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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Copyright 2016, Blender Foundation.
* Contributor(s): Blender Institute
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file workbench_effect_aa.c
* \ingroup draw_engine
*/
#include "ED_screen.h"
#include "workbench_private.h"
void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PrivateData *wpd = stl->g_data;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_EffectInfo *effect_info = stl->effects;
const DRWContextState *draw_ctx = DRW_context_state_get();
if (draw_ctx->evil_C != NULL) {
struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
wpd->is_playback = ED_screen_animation_playing(wm) != NULL;
}
else {
wpd->is_playback = false;
}
if (TAA_ENABLED(wpd)) {
psl->effect_aa_pass = workbench_taa_create_pass(vedata, tx);
}
else if (FXAA_ENABLED(wpd)) {
psl->effect_aa_pass = workbench_fxaa_create_pass(tx);
effect_info->jitter_index = 0;
}
else {
psl->effect_aa_pass = NULL;
}
}
static void workspace_aa_draw_transform(GPUTexture *tx, WORKBENCH_PrivateData *wpd)
{
if (DRW_state_is_image_render()) {
/* Linear result for render. */
DRW_transform_none(tx);
}
else {
/* Display space result for viewport. */
DRW_transform_to_display(tx, wpd->use_color_view_settings);
}
}
void workbench_aa_draw_pass(WORKBENCH_Data *vedata, GPUTexture *tx)
{
WORKBENCH_StorageList *stl = vedata->stl;
WORKBENCH_PrivateData *wpd = stl->g_data;
WORKBENCH_FramebufferList *fbl = vedata->fbl;
WORKBENCH_PassList *psl = vedata->psl;
WORKBENCH_EffectInfo *effect_info = stl->effects;
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
if (FXAA_ENABLED(wpd)) {
GPU_framebuffer_bind(fbl->effect_fb);
workspace_aa_draw_transform(tx, wpd);
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->effect_aa_pass);
}
else if (TAA_ENABLED(wpd)) {
/*
* when drawing the first TAA frame, we transform directly to the
* color_only_fb as the TAA shader is just performing a direct copy.
* the workbench_taa_draw_screen_end will fill the history buffer
* for the other iterations.
*/
if (effect_info->jitter_index == 1) {
GPU_framebuffer_bind(dfbl->color_only_fb);
workspace_aa_draw_transform(tx, wpd);
}
else {
GPU_framebuffer_bind(fbl->effect_fb);
workspace_aa_draw_transform(tx, wpd);
GPU_framebuffer_bind(dfbl->color_only_fb);
DRW_draw_pass(psl->effect_aa_pass);
}
workbench_taa_draw_scene_end(vedata);
}
else {
GPU_framebuffer_bind(dfbl->color_only_fb);
workspace_aa_draw_transform(tx, wpd);
}
}
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