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/*
 * 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.
 */

/** \file
 * \ingroup draw
 */

/* This is the Render Functions used by Realtime engines to draw with OpenGL */

#pragma once

#include "DRW_engine_types.h"

#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_math_vector.h"
#include "BLI_string.h"

#include "BKE_context.h"
#include "BKE_layer.h"
#include "BKE_material.h"
#include "BKE_scene.h"

#include "BLT_translation.h"

#include "DNA_light_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"

#include "GPU_framebuffer.h"
#include "GPU_primitive.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniform_buffer.h"

#include "draw_cache.h"
#include "draw_common.h"
#include "draw_view.h"

#include "draw_debug.h"
#include "draw_manager_profiling.h"

#include "MEM_guardedalloc.h"

#include "RE_engine.h"

#include "DEG_depsgraph.h"

struct GPUBatch;
struct GPUMaterial;
struct GPUShader;
struct GPUTexture;
struct GPUUniformBuf;
struct Object;
struct ParticleSystem;
struct RenderEngineType;
struct bContext;
struct rcti;

typedef struct DRWCallBuffer DRWCallBuffer;
typedef struct DRWInterface DRWInterface;
typedef struct DRWPass DRWPass;
typedef struct DRWShaderLibrary DRWShaderLibrary;
typedef struct DRWShadingGroup DRWShadingGroup;
typedef struct DRWUniform DRWUniform;
typedef struct DRWView DRWView;

/* TODO Put it somewhere else? */
typedef struct BoundSphere {
  float center[3], radius;
} BoundSphere;

/* declare members as empty (unused) */
typedef char DRWViewportEmptyList;

#define DRW_VIEWPORT_LIST_SIZE(list) \
  (sizeof(list) == sizeof(DRWViewportEmptyList) ? 0 : ((sizeof(list)) / sizeof(void *)))

/* Unused members must be either pass list or 'char *' when not used. */
#define DRW_VIEWPORT_DATA_SIZE(ty) \
  { \
    DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->fbl)), DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->txl)), \
        DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->psl)), \
        DRW_VIEWPORT_LIST_SIZE(*(((ty *)NULL)->stl)), \
  }

typedef struct DrawEngineDataSize {
  int fbl_len;
  int txl_len;
  int psl_len;
  int stl_len;
} DrawEngineDataSize;

typedef struct DrawEngineType {
  struct DrawEngineType *next, *prev;

  char idname[32];

  const DrawEngineDataSize *vedata_size;

  void (*engine_init)(void *vedata);
  void (*engine_free)(void);

  void (*cache_init)(void *vedata);
  void (*cache_populate)(void *vedata, struct Object *ob);
  void (*cache_finish)(void *vedata);

  void (*draw_scene)(void *vedata);

  void (*view_update)(void *vedata);
  void (*id_update)(void *vedata, struct ID *id);

  void (*render_to_image)(void *vedata,
                          struct RenderEngine *engine,
                          struct RenderLayer *layer,
                          const struct rcti *rect);
  void (*store_metadata)(void *vedata, struct RenderResult *render_result);
} DrawEngineType;

/* Textures */
typedef enum {
  DRW_TEX_FILTER = (1 << 0),
  DRW_TEX_WRAP = (1 << 1),
  DRW_TEX_COMPARE = (1 << 2),
  DRW_TEX_MIPMAP = (1 << 3),
} DRWTextureFlag;

/* Textures from DRW_texture_pool_query_* have the options
 * DRW_TEX_FILTER for color float textures, and no options
 * for depth textures and integer textures. */
struct GPUTexture *DRW_texture_pool_query_2d(int w,
                                             int h,
                                             eGPUTextureFormat format,
                                             DrawEngineType *engine_type);
struct GPUTexture *DRW_texture_pool_query_fullscreen(eGPUTextureFormat format,
                                                     DrawEngineType *engine_type);

struct GPUTexture *DRW_texture_create_1d(int w,
                                         eGPUTextureFormat format,
                                         DRWTextureFlag flags,
                                         const float *fpixels);
struct GPUTexture *DRW_texture_create_2d(
    int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_2d_array(
    int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_3d(
    int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_cube(int w,
                                           eGPUTextureFormat format,
                                           DRWTextureFlag flags,
                                           const float *fpixels);
struct GPUTexture *DRW_texture_create_cube_array(
    int w, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);

void DRW_texture_ensure_fullscreen_2d(struct GPUTexture **tex,
                                      eGPUTextureFormat format,
                                      DRWTextureFlag flags);
void DRW_texture_ensure_2d(
    struct GPUTexture **tex, int w, int h, eGPUTextureFormat format, DRWTextureFlag flags);

void DRW_texture_generate_mipmaps(struct GPUTexture *tex);
void DRW_texture_free(struct GPUTexture *tex);
#define DRW_TEXTURE_FREE_SAFE(tex) \
  do { \
    if (tex != NULL) { \
      DRW_texture_free(tex); \
      tex = NULL; \
    } \
  } while (0)

#define DRW_UBO_FREE_SAFE(ubo) \
  do { \
    if (ubo != NULL) { \
      GPU_uniformbuf_free(ubo); \
      ubo = NULL; \
    } \
  } while (0)

/* Shaders */

#ifndef __GPU_MATERIAL_H__
/* FIXME: Meh avoid including all GPUMaterial. */
typedef void (*GPUMaterialEvalCallbackFn)(struct GPUMaterial *mat,
                                          int options,
                                          const char **vert_code,
                                          const char **geom_code,
                                          const char **frag_lib,
                                          const char **defines);
#endif

struct GPUShader *DRW_shader_create_ex(
    const char *vert, const char *geom, const char *frag, const char *defines, const char *name);
struct GPUShader *DRW_shader_create_with_lib_ex(const char *vert,
                                                const char *geom,
                                                const char *frag,
                                                const char *lib,
                                                const char *defines,
                                                const char *name);
struct GPUShader *DRW_shader_create_with_shaderlib_ex(const char *vert,
                                                      const char *geom,
                                                      const char *frag,
                                                      const DRWShaderLibrary *lib,
                                                      const char *defines,
                                                      const char *name);
struct GPUShader *DRW_shader_create_with_transform_feedback(const char *vert,
                                                            const char *geom,
                                                            const char *defines,
                                                            const eGPUShaderTFBType prim_type,
                                                            const char **varying_names,
                                                            const int varying_count);
struct GPUShader *DRW_shader_create_fullscreen_ex(const char *frag,
                                                  const char *defines,
                                                  const char *name);
struct GPUShader *DRW_shader_create_fullscreen_with_shaderlib_ex(const char *frag,
                                                                 const DRWShaderLibrary *lib,
                                                                 const char *defines,
                                                                 const char *name);
#define DRW_shader_create(vert, geom, frag, defines) \
  DRW_shader_create_ex(vert, geom, frag, defines, __func__)
#define DRW_shader_create_with_lib(vert, geom, frag, lib, defines) \
  DRW_shader_create_with_lib_ex(vert, geom, frag, lib, defines, __func__)
#define DRW_shader_create_with_shaderlib(vert, geom, frag, lib, defines) \
  DRW_shader_create_with_shaderlib_ex(vert, geom, frag, lib, defines, __func__)
#define DRW_shader_create_fullscreen(frag, defines) \
  DRW_shader_create_fullscreen_ex(frag, defines, __func__)
#define DRW_shader_create_fullscreen_with_shaderlib(frag, lib, defines) \
  DRW_shader_create_fullscreen_with_shaderlib_ex(frag, lib, defines, __func__)

struct GPUMaterial *DRW_shader_find_from_world(struct World *wo,
                                               const void *engine_type,
                                               const int options,
                                               bool deferred);
struct GPUMaterial *DRW_shader_find_from_material(struct Material *ma,
                                                  const void *engine_type,
                                                  const int options,
                                                  bool deferred);
struct GPUMaterial *DRW_shader_create_from_world(struct Scene *scene,
                                                 struct World *wo,
                                                 struct bNodeTree *ntree,
                                                 const void *engine_type,
                                                 const int options,
                                                 const bool is_volume_shader,
                                                 const char *vert,
                                                 const char *geom,
                                                 const char *frag_lib,
                                                 const char *defines,
                                                 bool deferred,
                                                 GPUMaterialEvalCallbackFn callback);
struct GPUMaterial *DRW_shader_create_from_material(struct Scene *scene,
                                                    struct Material *ma,
                                                    struct bNodeTree *ntree,
                                                    const void *engine_type,
                                                    const int options,
                                                    const bool is_volume_shader,
                                                    const char *vert,
                                                    const char *geom,
                                                    const char *frag_lib,
                                                    const char *defines,
                                                    bool deferred,
                                                    GPUMaterialEvalCallbackFn callback);
void DRW_shader_free(struct GPUShader *shader);
#define DRW_SHADER_FREE_SAFE(shader) \
  do { \
    if (shader != NULL) { \
      DRW_shader_free(shader); \
      shader = NULL; \
    } \
  } while (0)

DRWShaderLibrary *DRW_shader_library_create(void);

/* Warning: Each library must be added after all its dependencies. */
void DRW_shader_library_add_file(DRWShaderLibrary *lib, char *lib_code, const char *lib_name);
#define DRW_SHADER_LIB_ADD(lib, lib_name) \
  DRW_shader_library_add_file(lib, datatoc_##lib_name##_glsl, STRINGIFY(lib_name) ".glsl")

char *DRW_shader_library_create_shader_string(const DRWShaderLibrary *lib,
                                              const char *shader_code);

void DRW_shader_library_free(DRWShaderLibrary *lib);
#define DRW_SHADER_LIB_FREE_SAFE(lib) \
  do { \
    if (lib != NULL) { \
      DRW_shader_library_free(lib); \
      lib = NULL; \
    } \
  } while (0)

/* Batches */
/* DRWState is a bitmask that stores the current render state and the desired render state. Based
 * on the differences the minimum state changes can be invoked to setup the desired render state.
 *
 * The Write Stencil, Stencil test, Depth test and Blend state options are mutual exclusive
 * therefore they aren't ordered as a bit mask.*/
typedef enum {
  /** Write mask */
  DRW_STATE_WRITE_DEPTH = (1 << 0),
  DRW_STATE_WRITE_COLOR = (1 << 1),
  /* Write Stencil. These options are mutual exclusive and packed into 2 bits */
  DRW_STATE_WRITE_STENCIL = (1 << 2),
  DRW_STATE_WRITE_STENCIL_SHADOW_PASS = (2 << 2),
  DRW_STATE_WRITE_STENCIL_SHADOW_FAIL = (3 << 2),
  /** Depth test. These options are mutual exclusive and packed into 3 bits */
  DRW_STATE_DEPTH_ALWAYS = (1 << 4),
  DRW_STATE_DEPTH_LESS = (2 << 4),
  DRW_STATE_DEPTH_LESS_EQUAL = (3 << 4),
  DRW_STATE_DEPTH_EQUAL = (4 << 4),
  DRW_STATE_DEPTH_GREATER = (5 << 4),
  DRW_STATE_DEPTH_GREATER_EQUAL = (6 << 4),
  /** Culling test */
  DRW_STATE_CULL_BACK = (1 << 7),
  DRW_STATE_CULL_FRONT = (1 << 8),
  /** Stencil test . These options are mutually exclusive and packed into 2 bits. */
  DRW_STATE_STENCIL_ALWAYS = (1 << 9),
  DRW_STATE_STENCIL_EQUAL = (2 << 9),
  DRW_STATE_STENCIL_NEQUAL = (3 << 9),

  /** Blend state. These options are mutual exclusive and packed into 4 bits */
  DRW_STATE_BLEND_ADD = (1 << 11),
  /** Same as additive but let alpha accumulate without pre-multiply. */
  DRW_STATE_BLEND_ADD_FULL = (2 << 11),
  /** Standard alpha blending. */
  DRW_STATE_BLEND_ALPHA = (3 << 11),
  /** Use that if color is already premult by alpha. */
  DRW_STATE_BLEND_ALPHA_PREMUL = (4 << 11),
  DRW_STATE_BLEND_BACKGROUND = (5 << 11),
  DRW_STATE_BLEND_OIT = (6 << 11),
  DRW_STATE_BLEND_MUL = (7 << 11),
  DRW_STATE_BLEND_SUB = (8 << 11),
  /** Use dual source blending. WARNING: Only one color buffer allowed. */
  DRW_STATE_BLEND_CUSTOM = (9 << 11),
  DRW_STATE_LOGIC_INVERT = (10 << 11),
  DRW_STATE_BLEND_ALPHA_UNDER_PREMUL = (11 << 11),

  DRW_STATE_IN_FRONT_SELECT = (1 << 27),
  DRW_STATE_SHADOW_OFFSET = (1 << 28),
  DRW_STATE_CLIP_PLANES = (1 << 29),
  DRW_STATE_FIRST_VERTEX_CONVENTION = (1 << 30),
  /** DO NOT USE. Assumed always enabled. Only used internally. */
  DRW_STATE_PROGRAM_POINT_SIZE = (1u << 31),
} DRWState;

#define DRW_STATE_DEFAULT \
  (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL)
#define DRW_STATE_BLEND_ENABLED \
  (DRW_STATE_BLEND_ADD | DRW_STATE_BLEND_ADD_FULL | DRW_STATE_BLEND_ALPHA | \
   DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_BLEND_BACKGROUND | DRW_STATE_BLEND_OIT | \
   DRW_STATE_BLEND_MUL | DRW_STATE_BLEND_SUB | DRW_STATE_BLEND_CUSTOM | DRW_STATE_LOGIC_INVERT)
#define DRW_STATE_RASTERIZER_ENABLED \
  (DRW_STATE_WRITE_DEPTH | DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_STENCIL | \
   DRW_STATE_WRITE_STENCIL_SHADOW_PASS | DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)
#define DRW_STATE_DEPTH_TEST_ENABLED \
  (DRW_STATE_DEPTH_ALWAYS | DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_LESS_EQUAL | \
   DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER | DRW_STATE_DEPTH_GREATER_EQUAL)
#define DRW_STATE_STENCIL_TEST_ENABLED \
  (DRW_STATE_STENCIL_ALWAYS | DRW_STATE_STENCIL_EQUAL | DRW_STATE_STENCIL_NEQUAL)
#define DRW_STATE_WRITE_STENCIL_ENABLED \
  (DRW_STATE_WRITE_STENCIL | DRW_STATE_WRITE_STENCIL_SHADOW_PASS | \
   DRW_STATE_WRITE_STENCIL_SHADOW_FAIL)

typedef enum {
  DRW_ATTR_INT,
  DRW_ATTR_FLOAT,
} eDRWAttrType;

typedef struct DRWInstanceAttrFormat {
  char name[32];
  eDRWAttrType type;
  int components;
} DRWInstanceAttrFormat;

struct GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttrFormat attrs[],
                                                        int arraysize);
#define DRW_shgroup_instance_format(format, ...) \
  do { \
    if (format == NULL) { \
      DRWInstanceAttrFormat drw_format[] = __VA_ARGS__; \
      format = DRW_shgroup_instance_format_array( \
          drw_format, (sizeof(drw_format) / sizeof(DRWInstanceAttrFormat))); \
    } \
  } while (0)

DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_create_sub(DRWShadingGroup *shgroup);
DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass);
DRWShadingGroup *DRW_shgroup_transform_feedback_create(struct GPUShader *shader,
                                                       DRWPass *pass,
                                                       struct GPUVertBuf *tf_target);

void DRW_shgroup_add_material_resources(DRWShadingGroup *grp, struct GPUMaterial *material);

/* return final visibility */
typedef bool(DRWCallVisibilityFn)(bool vis_in, void *user_data);

void DRW_shgroup_call_ex(DRWShadingGroup *shgroup,
                         Object *ob,
                         float (*obmat)[4],
                         struct GPUBatch *geom,
                         bool bypass_culling,
                         void *user_data);

/* If ob is NULL, unit modelmatrix is assumed and culling is bypassed. */
#define DRW_shgroup_call(shgroup, geom, ob) \
  DRW_shgroup_call_ex(shgroup, ob, NULL, geom, false, NULL)

/* Same as DRW_shgroup_call but override the obmat. Not culled. */
#define DRW_shgroup_call_obmat(shgroup, geom, obmat) \
  DRW_shgroup_call_ex(shgroup, NULL, obmat, geom, false, NULL)

/* TODO(fclem): remove this when we have DRWView */
/* user_data is used by DRWCallVisibilityFn defined in DRWView. */
#define DRW_shgroup_call_with_callback(shgroup, geom, ob, user_data) \
  DRW_shgroup_call_ex(shgroup, ob, NULL, geom, false, user_data)

/* Same as DRW_shgroup_call but bypass culling even if ob is not NULL. */
#define DRW_shgroup_call_no_cull(shgroup, geom, ob) \
  DRW_shgroup_call_ex(shgroup, ob, NULL, geom, true, NULL)

void DRW_shgroup_call_range(
    DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint v_sta, uint v_ct);
void DRW_shgroup_call_instance_range(
    DRWShadingGroup *shgroup, Object *ob, struct GPUBatch *geom, uint i_sta, uint i_ct);

void DRW_shgroup_call_procedural_points(DRWShadingGroup *sh, Object *ob, uint point_count);
void DRW_shgroup_call_procedural_lines(DRWShadingGroup *sh, Object *ob, uint line_count);
void DRW_shgroup_call_procedural_triangles(DRWShadingGroup *sh, Object *ob, uint tri_count);
/* Warning: Only use with Shaders that have IN_PLACE_INSTANCES defined. */
void DRW_shgroup_call_instances(DRWShadingGroup *shgroup,
                                Object *ob,
                                struct GPUBatch *geom,
                                uint count);
/* Warning: Only use with Shaders that have INSTANCED_ATTR defined. */
void DRW_shgroup_call_instances_with_attrs(DRWShadingGroup *shgroup,
                                           Object *ob,
                                           struct GPUBatch *geom,
                                           struct GPUBatch *inst_attributes);

void DRW_shgroup_call_sculpt(DRWShadingGroup *sh, Object *ob, bool wire, bool mask);
void DRW_shgroup_call_sculpt_with_materials(DRWShadingGroup **sh, int num_sh, Object *ob);

DRWCallBuffer *DRW_shgroup_call_buffer(DRWShadingGroup *shgroup,
                                       struct GPUVertFormat *format,
                                       GPUPrimType prim_type);
DRWCallBuffer *DRW_shgroup_call_buffer_instance(DRWShadingGroup *shgroup,
                                                struct GPUVertFormat *format,
                                                struct GPUBatch *geom);

void DRW_buffer_add_entry_struct(DRWCallBuffer *callbuf, const void *data);
void DRW_buffer_add_entry_array(DRWCallBuffer *callbuf, const void *attr[], uint attr_len);

#define DRW_buffer_add_entry(buffer, ...) \
  do { \
    const void *array[] = {__VA_ARGS__}; \
    DRW_buffer_add_entry_array(buffer, array, (sizeof(array) / sizeof(*array))); \
  } while (0)

/* Can only be called during iter phase. */
uint32_t DRW_object_resource_id_get(Object *ob);

void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state);
void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state);

/* Reminders:
 * - (compare_mask & reference) is what is tested against (compare_mask & stencil_value)
 *   stencil_value being the value stored in the stencil buffer.
 * - (write-mask & reference) is what gets written if the test condition is fulfilled.
 */
void DRW_shgroup_stencil_set(DRWShadingGroup *shgroup,
                             uint write_mask,
                             uint reference,
                             uint compare_mask);
/* TODO remove this function. Obsolete version. mask is actually reference value. */
void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, uint mask);

/* Issue a clear command. */
void DRW_shgroup_clear_framebuffer(DRWShadingGroup *shgroup,
                                   eGPUFrameBufferBits channels,
                                   uchar r,
                                   uchar g,
                                   uchar b,
                                   uchar a,
                                   float depth,
                                   uchar stencil);

void DRW_shgroup_uniform_texture_ex(DRWShadingGroup *shgroup,
                                    const char *name,
                                    const struct GPUTexture *tex,
                                    eGPUSamplerState sampler_state);
void DRW_shgroup_uniform_texture_ref_ex(DRWShadingGroup *shgroup,
                                        const char *name,
                                        GPUTexture **tex,
                                        eGPUSamplerState sampler_state);
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup,
                                 const char *name,
                                 const struct GPUTexture *tex);
void DRW_shgroup_uniform_texture_ref(DRWShadingGroup *shgroup,
                                     const char *name,
                                     struct GPUTexture **tex);
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup,
                               const char *name,
                               const struct GPUUniformBuf *ubo);
void DRW_shgroup_uniform_block_ref(DRWShadingGroup *shgroup,
                                   const char *name,
                                   struct GPUUniformBuf **ubo);
void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup,
                               const char *name,
                               const float *value,
                               int arraysize);
void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup,
                              const char *name,
                              const float *value,
                              int arraysize);
void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup,
                              const char *name,
                              const float *value,
                              int arraysize);
void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup,
                              const char *name,
                              const float *value,
                              int arraysize);
/* Boolean are expected to be 4bytes longs for opengl! */
void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup,
                              const char *name,
                              const int *value,
                              int arraysize);
void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup,
                             const char *name,
                             const int *value,
                             int arraysize);
void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup,
                               const char *name,
                               const int *value,
                               int arraysize);
void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup,
                               const char *name,
                               const int *value,
                               int arraysize);
void DRW_shgroup_uniform_ivec4(DRWShadingGroup *shgroup,
                               const char *name,
                               const int *value,
                               int arraysize);
void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float (*value)[3]);
void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float (*value)[4]);
/* Only to be used when image load store is supported (GPU_shader_image_load_store_support()). */
void DRW_shgroup_uniform_image(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex);
void DRW_shgroup_uniform_image_ref(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex);
/* Store value instead of referencing it. */
void DRW_shgroup_uniform_int_copy(DRWShadingGroup *shgroup, const char *name, const int value);
void DRW_shgroup_uniform_ivec2_copy(DRWShadingGroup *shgroup, const char *name, const int *value);
void DRW_shgroup_uniform_ivec3_copy(DRWShadingGroup *shgroup, const char *name, const int *value);
void DRW_shgroup_uniform_ivec4_copy(DRWShadingGroup *shgroup, const char *name, const int *value);
void DRW_shgroup_uniform_bool_copy(DRWShadingGroup *shgroup, const char *name, const bool value);
void DRW_shgroup_uniform_float_copy(DRWShadingGroup *shgroup, const char *name, const float value);
void DRW_shgroup_uniform_vec2_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
void DRW_shgroup_uniform_vec3_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
void DRW_shgroup_uniform_vec4_copy(DRWShadingGroup *shgroup, const char *name, const float *value);
void DRW_shgroup_uniform_vec4_array_copy(DRWShadingGroup *shgroup,
                                         const char *name,
                                         const float (*value)[4],
                                         int arraysize);

bool DRW_shgroup_is_empty(DRWShadingGroup *shgroup);

/* Passes */
DRWPass *DRW_pass_create(const char *name, DRWState state);
DRWPass *DRW_pass_create_instance(const char *name, DRWPass *original, DRWState state);
void DRW_pass_link(DRWPass *first, DRWPass *second);
void DRW_pass_foreach_shgroup(DRWPass *pass,
                              void (*callback)(void *userData, DRWShadingGroup *shgroup),
                              void *userData);
void DRW_pass_sort_shgroup_z(DRWPass *pass);
void DRW_pass_sort_shgroup_reverse(DRWPass *pass);

bool DRW_pass_is_empty(DRWPass *pass);

#define DRW_PASS_CREATE(pass, state) (pass = DRW_pass_create(#pass, state))
#define DRW_PASS_INSTANCE_CREATE(pass, original, state) \
  (pass = DRW_pass_create_instance(#pass, (original), state))

/* Views */
DRWView *DRW_view_create(const float viewmat[4][4],
                         const float winmat[4][4],
                         const float (*culling_viewmat)[4],
                         const float (*culling_winmat)[4],
                         DRWCallVisibilityFn *visibility_fn);
DRWView *DRW_view_create_sub(const DRWView *parent_view,
                             const float viewmat[4][4],
                             const float winmat[4][4]);

void DRW_view_update(DRWView *view,
                     const float viewmat[4][4],
                     const float winmat[4][4],
                     const float (*culling_viewmat)[4],
                     const float (*culling_winmat)[4]);
void DRW_view_update_sub(DRWView *view, const float viewmat[4][4], const float winmat[4][4]);

const DRWView *DRW_view_default_get(void);
void DRW_view_default_set(DRWView *view);
void DRW_view_reset(void);
void DRW_view_set_active(DRWView *view);

void DRW_view_clip_planes_set(DRWView *view, float (*planes)[4], int plane_len);
void DRW_view_camtexco_set(DRWView *view, float texco[4]);

/* For all getters, if view is NULL, default view is assumed. */
void DRW_view_winmat_get(const DRWView *view, float mat[4][4], bool inverse);
void DRW_view_viewmat_get(const DRWView *view, float mat[4][4], bool inverse);
void DRW_view_persmat_get(const DRWView *view, float mat[4][4], bool inverse);

void DRW_view_frustum_corners_get(const DRWView *view, BoundBox *corners);
void DRW_view_frustum_planes_get(const DRWView *view, float planes[6][4]);

/* These are in view-space, so negative if in perspective.
 * Extract near and far clip distance from the projection matrix. */
float DRW_view_near_distance_get(const DRWView *view);
float DRW_view_far_distance_get(const DRWView *view);
bool DRW_view_is_persp_get(const DRWView *view);

/* Culling, return true if object is inside view frustum. */
bool DRW_culling_sphere_test(const DRWView *view, const BoundSphere *bsphere);
bool DRW_culling_box_test(const DRWView *view, const BoundBox *bbox);
bool DRW_culling_plane_test(const DRWView *view, const float plane[4]);
bool DRW_culling_min_max_test(const DRWView *view, float obmat[4][4], float min[3], float max[3]);

void DRW_culling_frustum_corners_get(const DRWView *view, BoundBox *corners);
void DRW_culling_frustum_planes_get(const DRWView *view, float planes[6][4]);

/* Viewport */

const float *DRW_viewport_size_get(void);
const float *DRW_viewport_invert_size_get(void);
const float *DRW_viewport_screenvecs_get(void);
const float *DRW_viewport_pixelsize_get(void);

struct DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void);
struct DefaultTextureList *DRW_viewport_texture_list_get(void);

void DRW_viewport_request_redraw(void);

void DRW_render_to_image(struct RenderEngine *engine, struct Depsgraph *depsgraph);
void DRW_render_object_iter(void *vedata,
                            struct RenderEngine *engine,
                            struct Depsgraph *depsgraph,
                            void (*callback)(void *vedata,
                                             struct Object *ob,
                                             struct RenderEngine *engine,
                                             struct Depsgraph *depsgraph));
void DRW_render_instance_buffer_finish(void);
void DRW_render_set_time(struct RenderEngine *engine,
                         struct Depsgraph *depsgraph,
                         int frame,
                         float subframe);
void DRW_render_viewport_size_set(const int size[2]);

void DRW_custom_pipeline(DrawEngineType *draw_engine_type,
                         struct Depsgraph *depsgraph,
                         void (*callback)(void *vedata, void *user_data),
                         void *user_data);

void DRW_cache_restart(void);

/* ViewLayers */
void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type);
void **DRW_view_layer_engine_data_ensure_ex(struct ViewLayer *view_layer,
                                            DrawEngineType *engine_type,
                                            void (*callback)(void *storage));
void **DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type,
                                         void (*callback)(void *storage));

/* DrawData */
DrawData *DRW_drawdata_get(ID *id, DrawEngineType *engine_type);
DrawData *DRW_drawdata_ensure(ID *id,
                              DrawEngineType *engine_type,
                              size_t size,
                              DrawDataInitCb init_cb,
                              DrawDataFreeCb free_cb);
void **DRW_duplidata_get(void *vedata);

/* Settings */
bool DRW_object_is_renderable(const struct Object *ob);
bool DRW_object_is_in_edit_mode(const struct Object *ob);
int DRW_object_visibility_in_active_context(const struct Object *ob);
bool DRW_object_is_flat_normal(const struct Object *ob);
bool DRW_object_use_hide_faces(const struct Object *ob);

bool DRW_object_is_visible_psys_in_active_context(const struct Object *object,
                                                  const struct ParticleSystem *psys);

struct Object *DRW_object_get_dupli_parent(const struct Object *ob);
struct DupliObject *DRW_object_get_dupli(const struct Object *ob);

/* Draw commands */
void DRW_draw_pass(DRWPass *pass);
void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group);

void DRW_draw_callbacks_pre_scene(void);
void DRW_draw_callbacks_post_scene(void);

void DRW_state_reset_ex(DRWState state);
void DRW_state_reset(void);
void DRW_state_lock(DRWState state);

/* Selection */
void DRW_select_load_id(uint id);

/* Draw State */
bool DRW_state_is_fbo(void);
bool DRW_state_is_select(void);
bool DRW_state_is_depth(void);
bool DRW_state_is_image_render(void);
bool DRW_state_do_color_management(void);
bool DRW_state_is_scene_render(void);
bool DRW_state_is_opengl_render(void);
bool DRW_state_is_playback(void);
bool DRW_state_is_navigating(void);
bool DRW_state_show_text(void);
bool DRW_state_draw_support(void);
bool DRW_state_draw_background(void);

/* Avoid too many lookups while drawing */
typedef struct DRWContextState {

  struct ARegion *region;       /* 'CTX_wm_region(C)' */
  struct RegionView3D *rv3d;    /* 'CTX_wm_region_view3d(C)' */
  struct View3D *v3d;           /* 'CTX_wm_view3d(C)' */
  struct SpaceLink *space_data; /* 'CTX_wm_space_data(C)' */

  struct Scene *scene;          /* 'CTX_data_scene(C)' */
  struct ViewLayer *view_layer; /* 'CTX_data_view_layer(C)' */

  /* Use 'object_edit' for edit-mode */
  struct Object *obact; /* 'OBACT' */

  struct RenderEngineType *engine_type;

  struct Depsgraph *depsgraph;

  struct TaskGraph *task_graph;

  eObjectMode object_mode;

  eGPUShaderConfig sh_cfg;

  /** Last resort (some functions take this as an arg so we can't easily avoid).
   * May be NULL when used for selection or depth buffer. */
  const struct bContext *evil_C;

  /* ---- */

  /* Cache: initialized by 'drw_context_state_init'. */
  struct Object *object_pose;
  struct Object *object_edit;

} DRWContextState;

const DRWContextState *DRW_context_state_get(void);