev); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Region Viewport Drawing * * This is needed for viewport drawing for operator use * (where the viewport may not have drawn yet). * * Otherwise avoid using these sine they're exposing low level logic externally. * * \{ */ void WM_draw_region_viewport_ensure(ARegion *region, short space_type) { bool use_viewport = wm_region_use_viewport_by_type(space_type, region->regiontype); wm_draw_region_buffer_create(region, false, use_viewport); } void WM_draw_region_viewport_bind(ARegion *region) { wm_draw_region_bind(region, 0); } void WM_draw_region_viewport_unbind(ARegion *region) { wm_draw_region_unbind(region); } /** \} */