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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation. */
/** \file
* \ingroup draw_engine
*/
#pragma once
#include "image_batches.hh"
#include "image_partial_updater.hh"
#include "image_private.hh"
#include "image_shader_params.hh"
#include "image_texture_info.hh"
#include "image_wrappers.hh"
#include "DRW_render.h"
/**
* \brief max allowed textures to use by the ScreenSpaceDrawingMode.
*
* 4 textures are used to reduce uploading screen space textures when translating the image.
*/
constexpr int SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN = 4;
struct IMAGE_InstanceData {
struct Image *image;
PartialImageUpdater partial_update;
struct DRWView *view;
ShaderParameters sh_params;
struct {
/**
* \brief should we perform tiled drawing (wrap repeat).
*
* Option is true when image is capable of tile drawing (image is not tile) and the tiled
* option is set in the space.
*/
bool do_tile_drawing : 1;
} flags;
struct {
DRWPass *image_pass;
DRWPass *depth_pass;
} passes;
/** \brief Transform matrix to convert a normalized screen space coordinates to texture space. */
float ss_to_texture[4][4];
TextureInfo texture_infos[SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN];
public:
void clear_dirty_flag()
{
reset_dirty_flag(false);
}
void mark_all_texture_slots_dirty()
{
reset_dirty_flag(true);
}
void update_gpu_texture_allocations()
{
for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
TextureInfo &info = texture_infos[i];
const bool is_allocated = info.texture != nullptr;
const bool is_visible = info.visible;
const bool should_be_freed = !is_visible && is_allocated;
const bool should_be_created = is_visible && !is_allocated;
if (should_be_freed) {
GPU_texture_free(info.texture);
info.texture = nullptr;
}
if (should_be_created) {
DRW_texture_ensure_fullscreen_2d(
&info.texture, GPU_RGBA16F, static_cast<DRWTextureFlag>(0));
}
info.dirty |= should_be_created;
}
}
void update_batches()
{
for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
TextureInfo &info = texture_infos[i];
if (!info.dirty) {
continue;
}
BatchUpdater batch_updater(info);
batch_updater.update_batch();
}
}
private:
/** \brief Set dirty flag of all texture slots to the given value. */
void reset_dirty_flag(bool new_value)
{
for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
texture_infos[i].dirty = new_value;
}
}
};
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