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|
/*
* Copyright 2016, Blender Foundation.
*
* 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.
*
* Contributor(s): Blender Institute
*
*/
/** \file blender/draw/intern/draw_manager.c
* \ingroup draw
*/
#include <stdio.h>
#include "BLI_dynstr.h"
#include "BLI_listbase.h"
#include "BLI_mempool.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BIF_glutil.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_pbvh.h"
#include "BKE_paint.h"
#include "BKE_workspace.h"
#include "BLT_translation.h"
#include "BLF_api.h"
#include "DRW_engine.h"
#include "DRW_render.h"
#include "DNA_camera_types.h"
#include "DNA_view3d_types.h"
#include "DNA_screen_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "ED_space_api.h"
#include "ED_screen.h"
#include "intern/gpu_codegen.h"
#include "GPU_batch.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_lamp.h"
#include "GPU_material.h"
#include "GPU_shader.h"
#include "GPU_texture.h"
#include "GPU_uniformbuffer.h"
#include "GPU_viewport.h"
#include "GPU_matrix.h"
#include "IMB_colormanagement.h"
#include "RE_engine.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "WM_api.h"
#include "WM_types.h"
#include "draw_manager_text.h"
#include "draw_manager_profiling.h"
/* only for callbacks */
#include "draw_cache_impl.h"
#include "draw_mode_engines.h"
#include "engines/clay/clay_engine.h"
#include "engines/eevee/eevee_engine.h"
#include "engines/basic/basic_engine.h"
#include "engines/external/external_engine.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
/* -------------------------------------------------------------------- */
/** \name Local Features
* \{ */
#define USE_PROFILE
#ifdef USE_PROFILE
#include "PIL_time.h"
#define PROFILE_TIMER_FALLOFF 0.1
#define PROFILE_START(time_start) \
double time_start = PIL_check_seconds_timer();
#define PROFILE_END_ACCUM(time_accum, time_start) { \
time_accum += (PIL_check_seconds_timer() - time_start) * 1e3; \
} ((void)0)
/* exp average */
#define PROFILE_END_UPDATE(time_update, time_start) { \
double _time_delta = (PIL_check_seconds_timer() - time_start) * 1e3; \
time_update = (time_update * (1.0 - PROFILE_TIMER_FALLOFF)) + \
(_time_delta * PROFILE_TIMER_FALLOFF); \
} ((void)0)
#else
#define PROFILE_START(time_start) ((void)0)
#define PROFILE_END_ACCUM(time_accum, time_start) ((void)0)
#define PROFILE_END_UPDATE(time_update, time_start) ((void)0)
#endif /* USE_PROFILE */
/* Use draw manager to call GPU_select, see: DRW_draw_select_loop */
#define USE_GPU_SELECT
#ifdef USE_GPU_SELECT
# include "ED_view3d.h"
# include "ED_armature.h"
# include "GPU_select.h"
#endif
/** \} */
#define MAX_ATTRIB_NAME 32
#define MAX_ATTRIB_COUNT 6 /* Can be adjusted for more */
#define MAX_PASS_NAME 32
#define MAX_CLIP_PLANES 6 /* GL_MAX_CLIP_PLANES is at least 6 */
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
/* Prototypes. */
static void DRW_engines_enable_external(void);
/* Structures */
typedef enum {
DRW_UNIFORM_BOOL,
DRW_UNIFORM_SHORT_TO_INT,
DRW_UNIFORM_SHORT_TO_FLOAT,
DRW_UNIFORM_INT,
DRW_UNIFORM_FLOAT,
DRW_UNIFORM_TEXTURE,
DRW_UNIFORM_BUFFER,
DRW_UNIFORM_MAT3,
DRW_UNIFORM_MAT4,
DRW_UNIFORM_BLOCK
} DRWUniformType;
typedef enum {
DRW_ATTRIB_INT,
DRW_ATTRIB_FLOAT,
} DRWAttribType;
struct DRWUniform {
struct DRWUniform *next;
DRWUniformType type;
int location;
int length;
int arraysize;
const void *value;
};
typedef struct DRWAttrib {
struct DRWAttrib *prev;
char name[MAX_ATTRIB_NAME];
int location;
int format_id;
int size; /* number of component */
int type;
} DRWAttrib;
struct DRWInterface {
DRWUniform *uniforms; /* DRWUniform, single-linked list */
DRWAttrib *attribs; /* DRWAttrib, single-linked list */
DRWAttrib *attribs_first; /* First added attrib to traverse in the right order */
int attribs_count;
int attribs_stride;
int attribs_size[16];
int attribs_loc[16];
/* matrices locations */
int model;
int modelinverse;
int modelview;
int modelviewinverse;
int projection;
int projectioninverse;
int view;
int viewinverse;
int modelviewprojection;
int viewprojection;
int viewprojectioninverse;
int normal;
int worldnormal;
int camtexfac;
int orcotexfac;
int eye;
int clipplanes;
/* Dynamic batch */
Gwn_Batch *instance_batch; /* contains instances attributes */
GLuint instance_vbo; /* same as instance_batch but generated from DRWCalls */
int instance_count;
Gwn_VertFormat vbo_format;
};
struct DRWPass {
/* Single linked list with last member to append */
DRWShadingGroup *shgroups;
DRWShadingGroup *shgroups_last;
DRWState state;
char name[MAX_PASS_NAME];
};
typedef struct DRWCallHeader {
void *prev;
#ifdef USE_GPU_SELECT
int select_id;
#endif
uchar type;
} DRWCallHeader;
typedef struct DRWCall {
DRWCallHeader head;
float obmat[4][4];
Gwn_Batch *geometry;
Object *ob; /* Optional */
ID *ob_data; /* Optional. */
} DRWCall;
typedef struct DRWCallGenerate {
DRWCallHeader head;
float obmat[4][4];
DRWCallGenerateFn *geometry_fn;
void *user_data;
} DRWCallGenerate;
typedef struct DRWCallDynamic {
DRWCallHeader head;
const void *data[MAX_ATTRIB_COUNT];
} DRWCallDynamic;
struct DRWShadingGroup {
struct DRWShadingGroup *next;
GPUShader *shader; /* Shader to bind */
DRWInterface interface; /* Uniforms pointers */
/* DRWCall or DRWCallDynamic depending of type */
void *calls;
void *calls_first; /* To be able to traverse the list in the order of addition */
DRWState state_extra; /* State changes for this batch only (or'd with the pass's state) */
DRWState state_extra_disable; /* State changes for this batch only (and'd with the pass's state) */
unsigned int stencil_mask; /* Stencil mask to use for stencil test / write operations */
int type;
ID *instance_data; /* Object->data to instance */
Gwn_Batch *instance_geom; /* Geometry to instance */
Gwn_Batch *batch_geom; /* Result of call batching */
#ifdef USE_GPU_SELECT
/* backlink to pass we're in */
DRWPass *pass_parent;
#endif
};
/* Used by DRWShadingGroup.type */
enum {
DRW_SHG_NORMAL,
DRW_SHG_POINT_BATCH,
DRW_SHG_LINE_BATCH,
DRW_SHG_TRIANGLE_BATCH,
DRW_SHG_INSTANCE,
};
/* Used by DRWCall.type */
enum {
/* A single batch */
DRW_CALL_SINGLE,
/* Uses a callback to draw with any number of batches. */
DRW_CALL_GENERATE,
/* Arbitrary number of multiple args. */
DRW_CALL_DYNAMIC,
};
/* only 16 bits long */
enum {
STENCIL_SELECT = (1 << 0),
STENCIL_ACTIVE = (1 << 1),
};
/** Render State: No persistent data between draw calls. */
static struct DRWGlobalState {
/* Cache generation */
ViewportMemoryPool *vmempool;
DRWUniform *last_uniform;
DRWAttrib *last_attrib;
DRWCall *last_call;
DRWCallGenerate *last_callgenerate;
DRWCallDynamic *last_calldynamic;
DRWShadingGroup *last_shgroup;
/* Rendering state */
GPUShader *shader;
/* Managed by `DRW_state_set`, `DRW_state_reset` */
DRWState state;
unsigned int stencil_mask;
/* Per viewport */
GPUViewport *viewport;
struct GPUFrameBuffer *default_framebuffer;
float size[2];
float screenvecs[2][3];
float pixsize;
GLenum backface, frontface;
/* Clip planes */
int num_clip_planes;
float clip_planes_eq[MAX_CLIP_PLANES][4];
struct {
unsigned int is_select : 1;
unsigned int is_depth : 1;
unsigned int is_image_render : 1;
unsigned int is_scene_render : 1;
} options;
/* Current rendering context */
DRWContextState draw_ctx;
/* Convenience pointer to text_store owned by the viewport */
struct DRWTextStore **text_store_p;
ListBase enabled_engines; /* RenderEngineType */
/* Profiling */
double cache_time;
} DST = {NULL};
/** GPU Resource State: Memory storage between drawing. */
static struct DRWResourceState {
GPUTexture **bound_texs;
bool *bound_tex_slots;
int bind_tex_inc;
int bind_ubo_inc;
} RST = {NULL};
static struct DRWMatrixOveride {
float mat[6][4][4];
bool override[6];
} viewport_matrix_override = {{{{0}}}};
ListBase DRW_engines = {NULL, NULL};
#ifdef USE_GPU_SELECT
static unsigned int g_DRW_select_id = (unsigned int)-1;
void DRW_select_load_id(unsigned int id)
{
BLI_assert(G.f & G_PICKSEL);
g_DRW_select_id = id;
}
#endif
/* -------------------------------------------------------------------- */
/** \name Textures (DRW_texture)
* \{ */
static void drw_texture_get_format(
DRWTextureFormat format,
GPUTextureFormat *r_data_type, int *r_channels)
{
switch (format) {
case DRW_TEX_RGBA_8: *r_data_type = GPU_RGBA8; break;
case DRW_TEX_RGBA_16: *r_data_type = GPU_RGBA16F; break;
case DRW_TEX_RGB_16: *r_data_type = GPU_RGB16F; break;
case DRW_TEX_RGB_11_11_10: *r_data_type = GPU_R11F_G11F_B10F; break;
case DRW_TEX_RG_8: *r_data_type = GPU_RG8; break;
case DRW_TEX_RG_16: *r_data_type = GPU_RG16F; break;
case DRW_TEX_RG_32: *r_data_type = GPU_RG32F; break;
case DRW_TEX_R_8: *r_data_type = GPU_R8; break;
case DRW_TEX_R_16: *r_data_type = GPU_R16F; break;
case DRW_TEX_R_32: *r_data_type = GPU_R32F; break;
#if 0
case DRW_TEX_RGBA_32: *r_data_type = GPU_RGBA32F; break;
case DRW_TEX_RGB_8: *r_data_type = GPU_RGB8; break;
case DRW_TEX_RGB_32: *r_data_type = GPU_RGB32F; break;
#endif
case DRW_TEX_DEPTH_16: *r_data_type = GPU_DEPTH_COMPONENT16; break;
case DRW_TEX_DEPTH_24: *r_data_type = GPU_DEPTH_COMPONENT24; break;
case DRW_TEX_DEPTH_24_STENCIL_8: *r_data_type = GPU_DEPTH24_STENCIL8; break;
case DRW_TEX_DEPTH_32: *r_data_type = GPU_DEPTH_COMPONENT32F; break;
default :
/* file type not supported you must uncomment it from above */
BLI_assert(false);
break;
}
switch (format) {
case DRW_TEX_RGBA_8:
case DRW_TEX_RGBA_16:
case DRW_TEX_RGBA_32:
*r_channels = 4;
break;
case DRW_TEX_RGB_8:
case DRW_TEX_RGB_16:
case DRW_TEX_RGB_32:
case DRW_TEX_RGB_11_11_10:
*r_channels = 3;
break;
case DRW_TEX_RG_8:
case DRW_TEX_RG_16:
case DRW_TEX_RG_32:
*r_channels = 2;
break;
default:
*r_channels = 1;
break;
}
}
static void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags)
{
GPU_texture_bind(tex, 0);
if (flags & DRW_TEX_MIPMAP) {
GPU_texture_mipmap_mode(tex, true, flags & DRW_TEX_FILTER);
DRW_texture_generate_mipmaps(tex);
}
else {
GPU_texture_filter_mode(tex, flags & DRW_TEX_FILTER);
}
GPU_texture_wrap_mode(tex, flags & DRW_TEX_WRAP);
GPU_texture_compare_mode(tex, flags & DRW_TEX_COMPARE);
GPU_texture_unbind(tex);
}
GPUTexture *DRW_texture_create_1D(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex;
GPUTextureFormat data_type;
int channels;
drw_texture_get_format(format, &data_type, &channels);
tex = GPU_texture_create_1D_custom(w, channels, data_type, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_create_2D(int w, int h, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex;
GPUTextureFormat data_type;
int channels;
drw_texture_get_format(format, &data_type, &channels);
tex = GPU_texture_create_2D_custom(w, h, channels, data_type, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_create_2D_array(
int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex;
GPUTextureFormat data_type;
int channels;
drw_texture_get_format(format, &data_type, &channels);
tex = GPU_texture_create_2D_array_custom(w, h, d, channels, data_type, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_create_3D(
int w, int h, int d, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex;
GPUTextureFormat data_type;
int channels;
drw_texture_get_format(format, &data_type, &channels);
tex = GPU_texture_create_3D_custom(w, h, d, channels, data_type, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;
}
GPUTexture *DRW_texture_create_cube(int w, DRWTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex;
GPUTextureFormat data_type;
int channels;
drw_texture_get_format(format, &data_type, &channels);
tex = GPU_texture_create_cube_custom(w, channels, data_type, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
return tex;
}
void DRW_texture_generate_mipmaps(GPUTexture *tex)
{
GPU_texture_bind(tex, 0);
GPU_texture_generate_mipmap(tex);
GPU_texture_unbind(tex);
}
void DRW_texture_update(GPUTexture *tex, const float *pixels)
{
GPU_texture_update(tex, pixels);
}
void DRW_texture_free(GPUTexture *tex)
{
GPU_texture_free(tex);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Uniform Buffer Object (DRW_uniformbuffer)
* \{ */
GPUUniformBuffer *DRW_uniformbuffer_create(int size, const void *data)
{
return GPU_uniformbuffer_create(size, data, NULL);
}
void DRW_uniformbuffer_update(GPUUniformBuffer *ubo, const void *data)
{
GPU_uniformbuffer_update(ubo, data);
}
void DRW_uniformbuffer_free(GPUUniformBuffer *ubo)
{
GPU_uniformbuffer_free(ubo);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shaders (DRW_shader)
* \{ */
GPUShader *DRW_shader_create(const char *vert, const char *geom, const char *frag, const char *defines)
{
return GPU_shader_create(vert, frag, geom, NULL, defines);
}
GPUShader *DRW_shader_create_with_lib(
const char *vert, const char *geom, const char *frag, const char *lib, const char *defines)
{
GPUShader *sh;
char *vert_with_lib = NULL;
char *frag_with_lib = NULL;
char *geom_with_lib = NULL;
DynStr *ds_vert = BLI_dynstr_new();
BLI_dynstr_append(ds_vert, lib);
BLI_dynstr_append(ds_vert, vert);
vert_with_lib = BLI_dynstr_get_cstring(ds_vert);
BLI_dynstr_free(ds_vert);
DynStr *ds_frag = BLI_dynstr_new();
BLI_dynstr_append(ds_frag, lib);
BLI_dynstr_append(ds_frag, frag);
frag_with_lib = BLI_dynstr_get_cstring(ds_frag);
BLI_dynstr_free(ds_frag);
if (geom) {
DynStr *ds_geom = BLI_dynstr_new();
BLI_dynstr_append(ds_geom, lib);
BLI_dynstr_append(ds_geom, geom);
geom_with_lib = BLI_dynstr_get_cstring(ds_geom);
BLI_dynstr_free(ds_geom);
}
sh = GPU_shader_create(vert_with_lib, frag_with_lib, geom_with_lib, NULL, defines);
MEM_freeN(vert_with_lib);
MEM_freeN(frag_with_lib);
if (geom) {
MEM_freeN(geom_with_lib);
}
return sh;
}
GPUShader *DRW_shader_create_2D(const char *frag, const char *defines)
{
return GPU_shader_create(datatoc_gpu_shader_2D_vert_glsl, frag, NULL, NULL, defines);
}
GPUShader *DRW_shader_create_3D(const char *frag, const char *defines)
{
return GPU_shader_create(datatoc_gpu_shader_3D_vert_glsl, frag, NULL, NULL, defines);
}
GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines)
{
return GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, frag, NULL, NULL, defines);
}
GPUShader *DRW_shader_create_3D_depth_only(void)
{
return GPU_shader_get_builtin_shader(GPU_SHADER_3D_DEPTH_ONLY);
}
void DRW_shader_free(GPUShader *shader)
{
GPU_shader_free(shader);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Interface (DRW_interface)
* \{ */
static void DRW_interface_create(DRWInterface *interface, GPUShader *shader)
{
interface->model = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MODEL);
interface->modelinverse = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MODEL_INV);
interface->modelview = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MODELVIEW);
interface->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MODELVIEW_INV);
interface->projection = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_PROJECTION);
interface->projectioninverse = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_PROJECTION_INV);
interface->view = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_VIEW);
interface->viewinverse = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_VIEW_INV);
interface->viewprojection = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_VIEWPROJECTION);
interface->viewprojectioninverse = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_VIEWPROJECTION_INV);
interface->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MVP);
interface->normal = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_NORMAL);
interface->worldnormal = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_WORLDNORMAL);
interface->camtexfac = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_CAMERATEXCO);
interface->orcotexfac = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_ORCO);
interface->clipplanes = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_CLIPPLANES);
interface->eye = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_EYE);
interface->instance_count = 0;
interface->attribs_count = 0;
interface->attribs_stride = 0;
interface->instance_vbo = 0;
interface->instance_batch = NULL;
memset(&interface->vbo_format, 0, sizeof(Gwn_VertFormat));
interface->uniforms = NULL;
interface->attribs = NULL;
interface->attribs_first = NULL;
}
static void DRW_interface_uniform(DRWShadingGroup *shgroup, const char *name,
DRWUniformType type, const void *value, int length, int arraysize)
{
int location;
if (type == DRW_UNIFORM_BLOCK) {
location = GPU_shader_get_uniform_block(shgroup->shader, name);
}
else {
location = GPU_shader_get_uniform(shgroup->shader, name);
}
if (location == -1) {
if (G.debug & G_DEBUG)
fprintf(stderr, "Uniform '%s' not found!\n", name);
/* Nice to enable eventually, for now eevee uses uniforms that might not exist. */
// BLI_assert(0);
return;
}
DRWUniform *uni = BLI_mempool_alloc(DST.vmempool->uniforms);
BLI_assert(arraysize > 0);
uni->location = location;
uni->type = type;
uni->value = value;
uni->length = length;
uni->arraysize = arraysize;
/* Prepend */
uni->next = shgroup->interface.uniforms;
shgroup->interface.uniforms = uni;
}
static void DRW_interface_attrib(DRWShadingGroup *shgroup, const char *name, DRWAttribType type, int size, bool dummy)
{
DRWAttrib *attrib = BLI_mempool_alloc(DST.vmempool->attribs);
GLuint program = GPU_shader_get_program(shgroup->shader);
attrib->location = glGetAttribLocation(program, name);
attrib->type = type;
attrib->size = size;
/* Adding attribute even if not found for now (to keep memory alignment).
* Should ideally take vertex format automatically from batch eventually */
#if 0
if (attrib->location == -1 && !dummy) {
if (G.debug & G_DEBUG)
fprintf(stderr, "Attribute '%s' not found!\n", name);
BLI_assert(0);
MEM_freeN(attrib);
return;
}
#else
UNUSED_VARS(dummy);
#endif
BLI_assert(BLI_strnlen(name, 32) < 32);
BLI_strncpy(attrib->name, name, 32);
shgroup->interface.attribs_count += 1;
BLI_assert(shgroup->interface.attribs_count < MAX_ATTRIB_COUNT);
/* Prepend */
if (shgroup->interface.attribs == NULL) {
shgroup->interface.attribs = attrib;
shgroup->interface.attribs_first = attrib;
}
else {
shgroup->interface.attribs->prev = attrib;
shgroup->interface.attribs = attrib;
}
attrib->prev = NULL;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shading Group (DRW_shgroup)
* \{ */
DRWShadingGroup *DRW_shgroup_create(struct GPUShader *shader, DRWPass *pass)
{
DRWShadingGroup *shgroup = BLI_mempool_alloc(DST.vmempool->shgroups);
/* Append */
if (pass->shgroups != NULL) {
pass->shgroups_last->next = shgroup;
}
else {
pass->shgroups = shgroup;
}
pass->shgroups_last = shgroup;
shgroup->next = NULL;
DRW_interface_create(&shgroup->interface, shader);
shgroup->type = DRW_SHG_NORMAL;
shgroup->shader = shader;
shgroup->state_extra = 0;
shgroup->state_extra_disable = ~0x0;
shgroup->stencil_mask = 0;
shgroup->batch_geom = NULL;
shgroup->instance_geom = NULL;
shgroup->instance_data = NULL;
shgroup->calls = NULL;
shgroup->calls_first = NULL;
#ifdef USE_GPU_SELECT
shgroup->pass_parent = pass;
#endif
return shgroup;
}
DRWShadingGroup *DRW_shgroup_material_create(struct GPUMaterial *material, DRWPass *pass)
{
double time = 0.0; /* TODO make time variable */
/* TODO : Ideally we should not convert. But since the whole codegen
* is relying on GPUPass we keep it as is for now. */
GPUPass *gpupass = GPU_material_get_pass(material);
if (!gpupass) {
/* Shader compilation error */
return NULL;
}
struct GPUShader *shader = GPU_pass_shader(gpupass);
DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
/* Converting dynamic GPUInput to DRWUniform */
ListBase *inputs = &gpupass->inputs;
for (GPUInput *input = inputs->first; input; input = input->next) {
/* Textures */
if (input->ima) {
GPUTexture *tex = GPU_texture_from_blender(
input->ima, input->iuser, input->textarget, input->image_isdata, time, 1);
if (input->bindtex) {
DRW_shgroup_uniform_texture(grp, input->shadername, tex);
}
}
/* Color Ramps */
else if (input->tex) {
DRW_shgroup_uniform_texture(grp, input->shadername, input->tex);
}
/* Floats */
else {
switch (input->type) {
case GPU_FLOAT:
DRW_shgroup_uniform_float(grp, input->shadername, (float *)input->dynamicvec, 1);
break;
case GPU_VEC2:
DRW_shgroup_uniform_vec2(grp, input->shadername, (float *)input->dynamicvec, 1);
break;
case GPU_VEC3:
DRW_shgroup_uniform_vec3(grp, input->shadername, (float *)input->dynamicvec, 1);
break;
case GPU_VEC4:
DRW_shgroup_uniform_vec4(grp, input->shadername, (float *)input->dynamicvec, 1);
break;
case GPU_MAT3:
DRW_shgroup_uniform_mat3(grp, input->shadername, (float *)input->dynamicvec);
break;
case GPU_MAT4:
DRW_shgroup_uniform_mat4(grp, input->shadername, (float *)input->dynamicvec);
break;
default:
break;
}
}
}
GPUUniformBuffer *ubo = GPU_material_get_uniform_buffer(material);
if (ubo != NULL) {
DRW_shgroup_uniform_block(grp, GPU_UBO_BLOCK_NAME, ubo);
}
return grp;
}
DRWShadingGroup *DRW_shgroup_material_instance_create(
struct GPUMaterial *material, DRWPass *pass, Gwn_Batch *geom, Object *ob)
{
DRWShadingGroup *shgroup = DRW_shgroup_material_create(material, pass);
if (shgroup) {
shgroup->type = DRW_SHG_INSTANCE;
shgroup->instance_geom = geom;
shgroup->instance_data = ob->data;
}
return shgroup;
}
DRWShadingGroup *DRW_shgroup_material_empty_tri_batch_create(
struct GPUMaterial *material, DRWPass *pass, int size)
{
DRWShadingGroup *shgroup = DRW_shgroup_material_create(material, pass);
if (shgroup) {
shgroup->type = DRW_SHG_TRIANGLE_BATCH;
shgroup->interface.instance_count = size * 3;
DRW_interface_attrib(shgroup, "dummy", DRW_ATTRIB_FLOAT, 1, true);
}
return shgroup;
}
DRWShadingGroup *DRW_shgroup_instance_create(struct GPUShader *shader, DRWPass *pass, Gwn_Batch *geom)
{
DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass);
shgroup->type = DRW_SHG_INSTANCE;
shgroup->instance_geom = geom;
return shgroup;
}
DRWShadingGroup *DRW_shgroup_point_batch_create(struct GPUShader *shader, DRWPass *pass)
{
DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass);
shgroup->type = DRW_SHG_POINT_BATCH;
DRW_shgroup_attrib_float(shgroup, "pos", 3);
return shgroup;
}
DRWShadingGroup *DRW_shgroup_line_batch_create(struct GPUShader *shader, DRWPass *pass)
{
DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass);
shgroup->type = DRW_SHG_LINE_BATCH;
DRW_shgroup_attrib_float(shgroup, "pos", 3);
return shgroup;
}
/* Very special batch. Use this if you position
* your vertices with the vertex shader
* and dont need any VBO attrib */
DRWShadingGroup *DRW_shgroup_empty_tri_batch_create(struct GPUShader *shader, DRWPass *pass, int size)
{
DRWShadingGroup *shgroup = DRW_shgroup_create(shader, pass);
shgroup->type = DRW_SHG_TRIANGLE_BATCH;
shgroup->interface.instance_count = size * 3;
DRW_interface_attrib(shgroup, "dummy", DRW_ATTRIB_FLOAT, 1, true);
return shgroup;
}
void DRW_shgroup_free(struct DRWShadingGroup *shgroup)
{
if (shgroup->interface.instance_vbo &&
(shgroup->interface.instance_batch == 0))
{
glDeleteBuffers(1, &shgroup->interface.instance_vbo);
}
GWN_BATCH_DISCARD_SAFE(shgroup->batch_geom);
}
void DRW_shgroup_instance_batch(DRWShadingGroup *shgroup, struct Gwn_Batch *instances)
{
BLI_assert(shgroup->type == DRW_SHG_INSTANCE);
BLI_assert(shgroup->interface.instance_batch == NULL);
shgroup->interface.instance_batch = instances;
}
#define CALL_PREPEND(shgroup, call) { \
if (shgroup->calls == NULL) { \
shgroup->calls = call; \
shgroup->calls_first = call; \
} \
else { \
((DRWCall *)(shgroup->calls))->head.prev = call; \
shgroup->calls = call; \
} \
call->head.prev = NULL; \
} ((void)0)
void DRW_shgroup_call_add(DRWShadingGroup *shgroup, Gwn_Batch *geom, float (*obmat)[4])
{
BLI_assert(geom != NULL);
DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
CALL_PREPEND(shgroup, call);
call->head.type = DRW_CALL_SINGLE;
#ifdef USE_GPU_SELECT
call->head.select_id = g_DRW_select_id;
#endif
if (obmat != NULL) {
copy_m4_m4(call->obmat, obmat);
}
call->geometry = geom;
call->ob_data = NULL;
}
void DRW_shgroup_call_object_add(DRWShadingGroup *shgroup, Gwn_Batch *geom, Object *ob)
{
BLI_assert(geom != NULL);
DRWCall *call = BLI_mempool_alloc(DST.vmempool->calls);
CALL_PREPEND(shgroup, call);
call->head.type = DRW_CALL_SINGLE;
#ifdef USE_GPU_SELECT
call->head.select_id = g_DRW_select_id;
#endif
copy_m4_m4(call->obmat, ob->obmat);
call->geometry = geom;
call->ob_data = ob->data;
}
void DRW_shgroup_call_generate_add(
DRWShadingGroup *shgroup,
DRWCallGenerateFn *geometry_fn, void *user_data,
float (*obmat)[4])
{
BLI_assert(geometry_fn != NULL);
DRWCallGenerate *call = BLI_mempool_alloc(DST.vmempool->calls_generate);
CALL_PREPEND(shgroup, call);
call->head.type = DRW_CALL_GENERATE;
#ifdef USE_GPU_SELECT
call->head.select_id = g_DRW_select_id;
#endif
if (obmat != NULL) {
copy_m4_m4(call->obmat, obmat);
}
call->geometry_fn = geometry_fn;
call->user_data = user_data;
}
static void sculpt_draw_cb(
DRWShadingGroup *shgroup,
void (*draw_fn)(DRWShadingGroup *shgroup, Gwn_Batch *geom),
void *user_data)
{
Object *ob = user_data;
PBVH *pbvh = ob->sculpt->pbvh;
if (pbvh) {
BKE_pbvh_draw_cb(
pbvh, NULL, NULL, false,
(void (*)(void *, Gwn_Batch *))draw_fn, shgroup);
}
}
void DRW_shgroup_call_sculpt_add(DRWShadingGroup *shgroup, Object *ob, float (*obmat)[4])
{
DRW_shgroup_call_generate_add(shgroup, sculpt_draw_cb, ob, obmat);
}
void DRW_shgroup_call_dynamic_add_array(DRWShadingGroup *shgroup, const void *attr[], unsigned int attr_len)
{
DRWInterface *interface = &shgroup->interface;
#ifdef USE_GPU_SELECT
if ((G.f & G_PICKSEL) && (interface->instance_count > 0)) {
DRWShadingGroup *original_shgroup = shgroup;
shgroup = BLI_mempool_alloc(DST.vmempool->shgroups);
memcpy(shgroup, original_shgroup, sizeof(DRWShadingGroup));
shgroup->calls = NULL;
shgroup->calls_first = NULL;
interface = &shgroup->interface;
interface->instance_count = 0;
/* Append */
if (shgroup->pass_parent->shgroups != NULL) {
shgroup->pass_parent->shgroups_last->next = shgroup;
}
else {
shgroup->pass_parent->shgroups = shgroup;
}
shgroup->pass_parent->shgroups_last = shgroup;
shgroup->next = NULL;
}
#endif
DRWCallDynamic *call = BLI_mempool_alloc(DST.vmempool->calls_dynamic);
CALL_PREPEND(shgroup, call);
BLI_assert(attr_len == interface->attribs_count);
UNUSED_VARS_NDEBUG(attr_len);
call->head.type = DRW_CALL_DYNAMIC;
#ifdef USE_GPU_SELECT
call->head.select_id = g_DRW_select_id;
#endif
if (interface->attribs_count != 0) {
memcpy((void *)call->data, attr, sizeof(void *) * interface->attribs_count);
}
interface->instance_count += 1;
}
/* Used for instancing with no attributes */
void DRW_shgroup_set_instance_count(DRWShadingGroup *shgroup, int count)
{
DRWInterface *interface = &shgroup->interface;
BLI_assert(interface->attribs_count == 0);
interface->instance_count = count;
}
/**
* State is added to #Pass.state while drawing.
* Use to temporarily enable draw options.
*/
void DRW_shgroup_state_enable(DRWShadingGroup *shgroup, DRWState state)
{
shgroup->state_extra |= state;
}
void DRW_shgroup_state_disable(DRWShadingGroup *shgroup, DRWState state)
{
shgroup->state_extra_disable &= ~state;
}
void DRW_shgroup_stencil_mask(DRWShadingGroup *shgroup, unsigned int mask)
{
shgroup->stencil_mask = mask;
}
void DRW_shgroup_attrib_float(DRWShadingGroup *shgroup, const char *name, int size)
{
DRW_interface_attrib(shgroup, name, DRW_ATTRIB_FLOAT, size, false);
}
void DRW_shgroup_uniform_texture(DRWShadingGroup *shgroup, const char *name, const GPUTexture *tex)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_TEXTURE, tex, 0, 1);
}
void DRW_shgroup_uniform_block(DRWShadingGroup *shgroup, const char *name, const GPUUniformBuffer *ubo)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BLOCK, ubo, 0, 1);
}
void DRW_shgroup_uniform_buffer(DRWShadingGroup *shgroup, const char *name, GPUTexture **tex)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BUFFER, tex, 0, 1);
}
void DRW_shgroup_uniform_bool(DRWShadingGroup *shgroup, const char *name, const bool *value, int arraysize)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_BOOL, value, 1, arraysize);
}
void DRW_shgroup_uniform_float(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 1, arraysize);
}
void DRW_shgroup_uniform_vec2(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 2, arraysize);
}
void DRW_shgroup_uniform_vec3(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 3, arraysize);
}
void DRW_shgroup_uniform_vec4(DRWShadingGroup *shgroup, const char *name, const float *value, int arraysize)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_FLOAT, value, 4, arraysize);
}
void DRW_shgroup_uniform_short_to_int(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_SHORT_TO_INT, value, 1, arraysize);
}
void DRW_shgroup_uniform_short_to_float(DRWShadingGroup *shgroup, const char *name, const short *value, int arraysize)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_SHORT_TO_FLOAT, value, 1, arraysize);
}
void DRW_shgroup_uniform_int(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 1, arraysize);
}
void DRW_shgroup_uniform_ivec2(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 2, arraysize);
}
void DRW_shgroup_uniform_ivec3(DRWShadingGroup *shgroup, const char *name, const int *value, int arraysize)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_INT, value, 3, arraysize);
}
void DRW_shgroup_uniform_mat3(DRWShadingGroup *shgroup, const char *name, const float *value)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_MAT3, value, 9, 1);
}
void DRW_shgroup_uniform_mat4(DRWShadingGroup *shgroup, const char *name, const float *value)
{
DRW_interface_uniform(shgroup, name, DRW_UNIFORM_MAT4, value, 16, 1);
}
/* Creates a VBO containing OGL primitives for all DRWCallDynamic */
static void shgroup_dynamic_batch(DRWShadingGroup *shgroup)
{
DRWInterface *interface = &shgroup->interface;
int nbr = interface->instance_count;
Gwn_PrimType type = (shgroup->type == DRW_SHG_POINT_BATCH) ? GWN_PRIM_POINTS :
(shgroup->type == DRW_SHG_TRIANGLE_BATCH) ? GWN_PRIM_TRIS : GWN_PRIM_LINES;
if (nbr == 0)
return;
/* Upload Data */
if (interface->vbo_format.attrib_ct == 0) {
for (DRWAttrib *attrib = interface->attribs_first; attrib; attrib = attrib->prev) {
BLI_assert(attrib->size <= 4); /* matrices have no place here for now */
if (attrib->type == DRW_ATTRIB_FLOAT) {
attrib->format_id = GWN_vertformat_attr_add(
&interface->vbo_format, attrib->name, GWN_COMP_F32, attrib->size, GWN_FETCH_FLOAT);
}
else if (attrib->type == DRW_ATTRIB_INT) {
attrib->format_id = GWN_vertformat_attr_add(
&interface->vbo_format, attrib->name, GWN_COMP_I8, attrib->size, GWN_FETCH_INT);
}
else {
BLI_assert(false);
}
}
}
Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&interface->vbo_format);
GWN_vertbuf_data_alloc(vbo, nbr);
int j = 0;
for (DRWCallDynamic *call = shgroup->calls_first; call; call = call->head.prev, j++) {
int i = 0;
for (DRWAttrib *attrib = interface->attribs_first; attrib; attrib = attrib->prev, i++) {
GWN_vertbuf_attr_set(vbo, attrib->format_id, j, call->data[i]);
}
}
/* TODO make the batch dynamic instead of freeing it every times */
if (shgroup->batch_geom)
GWN_batch_discard(shgroup->batch_geom);
shgroup->batch_geom = GWN_batch_create_ex(type, vbo, NULL, GWN_BATCH_OWNS_VBO);
}
static void shgroup_dynamic_instance(DRWShadingGroup *shgroup)
{
int i = 0;
int offset = 0;
DRWInterface *interface = &shgroup->interface;
int buffer_size = 0;
if (interface->instance_batch != NULL) {
return;
}
/* TODO We still need this because gawain does not support Matrix attribs. */
if (interface->instance_count == 0) {
if (interface->instance_vbo) {
glDeleteBuffers(1, &interface->instance_vbo);
interface->instance_vbo = 0;
}
return;
}
/* only once */
if (interface->attribs_stride == 0) {
for (DRWAttrib *attrib = interface->attribs_first; attrib; attrib = attrib->prev, i++) {
BLI_assert(attrib->type == DRW_ATTRIB_FLOAT); /* Only float for now */
interface->attribs_stride += attrib->size;
interface->attribs_size[i] = attrib->size;
interface->attribs_loc[i] = attrib->location;
}
}
/* Gather Data */
buffer_size = sizeof(float) * interface->attribs_stride * interface->instance_count;
float *data = MEM_mallocN(buffer_size, "Instance VBO data");
for (DRWCallDynamic *call = shgroup->calls_first; call; call = call->head.prev) {
for (int j = 0; j < interface->attribs_count; ++j) {
memcpy(data + offset, call->data[j], sizeof(float) * interface->attribs_size[j]);
offset += interface->attribs_size[j];
}
}
/* TODO poke mike to add this to gawain */
if (interface->instance_vbo) {
glDeleteBuffers(1, &interface->instance_vbo);
interface->instance_vbo = 0;
}
glGenBuffers(1, &interface->instance_vbo);
glBindBuffer(GL_ARRAY_BUFFER, interface->instance_vbo);
glBufferData(GL_ARRAY_BUFFER, buffer_size, data, GL_STATIC_DRAW);
MEM_freeN(data);
}
static void shgroup_dynamic_batch_from_calls(DRWShadingGroup *shgroup)
{
if ((shgroup->interface.instance_vbo || shgroup->batch_geom) &&
(G.debug_value == 667))
{
return;
}
if (shgroup->type == DRW_SHG_INSTANCE) {
shgroup_dynamic_instance(shgroup);
}
else {
shgroup_dynamic_batch(shgroup);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Passes (DRW_pass)
* \{ */
DRWPass *DRW_pass_create(const char *name, DRWState state)
{
DRWPass *pass = BLI_mempool_alloc(DST.vmempool->passes);
pass->state = state;
BLI_strncpy(pass->name, name, MAX_PASS_NAME);
pass->shgroups = NULL;
pass->shgroups_last = NULL;
return pass;
}
void DRW_pass_free(DRWPass *pass)
{
for (DRWShadingGroup *shgroup = pass->shgroups; shgroup; shgroup = shgroup->next) {
DRW_shgroup_free(shgroup);
}
pass->shgroups = NULL;
pass->shgroups_last = NULL;
}
void DRW_pass_foreach_shgroup(DRWPass *pass, void (*callback)(void *userData, DRWShadingGroup *shgrp), void *userData)
{
for (DRWShadingGroup *shgroup = pass->shgroups; shgroup; shgroup = shgroup->next) {
callback(userData, shgroup);
}
}
typedef struct ZSortData {
float *axis;
float *origin;
} ZSortData;
static int pass_shgroup_dist_sort(void *thunk, const void *a, const void *b)
{
const ZSortData *zsortdata = (ZSortData *)thunk;
const DRWShadingGroup *shgrp_a = (const DRWShadingGroup *)a;
const DRWShadingGroup *shgrp_b = (const DRWShadingGroup *)b;
const DRWCall *call_a;
const DRWCall *call_b;
call_a = shgrp_a->calls_first;
call_b = shgrp_b->calls_first;
if (call_a == NULL) return -1;
if (call_b == NULL) return -1;
float tmp[3];
sub_v3_v3v3(tmp, zsortdata->origin, call_a->obmat[3]);
const float a_sq = dot_v3v3(zsortdata->axis, tmp);
sub_v3_v3v3(tmp, zsortdata->origin, call_b->obmat[3]);
const float b_sq = dot_v3v3(zsortdata->axis, tmp);
if (a_sq < b_sq) return 1;
else if (a_sq > b_sq) return -1;
else {
/* If there is a depth prepass put it before */
if ((shgrp_a->state_extra & DRW_STATE_WRITE_DEPTH) != 0) {
return -1;
}
else if ((shgrp_b->state_extra & DRW_STATE_WRITE_DEPTH) != 0) {
return 1;
}
else return 0;
}
}
/* ------------------ Shading group sorting --------------------- */
#define SORT_IMPL_LINKTYPE DRWShadingGroup
#define SORT_IMPL_USE_THUNK
#define SORT_IMPL_FUNC shgroup_sort_fn_r
#include "../../blenlib/intern/list_sort_impl.h"
#undef SORT_IMPL_FUNC
#undef SORT_IMPL_USE_THUNK
#undef SORT_IMPL_LINKTYPE
/**
* Sort Shading groups by decreasing Z of their first draw call.
* This is usefull for order dependant effect such as transparency.
**/
void DRW_pass_sort_shgroup_z(DRWPass *pass)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
float (*viewinv)[4];
viewinv = (viewport_matrix_override.override[DRW_MAT_VIEWINV])
? viewport_matrix_override.mat[DRW_MAT_VIEWINV] : rv3d->viewinv;
ZSortData zsortdata = {viewinv[2], viewinv[3]};
if (pass->shgroups && pass->shgroups->next) {
pass->shgroups = shgroup_sort_fn_r(pass->shgroups, pass_shgroup_dist_sort, &zsortdata);
/* Find the next last */
DRWShadingGroup *last = pass->shgroups;
while ((last = last->next)) {
/* Do nothing */
};
pass->shgroups_last = last;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw (DRW_draw)
* \{ */
static void DRW_state_set(DRWState state)
{
if (DST.state == state) {
return;
}
#define CHANGED_TO(f) \
((DST.state & (f)) ? \
((state & (f)) ? 0 : -1) : \
((state & (f)) ? 1 : 0))
#define CHANGED_ANY(f) \
((DST.state & (f)) != (state & (f)))
#define CHANGED_ANY_STORE_VAR(f, enabled) \
((DST.state & (f)) != (enabled = (state & (f))))
/* Depth Write */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_WRITE_DEPTH))) {
if (test == 1) {
glDepthMask(GL_TRUE);
}
else {
glDepthMask(GL_FALSE);
}
}
}
/* Color Write */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_WRITE_COLOR))) {
if (test == 1) {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
else {
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
}
}
}
/* Cull */
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_CULL_BACK | DRW_STATE_CULL_FRONT,
test))
{
if (test) {
glEnable(GL_CULL_FACE);
if ((state & DRW_STATE_CULL_BACK) != 0) {
glCullFace(GL_BACK);
}
else if ((state & DRW_STATE_CULL_FRONT) != 0) {
glCullFace(GL_FRONT);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_CULL_FACE);
}
}
}
/* Depth Test */
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_DEPTH_LESS | DRW_STATE_DEPTH_EQUAL | DRW_STATE_DEPTH_GREATER | DRW_STATE_DEPTH_ALWAYS,
test))
{
if (test) {
glEnable(GL_DEPTH_TEST);
if (state & DRW_STATE_DEPTH_LESS) {
glDepthFunc(GL_LEQUAL);
}
else if (state & DRW_STATE_DEPTH_EQUAL) {
glDepthFunc(GL_EQUAL);
}
else if (state & DRW_STATE_DEPTH_GREATER) {
glDepthFunc(GL_GREATER);
}
else if (state & DRW_STATE_DEPTH_ALWAYS) {
glDepthFunc(GL_ALWAYS);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_DEPTH_TEST);
}
}
}
/* Wire Width */
{
if (CHANGED_ANY(DRW_STATE_WIRE | DRW_STATE_WIRE_LARGE)) {
if ((state & DRW_STATE_WIRE) != 0) {
glLineWidth(1.0f);
}
else if ((state & DRW_STATE_WIRE_LARGE) != 0) {
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
}
else {
/* do nothing */
}
}
}
/* Points Size */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_POINT))) {
if (test == 1) {
GPU_enable_program_point_size();
glPointSize(5.0f);
}
else {
GPU_disable_program_point_size();
}
}
}
/* Blending (all buffer) */
{
int test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_BLEND | DRW_STATE_ADDITIVE | DRW_STATE_MULTIPLY | DRW_STATE_TRANSMISSION,
test))
{
if (test) {
glEnable(GL_BLEND);
if ((state & DRW_STATE_BLEND) != 0) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if ((state & DRW_STATE_MULTIPLY) != 0) {
glBlendFunc(GL_DST_COLOR, GL_ZERO);
}
else if ((state & DRW_STATE_TRANSMISSION) != 0) {
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
}
else if ((state & DRW_STATE_ADDITIVE) != 0) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
else {
BLI_assert(0);
}
}
else {
glDisable(GL_BLEND);
}
}
}
/* Clip Planes */
{
int test;
if ((test = CHANGED_TO(DRW_STATE_CLIP_PLANES))) {
if (test == 1) {
for (int i = 0; i < DST.num_clip_planes; ++i) {
glEnable(GL_CLIP_DISTANCE0 + i);
}
}
else {
for (int i = 0; i < MAX_CLIP_PLANES; ++i) {
glDisable(GL_CLIP_DISTANCE0 + i);
}
}
}
}
/* Line Stipple */
{
int test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_STIPPLE_2 | DRW_STATE_STIPPLE_3 | DRW_STATE_STIPPLE_4,
test))
{
if (test) {
if ((state & DRW_STATE_STIPPLE_2) != 0) {
setlinestyle(2);
}
else if ((state & DRW_STATE_STIPPLE_3) != 0) {
setlinestyle(3);
}
else if ((state & DRW_STATE_STIPPLE_4) != 0) {
setlinestyle(4);
}
else {
BLI_assert(0);
}
}
else {
setlinestyle(0);
}
}
}
/* Stencil */
{
DRWState test;
if (CHANGED_ANY_STORE_VAR(
DRW_STATE_WRITE_STENCIL |
DRW_STATE_STENCIL_EQUAL,
test))
{
if (test) {
glEnable(GL_STENCIL_TEST);
/* Stencil Write */
if ((state & DRW_STATE_WRITE_STENCIL) != 0) {
glStencilMask(0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
/* Stencil Test */
else if ((state & DRW_STATE_STENCIL_EQUAL) != 0) {
glStencilMask(0x00); /* disable write */
DST.stencil_mask = 0;
}
else {
BLI_assert(0);
}
}
else {
/* disable write & test */
DST.stencil_mask = 0;
glStencilMask(0x00);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glDisable(GL_STENCIL_TEST);
}
}
}
#undef CHANGED_TO
#undef CHANGED_ANY
#undef CHANGED_ANY_STORE_VAR
DST.state = state;
}
static void DRW_stencil_set(unsigned int mask)
{
if (DST.stencil_mask != mask) {
/* Stencil Write */
if ((DST.state & DRW_STATE_WRITE_STENCIL) != 0) {
glStencilFunc(GL_ALWAYS, mask, 0xFF);
DST.stencil_mask = mask;
}
/* Stencil Test */
else if ((DST.state & DRW_STATE_STENCIL_EQUAL) != 0) {
glStencilFunc(GL_EQUAL, mask, 0xFF);
DST.stencil_mask = mask;
}
}
}
typedef struct DRWBoundTexture {
struct DRWBoundTexture *next, *prev;
GPUTexture *tex;
} DRWBoundTexture;
static void draw_geometry_prepare(
DRWShadingGroup *shgroup, const float (*obmat)[4], const float *texcoloc, const float *texcosize)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
DRWInterface *interface = &shgroup->interface;
float mvp[4][4], mv[4][4], mi[4][4], mvi[4][4], pi[4][4], n[3][3], wn[3][3];
float orcofacs[2][3] = {{0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f}};
float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
bool do_pi = (interface->projectioninverse != -1);
bool do_mvp = (interface->modelviewprojection != -1);
bool do_mi = (interface->modelinverse != -1);
bool do_mv = (interface->modelview != -1);
bool do_mvi = (interface->modelviewinverse != -1);
bool do_n = (interface->normal != -1);
bool do_wn = (interface->worldnormal != -1);
bool do_eye = (interface->eye != -1);
bool do_orco = (interface->orcotexfac != -1) && (texcoloc != NULL) && (texcosize != NULL);
/* Matrix override */
float (*persmat)[4];
float (*persinv)[4];
float (*viewmat)[4];
float (*viewinv)[4];
float (*winmat)[4];
float (*wininv)[4];
persmat = (viewport_matrix_override.override[DRW_MAT_PERS])
? viewport_matrix_override.mat[DRW_MAT_PERS] : rv3d->persmat;
persinv = (viewport_matrix_override.override[DRW_MAT_PERSINV])
? viewport_matrix_override.mat[DRW_MAT_PERSINV] : rv3d->persinv;
viewmat = (viewport_matrix_override.override[DRW_MAT_VIEW])
? viewport_matrix_override.mat[DRW_MAT_VIEW] : rv3d->viewmat;
viewinv = (viewport_matrix_override.override[DRW_MAT_VIEWINV])
? viewport_matrix_override.mat[DRW_MAT_VIEWINV] : rv3d->viewinv;
winmat = (viewport_matrix_override.override[DRW_MAT_WIN])
? viewport_matrix_override.mat[DRW_MAT_WIN] : rv3d->winmat;
wininv = viewport_matrix_override.mat[DRW_MAT_WININV];
if (do_pi) {
if (!viewport_matrix_override.override[DRW_MAT_WININV]) {
invert_m4_m4(pi, winmat);
wininv = pi;
}
}
if (do_mi) {
invert_m4_m4(mi, obmat);
}
if (do_mvp) {
mul_m4_m4m4(mvp, persmat, obmat);
}
if (do_mv || do_mvi || do_n || do_eye) {
mul_m4_m4m4(mv, viewmat, obmat);
}
if (do_mvi) {
invert_m4_m4(mvi, mv);
}
if (do_n || do_eye) {
copy_m3_m4(n, mv);
invert_m3(n);
transpose_m3(n);
}
if (do_wn) {
copy_m3_m4(wn, obmat);
invert_m3(wn);
transpose_m3(wn);
}
if (do_eye) {
/* Used by orthographic wires */
float tmp[3][3];
invert_m3_m3(tmp, n);
/* set eye vector, transformed to object coords */
mul_m3_v3(tmp, eye);
}
if (do_orco) {
mul_v3_v3fl(orcofacs[1], texcosize, 2.0f);
invert_v3(orcofacs[1]);
sub_v3_v3v3(orcofacs[0], texcoloc, texcosize);
negate_v3(orcofacs[0]);
mul_v3_v3(orcofacs[0], orcofacs[1]); /* result in a nice MADD in the shader */
}
/* Should be really simple */
/* step 1 : bind object dependent matrices */
/* TODO : Some of these are not object dependant.
* They should be grouped inside a UBO updated once per redraw.
* The rest can also go into a UBO to reduce API calls. */
GPU_shader_uniform_vector(shgroup->shader, interface->model, 16, 1, (float *)obmat);
GPU_shader_uniform_vector(shgroup->shader, interface->modelinverse, 16, 1, (float *)mi);
GPU_shader_uniform_vector(shgroup->shader, interface->modelviewprojection, 16, 1, (float *)mvp);
GPU_shader_uniform_vector(shgroup->shader, interface->viewinverse, 16, 1, (float *)viewinv);
GPU_shader_uniform_vector(shgroup->shader, interface->viewprojection, 16, 1, (float *)persmat);
GPU_shader_uniform_vector(shgroup->shader, interface->viewprojectioninverse, 16, 1, (float *)persinv);
GPU_shader_uniform_vector(shgroup->shader, interface->projection, 16, 1, (float *)winmat);
GPU_shader_uniform_vector(shgroup->shader, interface->projectioninverse, 16, 1, (float *)wininv);
GPU_shader_uniform_vector(shgroup->shader, interface->view, 16, 1, (float *)viewmat);
GPU_shader_uniform_vector(shgroup->shader, interface->modelview, 16, 1, (float *)mv);
GPU_shader_uniform_vector(shgroup->shader, interface->modelviewinverse, 16, 1, (float *)mvi);
GPU_shader_uniform_vector(shgroup->shader, interface->normal, 9, 1, (float *)n);
GPU_shader_uniform_vector(shgroup->shader, interface->worldnormal, 9, 1, (float *)wn);
GPU_shader_uniform_vector(shgroup->shader, interface->camtexfac, 4, 1, (float *)rv3d->viewcamtexcofac);
GPU_shader_uniform_vector(shgroup->shader, interface->orcotexfac, 3, 2, (float *)orcofacs);
GPU_shader_uniform_vector(shgroup->shader, interface->eye, 3, 1, (float *)eye);
GPU_shader_uniform_vector(shgroup->shader, interface->clipplanes, 4, DST.num_clip_planes, (float *)DST.clip_planes_eq);
}
static void draw_geometry_execute(DRWShadingGroup *shgroup, Gwn_Batch *geom)
{
DRWInterface *interface = &shgroup->interface;
/* step 2 : bind vertex array & draw */
GWN_batch_program_set(geom, GPU_shader_get_program(shgroup->shader), GPU_shader_get_interface(shgroup->shader));
if (interface->instance_batch) {
GWN_batch_draw_stupid_instanced_with_batch(geom, interface->instance_batch);
}
else if (interface->instance_vbo) {
GWN_batch_draw_stupid_instanced(
geom, interface->instance_vbo, interface->instance_count, interface->attribs_count,
interface->attribs_stride, interface->attribs_size, interface->attribs_loc);
}
else {
GWN_batch_draw_stupid(geom);
}
/* XXX this just tells gawain we are done with the shader.
* This does not unbind the shader. */
GWN_batch_program_unset(geom);
}
static void draw_geometry(DRWShadingGroup *shgroup, Gwn_Batch *geom, const float (*obmat)[4], ID *ob_data)
{
float *texcoloc = NULL;
float *texcosize = NULL;
if (ob_data != NULL) {
switch (GS(ob_data->name)) {
case ID_ME:
BKE_mesh_texspace_get_reference((Mesh *)ob_data, NULL, &texcoloc, NULL, &texcosize);
break;
default:
/* TODO, curve, metaball? */
break;
}
}
draw_geometry_prepare(shgroup, obmat, texcoloc, texcosize);
draw_geometry_execute(shgroup, geom);
}
static void bind_texture(GPUTexture *tex)
{
int bind_num = GPU_texture_bound_number(tex);
if (bind_num == -1) {
for (int i = 0; i < GPU_max_textures(); ++i) {
RST.bind_tex_inc = (RST.bind_tex_inc + 1) % GPU_max_textures();
if (RST.bound_tex_slots[RST.bind_tex_inc] == false) {
if (RST.bound_texs[RST.bind_tex_inc] != NULL) {
GPU_texture_unbind(RST.bound_texs[RST.bind_tex_inc]);
}
GPU_texture_bind(tex, RST.bind_tex_inc);
RST.bound_texs[RST.bind_tex_inc] = tex;
RST.bound_tex_slots[RST.bind_tex_inc] = true;
return;
}
}
printf("Not enough texture slots! Reduce number of textures used by your shader.\n");
}
RST.bound_tex_slots[bind_num] = true;
}
static void bind_ubo(GPUUniformBuffer *ubo)
{
if (RST.bind_ubo_inc < GPU_max_ubo_binds()) {
GPU_uniformbuffer_bind(ubo, RST.bind_ubo_inc);
RST.bind_ubo_inc++;
}
else {
/* This is not depending on user input.
* It is our responsability to make sure there enough slots. */
BLI_assert(0 && "Not enough ubo slots! This should not happen!\n");
/* printf so user can report bad behaviour */
printf("Not enough ubo slots! This should not happen!\n");
}
}
static void release_texture_slots(void)
{
memset(RST.bound_tex_slots, 0x0, sizeof(bool) * GPU_max_textures());
}
static void release_ubo_slots(void)
{
RST.bind_ubo_inc = 0;
}
static void draw_shgroup(DRWShadingGroup *shgroup, DRWState pass_state)
{
BLI_assert(shgroup->shader);
DRWInterface *interface = &shgroup->interface;
GPUTexture *tex;
GPUUniformBuffer *ubo;
int val;
float fval;
if (DST.shader != shgroup->shader) {
if (DST.shader) GPU_shader_unbind();
GPU_shader_bind(shgroup->shader);
DST.shader = shgroup->shader;
}
const bool is_normal = ELEM(shgroup->type, DRW_SHG_NORMAL);
if (!is_normal) {
shgroup_dynamic_batch_from_calls(shgroup);
}
release_texture_slots();
release_ubo_slots();
DRW_state_set((pass_state & shgroup->state_extra_disable) | shgroup->state_extra);
DRW_stencil_set(shgroup->stencil_mask);
/* Binding Uniform */
/* Don't check anything, Interface should already contain the least uniform as possible */
for (DRWUniform *uni = interface->uniforms; uni; uni = uni->next) {
switch (uni->type) {
case DRW_UNIFORM_SHORT_TO_INT:
val = (int)*((short *)uni->value);
GPU_shader_uniform_vector_int(
shgroup->shader, uni->location, uni->length, uni->arraysize, (int *)&val);
break;
case DRW_UNIFORM_SHORT_TO_FLOAT:
fval = (float)*((short *)uni->value);
GPU_shader_uniform_vector(
shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)&fval);
break;
case DRW_UNIFORM_BOOL:
case DRW_UNIFORM_INT:
GPU_shader_uniform_vector_int(
shgroup->shader, uni->location, uni->length, uni->arraysize, (int *)uni->value);
break;
case DRW_UNIFORM_FLOAT:
case DRW_UNIFORM_MAT3:
case DRW_UNIFORM_MAT4:
GPU_shader_uniform_vector(
shgroup->shader, uni->location, uni->length, uni->arraysize, (float *)uni->value);
break;
case DRW_UNIFORM_TEXTURE:
tex = (GPUTexture *)uni->value;
BLI_assert(tex);
bind_texture(tex);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_BUFFER:
if (!DRW_state_is_fbo()) {
break;
}
tex = *((GPUTexture **)uni->value);
BLI_assert(tex);
bind_texture(tex);
GPU_shader_uniform_texture(shgroup->shader, uni->location, tex);
break;
case DRW_UNIFORM_BLOCK:
ubo = (GPUUniformBuffer *)uni->value;
bind_ubo(ubo);
GPU_shader_uniform_buffer(shgroup->shader, uni->location, ubo);
break;
}
}
#ifdef USE_GPU_SELECT
/* use the first item because of selection we only ever add one */
# define GPU_SELECT_LOAD_IF_PICKSEL(_call) \
if ((G.f & G_PICKSEL) && (_call)) { \
GPU_select_load_id((_call)->head.select_id); \
} ((void)0)
# define GPU_SELECT_LOAD_IF_PICKSEL_LIST(_call_last, _call_first) \
if ((G.f & G_PICKSEL) && _call_first) { \
BLI_assert(_call_first && (_call_first == _call_last)); \
GPU_select_load_id(((DRWCall *)_call_first)->head.select_id); \
} ((void)0)
#else
# define GPU_SELECT_LOAD_IF_PICKSEL(call)
# define GPU_SELECT_LOAD_IF_PICKSEL_LIST(call, _call_first)
#endif
/* Rendering Calls */
if (!is_normal) {
/* Replacing multiple calls with only one */
float obmat[4][4];
unit_m4(obmat);
if (shgroup->type == DRW_SHG_INSTANCE &&
(interface->instance_count > 0 || interface->instance_batch != NULL))
{
GPU_SELECT_LOAD_IF_PICKSEL_LIST(shgroup->calls, shgroup->calls_first);
draw_geometry(shgroup, shgroup->instance_geom, obmat, shgroup->instance_data);
}
else {
/* Some dynamic batch can have no geom (no call to aggregate) */
if (shgroup->batch_geom) {
GPU_SELECT_LOAD_IF_PICKSEL_LIST(shgroup->calls, shgroup->calls_first);
draw_geometry(shgroup, shgroup->batch_geom, obmat, NULL);
}
}
}
else {
for (DRWCall *call = shgroup->calls_first; call; call = call->head.prev)
{
bool neg_scale = is_negative_m4(call->obmat);
/* Negative scale objects */
if (neg_scale) {
glFrontFace(DST.backface);
}
GPU_SELECT_LOAD_IF_PICKSEL(call);
if (call->head.type == DRW_CALL_SINGLE) {
draw_geometry(shgroup, call->geometry, call->obmat, call->ob_data);
}
else {
BLI_assert(call->head.type == DRW_CALL_GENERATE);
DRWCallGenerate *callgen = ((DRWCallGenerate *)call);
draw_geometry_prepare(shgroup, callgen->obmat, NULL, NULL);
callgen->geometry_fn(shgroup, draw_geometry_execute, callgen->user_data);
}
/* Reset state */
if (neg_scale) {
glFrontFace(DST.frontface);
}
}
}
/* TODO: remove, (currently causes alpha issue with sculpt, need to investigate) */
DRW_state_reset();
}
static void DRW_draw_pass_ex(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group)
{
/* Start fresh */
DST.shader = NULL;
DRW_state_set(pass->state);
DRW_stats_query_start(pass->name);
for (DRWShadingGroup *shgroup = start_group; shgroup; shgroup = shgroup->next) {
draw_shgroup(shgroup, pass->state);
/* break if upper limit */
if (shgroup == end_group) {
break;
}
}
/* Clear Bound textures */
for (int i = 0; i < GPU_max_textures(); i++) {
if (RST.bound_texs[i] != NULL) {
GPU_texture_unbind(RST.bound_texs[i]);
RST.bound_texs[i] = NULL;
}
}
if (DST.shader) {
GPU_shader_unbind();
DST.shader = NULL;
}
DRW_stats_query_end();
}
void DRW_draw_pass(DRWPass *pass)
{
DRW_draw_pass_ex(pass, pass->shgroups, pass->shgroups_last);
}
/* Draw only a subset of shgroups. Used in special situations as grease pencil strokes */
void DRW_draw_pass_subset(DRWPass *pass, DRWShadingGroup *start_group, DRWShadingGroup *end_group)
{
DRW_draw_pass_ex(pass, start_group, end_group);
}
void DRW_draw_callbacks_pre_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
gpuLoadProjectionMatrix(rv3d->winmat);
gpuLoadMatrix(rv3d->viewmat);
}
void DRW_draw_callbacks_post_scene(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
gpuLoadProjectionMatrix(rv3d->winmat);
gpuLoadMatrix(rv3d->viewmat);
}
/* Reset state to not interfer with other UI drawcall */
void DRW_state_reset_ex(DRWState state)
{
DST.state = ~state;
DRW_state_set(state);
}
void DRW_state_reset(void)
{
/* Reset blending function */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DRW_state_reset_ex(DRW_STATE_DEFAULT);
}
/* NOTE : Make sure to reset after use! */
void DRW_state_invert_facing(void)
{
SWAP(GLenum, DST.backface, DST.frontface);
glFrontFace(DST.frontface);
}
/**
* This only works if DRWPasses have been tagged with DRW_STATE_CLIP_PLANES,
* and if the shaders have support for it (see usage of gl_ClipDistance).
* Be sure to call DRW_state_clip_planes_reset() after you finish drawing.
**/
void DRW_state_clip_planes_add(float plane_eq[4])
{
copy_v4_v4(DST.clip_planes_eq[DST.num_clip_planes++], plane_eq);
}
void DRW_state_clip_planes_reset(void)
{
DST.num_clip_planes = 0;
}
/** \} */
struct DRWTextStore *DRW_text_cache_ensure(void)
{
BLI_assert(DST.text_store_p);
if (*DST.text_store_p == NULL) {
*DST.text_store_p = DRW_text_cache_create();
}
return *DST.text_store_p;
}
/* -------------------------------------------------------------------- */
/** \name Settings
* \{ */
bool DRW_object_is_renderable(Object *ob)
{
Scene *scene = DST.draw_ctx.scene;
Object *obedit = scene->obedit;
if (!BKE_object_is_visible(ob)) {
return false;
}
if (ob->type == OB_MESH) {
if (ob == obedit) {
IDProperty *props = BKE_layer_collection_engine_evaluated_get(ob, COLLECTION_MODE_EDIT, "");
bool do_show_occlude_wire = BKE_collection_engine_property_value_get_bool(props, "show_occlude_wire");
if (do_show_occlude_wire) {
return false;
}
bool do_show_weight = BKE_collection_engine_property_value_get_bool(props, "show_weight");
if (do_show_weight) {
return false;
}
}
}
return true;
}
bool DRW_object_is_flat_normal(const Object *ob)
{
if (ob->type == OB_MESH) {
const Mesh *me = ob->data;
if (me->mpoly && me->mpoly[0].flag & ME_SMOOTH) {
return false;
}
}
return true;
}
/**
* Return true if the object has its own draw mode.
* Caller must check this is active */
int DRW_object_is_mode_shade(const Object *ob)
{
BLI_assert(ob == DST.draw_ctx.obact);
if ((ob->mode & OB_MODE_EDIT) == 0) {
if (ob->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)) {
if ((DST.draw_ctx.v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE) == 0) {
return true;
}
else {
return false;
}
}
}
return -1;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Framebuffers (DRW_framebuffer)
* \{ */
static GPUTextureFormat convert_tex_format(
int fbo_format,
int *r_channels, bool *r_is_depth)
{
*r_is_depth = ELEM(fbo_format, DRW_TEX_DEPTH_16, DRW_TEX_DEPTH_24, DRW_TEX_DEPTH_24_STENCIL_8);
switch (fbo_format) {
case DRW_TEX_R_16: *r_channels = 1; return GPU_R16F;
case DRW_TEX_R_32: *r_channels = 1; return GPU_R32F;
case DRW_TEX_RG_8: *r_channels = 2; return GPU_RG8;
case DRW_TEX_RG_16: *r_channels = 2; return GPU_RG16F;
case DRW_TEX_RG_32: *r_channels = 2; return GPU_RG32F;
case DRW_TEX_RGBA_8: *r_channels = 4; return GPU_RGBA8;
case DRW_TEX_RGBA_16: *r_channels = 4; return GPU_RGBA16F;
case DRW_TEX_RGBA_32: *r_channels = 4; return GPU_RGBA32F;
case DRW_TEX_DEPTH_16: *r_channels = 1; return GPU_DEPTH_COMPONENT16;
case DRW_TEX_DEPTH_24: *r_channels = 1; return GPU_DEPTH_COMPONENT24;
case DRW_TEX_DEPTH_24_STENCIL_8: *r_channels = 1; return GPU_DEPTH24_STENCIL8;
case DRW_TEX_DEPTH_32: *r_channels = 1; return GPU_DEPTH_COMPONENT32F;
case DRW_TEX_RGB_11_11_10: *r_channels = 3; return GPU_R11F_G11F_B10F;
default:
BLI_assert(false && "Texture format unsupported as render target!");
*r_channels = 4; return GPU_RGBA8;
}
}
void DRW_framebuffer_init(
struct GPUFrameBuffer **fb, void *engine_type, int width, int height,
DRWFboTexture textures[MAX_FBO_TEX], int textures_len)
{
BLI_assert(textures_len <= MAX_FBO_TEX);
bool create_fb = false;
int color_attachment = -1;
if (!*fb) {
*fb = GPU_framebuffer_create();
create_fb = true;
}
for (int i = 0; i < textures_len; ++i) {
int channels;
bool is_depth;
DRWFboTexture fbotex = textures[i];
bool is_temp = (fbotex.flag & DRW_TEX_TEMP) != 0;
GPUTextureFormat gpu_format = convert_tex_format(fbotex.format, &channels, &is_depth);
if (!*fbotex.tex || is_temp) {
/* Temp textures need to be queried each frame, others not. */
if (is_temp) {
*fbotex.tex = GPU_viewport_texture_pool_query(
DST.viewport, engine_type, width, height, channels, gpu_format);
}
else if (create_fb) {
*fbotex.tex = GPU_texture_create_2D_custom(
width, height, channels, gpu_format, NULL, NULL);
}
}
if (create_fb) {
if (!is_depth) {
++color_attachment;
}
drw_texture_set_parameters(*fbotex.tex, fbotex.flag);
GPU_framebuffer_texture_attach(*fb, *fbotex.tex, color_attachment, 0);
}
}
if (create_fb && (textures_len > 0)) {
if (!GPU_framebuffer_check_valid(*fb, NULL)) {
printf("Error invalid framebuffer\n");
}
/* Detach temp textures */
for (int i = 0; i < textures_len; ++i) {
DRWFboTexture fbotex = textures[i];
if ((fbotex.flag & DRW_TEX_TEMP) != 0) {
GPU_framebuffer_texture_detach(*fbotex.tex);
}
}
GPU_framebuffer_bind(DST.default_framebuffer);
}
}
void DRW_framebuffer_free(struct GPUFrameBuffer *fb)
{
GPU_framebuffer_free(fb);
}
void DRW_framebuffer_bind(struct GPUFrameBuffer *fb)
{
GPU_framebuffer_bind(fb);
}
void DRW_framebuffer_clear(bool color, bool depth, bool stencil, float clear_col[4], float clear_depth)
{
if (color) {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(clear_col[0], clear_col[1], clear_col[2], clear_col[3]);
}
if (depth) {
glDepthMask(GL_TRUE);
glClearDepth(clear_depth);
}
if (stencil) {
glStencilMask(0xFF);
}
glClear(((color) ? GL_COLOR_BUFFER_BIT : 0) |
((depth) ? GL_DEPTH_BUFFER_BIT : 0) |
((stencil) ? GL_STENCIL_BUFFER_BIT : 0));
}
void DRW_framebuffer_read_data(int x, int y, int w, int h, int channels, int slot, float *data)
{
GLenum type;
switch (channels) {
case 1: type = GL_RED; break;
case 2: type = GL_RG; break;
case 3: type = GL_RGB; break;
case 4: type = GL_RGBA; break;
default:
BLI_assert(false && "wrong number of read channels");
return;
}
glReadBuffer(GL_COLOR_ATTACHMENT0 + slot);
glReadPixels(x, y, w, h, type, GL_FLOAT, data);
}
void DRW_framebuffer_texture_attach(struct GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip)
{
GPU_framebuffer_texture_attach(fb, tex, slot, mip);
}
void DRW_framebuffer_texture_layer_attach(struct GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int layer, int mip)
{
GPU_framebuffer_texture_layer_attach(fb, tex, slot, layer, mip);
}
void DRW_framebuffer_cubeface_attach(struct GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip)
{
GPU_framebuffer_texture_cubeface_attach(fb, tex, slot, face, mip);
}
void DRW_framebuffer_texture_detach(GPUTexture *tex)
{
GPU_framebuffer_texture_detach(tex);
}
void DRW_framebuffer_blit(struct GPUFrameBuffer *fb_read, struct GPUFrameBuffer *fb_write, bool depth, bool stencil)
{
GPU_framebuffer_blit(fb_read, 0, fb_write, 0, depth, stencil);
}
void DRW_framebuffer_recursive_downsample(
struct GPUFrameBuffer *fb, struct GPUTexture *tex, int num_iter,
void (*callback)(void *userData, int level), void *userData)
{
GPU_framebuffer_recursive_downsample(fb, tex, num_iter, callback, userData);
}
void DRW_framebuffer_viewport_size(struct GPUFrameBuffer *UNUSED(fb_read), int x, int y, int w, int h)
{
glViewport(x, y, w, h);
}
/* Use color management profile to draw texture to framebuffer */
void DRW_transform_to_display(GPUTexture *tex)
{
DRW_state_set(DRW_STATE_WRITE_COLOR);
Gwn_VertFormat *vert_format = immVertexFormat();
unsigned int pos = GWN_vertformat_attr_add(vert_format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
unsigned int texco = GWN_vertformat_attr_add(vert_format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
const float dither = 1.0f;
bool use_ocio = false;
{
Scene *scene = DST.draw_ctx.scene;
/* View transform is already applied for offscreen, don't apply again, see: T52046 */
ColorManagedViewSettings *view_settings =
(DST.options.is_image_render && !DST.options.is_scene_render) ?
NULL : &scene->view_settings;
use_ocio = IMB_colormanagement_setup_glsl_draw_from_space(
view_settings, &scene->display_settings, NULL, dither, false);
}
if (!use_ocio) {
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB);
immUniform1i("image", 0);
}
GPU_texture_bind(tex, 0); /* OCIO texture bind point is 0 */
float mat[4][4];
unit_m4(mat);
immUniformMatrix4fv("ModelViewProjectionMatrix", mat);
/* Full screen triangle */
immBegin(GWN_PRIM_TRIS, 3);
immAttrib2f(texco, 0.0f, 0.0f);
immVertex2f(pos, -1.0f, -1.0f);
immAttrib2f(texco, 2.0f, 0.0f);
immVertex2f(pos, 3.0f, -1.0f);
immAttrib2f(texco, 0.0f, 2.0f);
immVertex2f(pos, -1.0f, 3.0f);
immEnd();
GPU_texture_unbind(tex);
if (use_ocio) {
IMB_colormanagement_finish_glsl_draw();
}
else {
immUnbindProgram();
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Viewport (DRW_viewport)
* \{ */
static void *DRW_viewport_engine_data_get(void *engine_type)
{
void *data = GPU_viewport_engine_data_get(DST.viewport, engine_type);
if (data == NULL) {
data = GPU_viewport_engine_data_create(DST.viewport, engine_type);
}
return data;
}
void DRW_engine_viewport_data_size_get(
const void *engine_type_v,
int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len)
{
const DrawEngineType *engine_type = engine_type_v;
if (r_fbl_len) {
*r_fbl_len = engine_type->vedata_size->fbl_len;
}
if (r_txl_len) {
*r_txl_len = engine_type->vedata_size->txl_len;
}
if (r_psl_len) {
*r_psl_len = engine_type->vedata_size->psl_len;
}
if (r_stl_len) {
*r_stl_len = engine_type->vedata_size->stl_len;
}
}
const float *DRW_viewport_size_get(void)
{
return &DST.size[0];
}
const float *DRW_viewport_screenvecs_get(void)
{
return &DST.screenvecs[0][0];
}
const float *DRW_viewport_pixelsize_get(void)
{
return &DST.pixsize;
}
static void DRW_viewport_cache_resize(void)
{
/* Release the memiter before clearing the mempools that references them */
GPU_viewport_cache_release(DST.viewport);
if (DST.vmempool != NULL) {
BLI_mempool_clear_ex(DST.vmempool->calls, BLI_mempool_count(DST.vmempool->calls));
BLI_mempool_clear_ex(DST.vmempool->calls_generate, BLI_mempool_count(DST.vmempool->calls_generate));
BLI_mempool_clear_ex(DST.vmempool->calls_dynamic, BLI_mempool_count(DST.vmempool->calls_dynamic));
BLI_mempool_clear_ex(DST.vmempool->shgroups, BLI_mempool_count(DST.vmempool->shgroups));
BLI_mempool_clear_ex(DST.vmempool->uniforms, BLI_mempool_count(DST.vmempool->uniforms));
BLI_mempool_clear_ex(DST.vmempool->attribs, BLI_mempool_count(DST.vmempool->attribs));
BLI_mempool_clear_ex(DST.vmempool->passes, BLI_mempool_count(DST.vmempool->passes));
}
}
/* It also stores viewport variable to an immutable place: DST
* This is because a cache uniform only store reference
* to its value. And we don't want to invalidate the cache
* if this value change per viewport */
static void DRW_viewport_var_init(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
/* Refresh DST.size */
if (DST.viewport) {
int size[2];
GPU_viewport_size_get(DST.viewport, size);
DST.size[0] = size[0];
DST.size[1] = size[1];
DefaultFramebufferList *fbl = (DefaultFramebufferList *)GPU_viewport_framebuffer_list_get(DST.viewport);
DST.default_framebuffer = fbl->default_fb;
DST.vmempool = GPU_viewport_mempool_get(DST.viewport);
if (DST.vmempool->calls == NULL) {
DST.vmempool->calls = BLI_mempool_create(sizeof(DRWCall), 0, 512, 0);
}
if (DST.vmempool->calls_generate == NULL) {
DST.vmempool->calls_generate = BLI_mempool_create(sizeof(DRWCallGenerate), 0, 512, 0);
}
if (DST.vmempool->calls_dynamic == NULL) {
DST.vmempool->calls_dynamic = BLI_mempool_create(sizeof(DRWCallDynamic), 0, 512, 0);
}
if (DST.vmempool->shgroups == NULL) {
DST.vmempool->shgroups = BLI_mempool_create(sizeof(DRWShadingGroup), 0, 256, 0);
}
if (DST.vmempool->uniforms == NULL) {
DST.vmempool->uniforms = BLI_mempool_create(sizeof(DRWUniform), 0, 512, 0);
}
if (DST.vmempool->attribs == NULL) {
DST.vmempool->attribs = BLI_mempool_create(sizeof(DRWAttrib), 0, 256, 0);
}
if (DST.vmempool->passes == NULL) {
DST.vmempool->passes = BLI_mempool_create(sizeof(DRWPass), 0, 64, 0);
}
}
else {
DST.size[0] = 0;
DST.size[1] = 0;
DST.default_framebuffer = NULL;
DST.vmempool = NULL;
}
/* Refresh DST.screenvecs */
copy_v3_v3(DST.screenvecs[0], rv3d->viewinv[0]);
copy_v3_v3(DST.screenvecs[1], rv3d->viewinv[1]);
normalize_v3(DST.screenvecs[0]);
normalize_v3(DST.screenvecs[1]);
/* Refresh DST.pixelsize */
DST.pixsize = rv3d->pixsize;
/* Reset facing */
DST.frontface = GL_CCW;
DST.backface = GL_CW;
glFrontFace(DST.frontface);
if (DST.draw_ctx.scene->obedit) {
ED_view3d_init_mats_rv3d(DST.draw_ctx.scene->obedit, rv3d);
}
/* Alloc array of texture reference. */
if (RST.bound_texs == NULL) {
RST.bound_texs = MEM_callocN(sizeof(GPUTexture *) * GPU_max_textures(), "Bound GPUTexture refs");
}
if (RST.bound_tex_slots == NULL) {
RST.bound_tex_slots = MEM_callocN(sizeof(bool) * GPU_max_textures(), "Bound Texture Slots");
}
memset(viewport_matrix_override.override, 0x0, sizeof(viewport_matrix_override.override));
}
void DRW_viewport_matrix_get(float mat[4][4], DRWViewportMatrixType type)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
BLI_assert(type >= DRW_MAT_PERS && type <= DRW_MAT_WININV);
if (viewport_matrix_override.override[type]) {
copy_m4_m4(mat, viewport_matrix_override.mat[type]);
}
else {
switch (type) {
case DRW_MAT_PERS:
copy_m4_m4(mat, rv3d->persmat);
break;
case DRW_MAT_PERSINV:
copy_m4_m4(mat, rv3d->persinv);
break;
case DRW_MAT_VIEW:
copy_m4_m4(mat, rv3d->viewmat);
break;
case DRW_MAT_VIEWINV:
copy_m4_m4(mat, rv3d->viewinv);
break;
case DRW_MAT_WIN:
copy_m4_m4(mat, rv3d->winmat);
break;
case DRW_MAT_WININV:
invert_m4_m4(mat, rv3d->winmat);
break;
default:
BLI_assert(!"Matrix type invalid");
break;
}
}
}
void DRW_viewport_matrix_override_set(float mat[4][4], DRWViewportMatrixType type)
{
copy_m4_m4(viewport_matrix_override.mat[type], mat);
viewport_matrix_override.override[type] = true;
}
void DRW_viewport_matrix_override_unset(DRWViewportMatrixType type)
{
viewport_matrix_override.override[type] = false;
}
bool DRW_viewport_is_persp_get(void)
{
RegionView3D *rv3d = DST.draw_ctx.rv3d;
return rv3d->is_persp;
}
DefaultFramebufferList *DRW_viewport_framebuffer_list_get(void)
{
return GPU_viewport_framebuffer_list_get(DST.viewport);
}
DefaultTextureList *DRW_viewport_texture_list_get(void)
{
return GPU_viewport_texture_list_get(DST.viewport);
}
void DRW_viewport_request_redraw(void)
{
GPU_viewport_tag_update(DST.viewport);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name ViewLayers (DRW_scenelayer)
* \{ */
void **DRW_view_layer_engine_data_get(DrawEngineType *engine_type, void (*callback)(void *storage))
{
ViewLayerEngineData *sled;
for (sled = DST.draw_ctx.view_layer->drawdata.first; sled; sled = sled->next) {
if (sled->engine_type == engine_type) {
return &sled->storage;
}
}
sled = MEM_callocN(sizeof(ViewLayerEngineData), "ViewLayerEngineData");
sled->engine_type = engine_type;
sled->free = callback;
BLI_addtail(&DST.draw_ctx.view_layer->drawdata, sled);
return &sled->storage;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Objects (DRW_object)
* \{ */
void **DRW_object_engine_data_get(
Object *ob, DrawEngineType *engine_type, void (*callback)(void *storage))
{
ObjectEngineData *oed;
for (oed = ob->drawdata.first; oed; oed = oed->next) {
if (oed->engine_type == engine_type) {
return &oed->storage;
}
}
oed = MEM_callocN(sizeof(ObjectEngineData), "ObjectEngineData");
oed->engine_type = engine_type;
oed->free = callback;
BLI_addtail(&ob->drawdata, oed);
return &oed->storage;
}
/* XXX There is definitly some overlap between this and DRW_object_engine_data_get.
* We should get rid of one of the two. */
LampEngineData *DRW_lamp_engine_data_get(Object *ob, RenderEngineType *engine_type)
{
BLI_assert(ob->type == OB_LAMP);
Scene *scene = DST.draw_ctx.scene;
/* TODO Dupliobjects */
/* TODO Should be per scenelayer */
return GPU_lamp_engine_data_get(scene, ob, NULL, engine_type);
}
void DRW_lamp_engine_data_free(LampEngineData *led)
{
GPU_lamp_engine_data_free(led);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Rendering (DRW_engines)
* \{ */
static void DRW_engines_init(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(engine);
PROFILE_START(stime);
if (engine->engine_init) {
engine->engine_init(data);
}
PROFILE_END_UPDATE(data->init_time, stime);
}
}
static void DRW_engines_cache_init(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(engine);
if (data->text_draw_cache) {
DRW_text_cache_destroy(data->text_draw_cache);
data->text_draw_cache = NULL;
}
if (DST.text_store_p == NULL) {
DST.text_store_p = &data->text_draw_cache;
}
if (engine->cache_init) {
engine->cache_init(data);
}
}
}
static void DRW_engines_cache_populate(Object *ob)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(engine);
if (engine->cache_populate) {
engine->cache_populate(data, ob);
}
}
}
static void DRW_engines_cache_finish(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(engine);
if (engine->cache_finish) {
engine->cache_finish(data);
}
}
}
static void DRW_engines_draw_background(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(engine);
if (engine->draw_background) {
PROFILE_START(stime);
DRW_stats_group_start(engine->idname);
engine->draw_background(data);
DRW_stats_group_end();
PROFILE_END_UPDATE(data->background_time, stime);
return;
}
}
/* No draw_background found, doing default background */
DRW_draw_background();
}
static void DRW_engines_draw_scene(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(engine);
PROFILE_START(stime);
if (engine->draw_scene) {
DRW_stats_group_start(engine->idname);
engine->draw_scene(data);
DRW_stats_group_end();
}
PROFILE_END_UPDATE(data->render_time, stime);
}
}
static void DRW_engines_draw_text(void)
{
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(engine);
PROFILE_START(stime);
if (data->text_draw_cache) {
DRW_text_cache_draw(data->text_draw_cache, DST.draw_ctx.v3d, DST.draw_ctx.ar, false);
}
PROFILE_END_UPDATE(data->render_time, stime);
}
}
#define MAX_INFO_LINES 10
/**
* Returns the offset required for the drawing of engines info.
*/
int DRW_draw_region_engine_info_offset(void)
{
int lines = 0;
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(engine);
/* Count the number of lines. */
if (data->info[0] != '\0') {
lines++;
char *c = data->info;
while (*c++ != '\0') {
if (*c == '\n') {
lines++;
}
}
}
}
return MIN2(MAX_INFO_LINES, lines) * UI_UNIT_Y;
}
/**
* Actual drawing;
*/
void DRW_draw_region_engine_info(void)
{
const char *info_array_final[MAX_INFO_LINES + 1];
/* This should be maxium number of engines running at the same time. */
char info_array[MAX_INFO_LINES][GPU_INFO_SIZE];
int i = 0;
const DRWContextState *draw_ctx = DRW_context_state_get();
ARegion *ar = draw_ctx->ar;
float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color);
mul_v3_fl(fill_color, fill_color[3]);
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(engine);
if (data->info[0] != '\0') {
char *chr_current = data->info;
char *chr_start = chr_current;
int line_len = 0;
while (*chr_current++ != '\0') {
line_len++;
if (*chr_current == '\n') {
BLI_strncpy(info_array[i++], chr_start, line_len + 1);
/* Re-start counting. */
chr_start = chr_current + 1;
line_len = -1;
}
}
BLI_strncpy(info_array[i++], chr_start, line_len + 1);
if (i >= MAX_INFO_LINES) {
break;
}
}
}
for (int j = 0; j < i; j++) {
info_array_final[j] = info_array[j];
}
info_array_final[i] = NULL;
if (info_array[0] != NULL) {
ED_region_info_draw_multiline(ar, info_array_final, fill_color, true);
}
}
#undef MAX_INFO_LINES
static void use_drw_engine(DrawEngineType *engine)
{
LinkData *ld = MEM_callocN(sizeof(LinkData), "enabled engine link data");
ld->data = engine;
BLI_addtail(&DST.enabled_engines, ld);
}
/* TODO revisit this when proper layering is implemented */
/* Gather all draw engines needed and store them in DST.enabled_engines
* That also define the rendering order of engines */
static void DRW_engines_enable_from_engine(RenderEngineType *engine_type)
{
/* TODO layers */
if (engine_type->draw_engine != NULL) {
use_drw_engine(engine_type->draw_engine);
}
if ((engine_type->flag & RE_INTERNAL) == 0) {
DRW_engines_enable_external();
}
}
static void DRW_engines_enable_from_object_mode(void)
{
use_drw_engine(&draw_engine_object_type);
}
static void DRW_engines_enable_from_mode(int mode)
{
switch (mode) {
case CTX_MODE_EDIT_MESH:
use_drw_engine(&draw_engine_edit_mesh_type);
break;
case CTX_MODE_EDIT_CURVE:
use_drw_engine(&draw_engine_edit_curve_type);
break;
case CTX_MODE_EDIT_SURFACE:
use_drw_engine(&draw_engine_edit_surface_type);
break;
case CTX_MODE_EDIT_TEXT:
use_drw_engine(&draw_engine_edit_text_type);
break;
case CTX_MODE_EDIT_ARMATURE:
use_drw_engine(&draw_engine_edit_armature_type);
break;
case CTX_MODE_EDIT_METABALL:
use_drw_engine(&draw_engine_edit_metaball_type);
break;
case CTX_MODE_EDIT_LATTICE:
use_drw_engine(&draw_engine_edit_lattice_type);
break;
case CTX_MODE_POSE:
use_drw_engine(&draw_engine_pose_type);
break;
case CTX_MODE_SCULPT:
use_drw_engine(&draw_engine_sculpt_type);
break;
case CTX_MODE_PAINT_WEIGHT:
use_drw_engine(&draw_engine_pose_type);
use_drw_engine(&draw_engine_paint_weight_type);
break;
case CTX_MODE_PAINT_VERTEX:
use_drw_engine(&draw_engine_paint_vertex_type);
break;
case CTX_MODE_PAINT_TEXTURE:
use_drw_engine(&draw_engine_paint_texture_type);
break;
case CTX_MODE_PARTICLE:
use_drw_engine(&draw_engine_particle_type);
break;
case CTX_MODE_OBJECT:
break;
default:
BLI_assert(!"Draw mode invalid");
break;
}
}
/**
* Use for select and depth-drawing.
*/
static void DRW_engines_enable_basic(void)
{
use_drw_engine(DRW_engine_viewport_basic_type.draw_engine);
}
/**
* Use for external render engines.
*/
static void DRW_engines_enable_external(void)
{
use_drw_engine(DRW_engine_viewport_external_type.draw_engine);
}
static void DRW_engines_enable(const Scene *scene, ViewLayer *view_layer, RenderEngineType *engine_type)
{
Object *obact = OBACT(view_layer);
const int mode = CTX_data_mode_enum_ex(scene->obedit, obact);
DRW_engines_enable_from_engine(engine_type);
if (DRW_state_draw_support()) {
DRW_engines_enable_from_object_mode();
DRW_engines_enable_from_mode(mode);
}
}
static void DRW_engines_disable(void)
{
BLI_freelistN(&DST.enabled_engines);
}
static unsigned int DRW_engines_get_hash(void)
{
unsigned int hash = 0;
/* The cache depends on enabled engines */
/* FIXME : if collision occurs ... segfault */
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *engine = link->data;
hash += BLI_ghashutil_strhash_p(engine->idname);
}
return hash;
}
static void draw_stat(rcti *rect, int u, int v, const char *txt, const int size)
{
BLF_draw_default_ascii(rect->xmin + (1 + u * 5) * U.widget_unit,
rect->ymax - (3 + v) * U.widget_unit, 0.0f,
txt, size);
}
/* CPU stats */
static void DRW_debug_cpu_stats(void)
{
int u, v;
double init_tot_time = 0.0, background_tot_time = 0.0, render_tot_time = 0.0, tot_time = 0.0;
/* local coordinate visible rect inside region, to accomodate overlapping ui */
rcti rect;
struct ARegion *ar = DST.draw_ctx.ar;
ED_region_visible_rect(ar, &rect);
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
/* row by row */
v = 0; u = 0;
/* Label row */
char col_label[32];
sprintf(col_label, "Engine");
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
sprintf(col_label, "Init");
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
sprintf(col_label, "Background");
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
sprintf(col_label, "Render");
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
sprintf(col_label, "Total (w/o cache)");
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
v++;
/* Engines rows */
char time_to_txt[16];
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
u = 0;
DrawEngineType *engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(engine);
draw_stat(&rect, u++, v, engine->idname, sizeof(engine->idname));
init_tot_time += data->init_time;
sprintf(time_to_txt, "%.2fms", data->init_time);
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
background_tot_time += data->background_time;
sprintf(time_to_txt, "%.2fms", data->background_time);
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
render_tot_time += data->render_time;
sprintf(time_to_txt, "%.2fms", data->render_time);
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
tot_time += data->init_time + data->background_time + data->render_time;
sprintf(time_to_txt, "%.2fms", data->init_time + data->background_time + data->render_time);
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
v++;
}
/* Totals row */
u = 0;
sprintf(col_label, "Sub Total");
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
sprintf(time_to_txt, "%.2fms", init_tot_time);
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
sprintf(time_to_txt, "%.2fms", background_tot_time);
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
sprintf(time_to_txt, "%.2fms", render_tot_time);
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
sprintf(time_to_txt, "%.2fms", tot_time);
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
v += 2;
u = 0;
sprintf(col_label, "Cache Time");
draw_stat(&rect, u++, v, col_label, sizeof(col_label));
sprintf(time_to_txt, "%.2fms", DST.cache_time);
draw_stat(&rect, u++, v, time_to_txt, sizeof(time_to_txt));
}
/* Display GPU time for each passes */
static void DRW_debug_gpu_stats(void)
{
/* local coordinate visible rect inside region, to accomodate overlapping ui */
rcti rect;
struct ARegion *ar = DST.draw_ctx.ar;
ED_region_visible_rect(ar, &rect);
UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
int v = BLI_listbase_count(&DST.enabled_engines) + 5;
char stat_string[32];
/* Memory Stats */
unsigned int tex_mem = GPU_texture_memory_usage_get();
unsigned int vbo_mem = GWN_vertbuf_get_memory_usage();
sprintf(stat_string, "GPU Memory");
draw_stat(&rect, 0, v, stat_string, sizeof(stat_string));
sprintf(stat_string, "%.2fMB", (double)(tex_mem + vbo_mem) / 1000000.0);
draw_stat(&rect, 1, v++, stat_string, sizeof(stat_string));
sprintf(stat_string, " |--> Textures");
draw_stat(&rect, 0, v, stat_string, sizeof(stat_string));
sprintf(stat_string, "%.2fMB", (double)tex_mem / 1000000.0);
draw_stat(&rect, 1, v++, stat_string, sizeof(stat_string));
sprintf(stat_string, " |--> Meshes");
draw_stat(&rect, 0, v, stat_string, sizeof(stat_string));
sprintf(stat_string, "%.2fMB", (double)vbo_mem / 1000000.0);
draw_stat(&rect, 1, v++, stat_string, sizeof(stat_string));
/* Pre offset for stats_draw */
rect.ymax -= (3 + ++v) * U.widget_unit;
/* Rendering Stats */
DRW_stats_draw(&rect);
}
/* -------------------------------------------------------------------- */
/** \name View Update
* \{ */
void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
{
RenderEngineType *engine_type = update_ctx->engine_type;
ARegion *ar = update_ctx->ar;
View3D *v3d = update_ctx->v3d;
RegionView3D *rv3d = ar->regiondata;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
if (rv3d->viewport == NULL) {
return;
}
/* Reset before using it. */
memset(&DST, 0x0, sizeof(DST));
DST.viewport = rv3d->viewport;
DST.draw_ctx = (DRWContextState){
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, NULL,
};
DRW_engines_enable(scene, view_layer, engine_type);
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *draw_engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(draw_engine);
if (draw_engine->view_update) {
draw_engine->view_update(data);
}
}
DST.viewport = NULL;
DRW_engines_disable();
}
/** \} */
/** \name ID Update
* \{ */
/* TODO(sergey): This code is run for each changed ID (including the ones which
* are changed indirectly via update flush. Need to find a way to make this to
* run really fast, hopefully without any memory allocations on a heap
* Idea here could be to run every known engine's id_update() and make them
* do nothing if there is no engine-specific data yet.
*/
void DRW_notify_id_update(const DRWUpdateContext *update_ctx, ID *id)
{
RenderEngineType *engine_type = update_ctx->engine_type;
ARegion *ar = update_ctx->ar;
View3D *v3d = update_ctx->v3d;
RegionView3D *rv3d = ar->regiondata;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
if (rv3d->viewport == NULL) {
return;
}
/* Reset before using it. */
memset(&DST, 0x0, sizeof(DST));
DST.viewport = rv3d->viewport;
DST.draw_ctx = (DRWContextState){
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, NULL,
};
DRW_engines_enable(scene, view_layer, engine_type);
for (LinkData *link = DST.enabled_engines.first; link; link = link->next) {
DrawEngineType *draw_engine = link->data;
ViewportEngineData *data = DRW_viewport_engine_data_get(draw_engine);
if (draw_engine->id_update) {
draw_engine->id_update(data, id);
}
}
DST.viewport = NULL;
DRW_engines_disable();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Main Draw Loops (DRW_draw)
* \{ */
/* Everything starts here.
* This function takes care of calling all cache and rendering functions
* for each relevant engine / mode engine. */
void DRW_draw_view(const bContext *C)
{
struct Depsgraph *graph = CTX_data_depsgraph(C);
RenderEngineType *engine_type = CTX_data_engine_type(C);
ARegion *ar = CTX_wm_region(C);
View3D *v3d = CTX_wm_view3d(C);
/* Reset before using it. */
memset(&DST, 0x0, sizeof(DST));
DRW_draw_render_loop_ex(graph, engine_type, ar, v3d, C);
}
/**
* Used for both regular and off-screen drawing.
* Need to reset DST before calling this function
*/
void DRW_draw_render_loop_ex(
struct Depsgraph *graph,
RenderEngineType *engine_type,
ARegion *ar, View3D *v3d,
const bContext *evil_C)
{
Scene *scene = DEG_get_evaluated_scene(graph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(graph);
RegionView3D *rv3d = ar->regiondata;
DST.draw_ctx.evil_C = evil_C;
DST.viewport = rv3d->viewport;
v3d->zbuf = true;
/* Setup viewport */
GPU_viewport_engines_data_validate(DST.viewport, DRW_engines_get_hash());
DST.draw_ctx = (DRWContextState){
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type,
/* reuse if caller sets */
DST.draw_ctx.evil_C,
};
DRW_viewport_var_init();
/* Get list of enabled engines */
DRW_engines_enable(scene, view_layer, engine_type);
/* Update ubos */
DRW_globals_update();
/* Init engines */
DRW_engines_init();
/* TODO : tag to refresh by the deps graph */
/* ideally only refresh when objects are added/removed */
/* or render properties / materials change */
{
PROFILE_START(stime);
DRW_engines_cache_init();
DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_ALL);
{
DRW_engines_cache_populate(ob);
}
DEG_OBJECT_ITER_END
DRW_engines_cache_finish();
PROFILE_END_ACCUM(DST.cache_time, stime);
}
DRW_stats_begin();
/* Start Drawing */
DRW_state_reset();
DRW_engines_draw_background();
/* WIP, single image drawn over the camera view (replace) */
bool do_bg_image = false;
if (rv3d->persp == RV3D_CAMOB) {
Object *cam_ob = v3d->camera;
if (cam_ob && cam_ob->type == OB_CAMERA) {
Camera *cam = cam_ob->data;
if (!BLI_listbase_is_empty(&cam->bg_images)) {
do_bg_image = true;
}
}
}
extern void view3d_draw_bgpic_test(Scene *scene, ARegion *ar, View3D *v3d,
const bool do_foreground, const bool do_camera_frame);
if (do_bg_image) {
view3d_draw_bgpic_test(scene, ar, v3d, false, true);
}
DRW_draw_callbacks_pre_scene();
if (DST.draw_ctx.evil_C) {
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_PRE_VIEW);
}
DRW_engines_draw_scene();
DRW_draw_callbacks_post_scene();
if (DST.draw_ctx.evil_C) {
ED_region_draw_cb_draw(DST.draw_ctx.evil_C, DST.draw_ctx.ar, REGION_DRAW_POST_VIEW);
}
DRW_state_reset();
DRW_engines_draw_text();
if (DST.draw_ctx.evil_C) {
/* needed so manipulator isn't obscured */
glDisable(GL_DEPTH_TEST);
DRW_draw_manipulator();
glEnable(GL_DEPTH_TEST);
DRW_draw_region_info();
}
DRW_stats_reset();
if (do_bg_image) {
view3d_draw_bgpic_test(scene, ar, v3d, true, true);
}
if (G.debug_value > 20) {
DRW_debug_cpu_stats();
DRW_debug_gpu_stats();
}
DRW_state_reset();
DRW_engines_disable();
DRW_viewport_cache_resize();
#ifdef DEBUG
/* Avoid accidental reuse. */
memset(&DST, 0xFF, sizeof(DST));
#endif
}
void DRW_draw_render_loop(
struct Depsgraph *graph,
ARegion *ar, View3D *v3d)
{
/* Reset before using it. */
memset(&DST, 0x0, sizeof(DST));
Scene *scene = DEG_get_evaluated_scene(graph);
RenderEngineType *engine_type = RE_engines_find(scene->view_render.engine_id);
DRW_draw_render_loop_ex(graph, engine_type, ar, v3d, NULL);
}
void DRW_draw_render_loop_offscreen(
struct Depsgraph *graph, RenderEngineType *engine_type,
ARegion *ar, View3D *v3d, GPUOffScreen *ofs)
{
RegionView3D *rv3d = ar->regiondata;
/* backup */
void *backup_viewport = rv3d->viewport;
{
/* backup (_never_ use rv3d->viewport) */
rv3d->viewport = GPU_viewport_create_from_offscreen(ofs);
}
/* Reset before using it. */
memset(&DST, 0x0, sizeof(DST));
DST.options.is_image_render = true;
DRW_draw_render_loop_ex(graph, engine_type, ar, v3d, NULL);
/* restore */
{
/* don't free data owned by 'ofs' */
GPU_viewport_clear_from_offscreen(rv3d->viewport);
GPU_viewport_free(rv3d->viewport);
MEM_freeN(rv3d->viewport);
rv3d->viewport = backup_viewport;
}
/* we need to re-bind (annoying!) */
GPU_offscreen_bind(ofs, false);
}
/**
* object mode select-loop, see: ED_view3d_draw_select_loop (legacy drawing).
*/
void DRW_draw_select_loop(
struct Depsgraph *graph,
ARegion *ar, View3D *v3d,
bool UNUSED(use_obedit_skip), bool UNUSED(use_nearest), const rcti *rect)
{
Scene *scene = DEG_get_evaluated_scene(graph);
RenderEngineType *engine_type = RE_engines_find(scene->view_render.engine_id);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(graph);
#ifndef USE_GPU_SELECT
UNUSED_VARS(vc, scene, view_layer, v3d, ar, rect);
#else
RegionView3D *rv3d = ar->regiondata;
/* Reset before using it. */
memset(&DST, 0x0, sizeof(DST));
/* backup (_never_ use rv3d->viewport) */
void *backup_viewport = rv3d->viewport;
rv3d->viewport = NULL;
bool use_obedit = false;
int obedit_mode = 0;
if (scene->obedit && scene->obedit->type == OB_MBALL) {
use_obedit = true;
obedit_mode = CTX_MODE_EDIT_METABALL;
}
else if ((scene->obedit && scene->obedit->type == OB_ARMATURE)) {
/* if not drawing sketch, draw bones */
// if (!BDR_drawSketchNames(vc))
{
use_obedit = true;
obedit_mode = CTX_MODE_EDIT_ARMATURE;
}
}
struct GPUViewport *viewport = GPU_viewport_create();
GPU_viewport_size_set(viewport, (const int[2]){BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)});
bool cache_is_dirty;
DST.viewport = viewport;
v3d->zbuf = true;
DST.options.is_select = true;
/* Get list of enabled engines */
if (use_obedit) {
DRW_engines_enable_from_mode(obedit_mode);
}
else {
DRW_engines_enable_basic();
DRW_engines_enable_from_object_mode();
}
/* Setup viewport */
cache_is_dirty = true;
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, (bContext *)NULL,
};
DRW_viewport_var_init();
/* Update ubos */
DRW_globals_update();
/* Init engines */
DRW_engines_init();
/* TODO : tag to refresh by the deps graph */
/* ideally only refresh when objects are added/removed */
/* or render properties / materials change */
if (cache_is_dirty) {
DRW_engines_cache_init();
if (use_obedit) {
DRW_engines_cache_populate(scene->obedit);
}
else {
DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_DUPLI)
{
if ((ob->base_flag & BASE_SELECTABLED) != 0) {
DRW_select_load_id(ob->select_color);
DRW_engines_cache_populate(ob);
}
}
DEG_OBJECT_ITER_END
}
DRW_engines_cache_finish();
}
/* Start Drawing */
DRW_state_reset();
DRW_draw_callbacks_pre_scene();
DRW_engines_draw_scene();
DRW_draw_callbacks_post_scene();
DRW_state_reset();
DRW_engines_disable();
#ifdef DEBUG
/* Avoid accidental reuse. */
memset(&DST, 0xFF, sizeof(DST));
#endif
/* Cleanup for selection state */
GPU_viewport_free(viewport);
MEM_freeN(viewport);
/* restore */
rv3d->viewport = backup_viewport;
#endif /* USE_GPU_SELECT */
}
/**
* object mode select-loop, see: ED_view3d_draw_depth_loop (legacy drawing).
*/
void DRW_draw_depth_loop(
Depsgraph *graph,
ARegion *ar, View3D *v3d)
{
Scene *scene = DEG_get_evaluated_scene(graph);
RenderEngineType *engine_type = RE_engines_find(scene->view_render.engine_id);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(graph);
RegionView3D *rv3d = ar->regiondata;
/* backup (_never_ use rv3d->viewport) */
void *backup_viewport = rv3d->viewport;
rv3d->viewport = NULL;
/* Reset before using it. */
memset(&DST, 0x0, sizeof(DST));
struct GPUViewport *viewport = GPU_viewport_create();
GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy});
bool cache_is_dirty;
DST.viewport = viewport;
v3d->zbuf = true;
DST.options.is_depth = true;
/* Get list of enabled engines */
{
DRW_engines_enable_basic();
DRW_engines_enable_from_object_mode();
}
/* Setup viewport */
cache_is_dirty = true;
/* Instead of 'DRW_context_state_init(C, &DST.draw_ctx)', assign from args */
DST.draw_ctx = (DRWContextState){
ar, rv3d, v3d, scene, view_layer, OBACT(view_layer), engine_type, (bContext *)NULL,
};
DRW_viewport_var_init();
/* Update ubos */
DRW_globals_update();
/* Init engines */
DRW_engines_init();
/* TODO : tag to refresh by the deps graph */
/* ideally only refresh when objects are added/removed */
/* or render properties / materials change */
if (cache_is_dirty) {
DRW_engines_cache_init();
DEG_OBJECT_ITER(graph, ob, DEG_OBJECT_ITER_FLAG_ALL)
{
DRW_engines_cache_populate(ob);
}
DEG_OBJECT_ITER_END
DRW_engines_cache_finish();
}
/* Start Drawing */
DRW_state_reset();
DRW_draw_callbacks_pre_scene();
DRW_engines_draw_scene();
DRW_draw_callbacks_post_scene();
DRW_state_reset();
DRW_engines_disable();
#ifdef DEBUG
/* Avoid accidental reuse. */
memset(&DST, 0xFF, sizeof(DST));
#endif
/* Cleanup for selection state */
GPU_viewport_free(viewport);
MEM_freeN(viewport);
/* restore */
rv3d->viewport = backup_viewport;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Manager State (DRW_state)
* \{ */
void DRW_state_dfdy_factors_get(float dfdyfac[2])
{
GPU_get_dfdy_factors(dfdyfac);
}
/**
* When false, drawing doesn't output to a pixel buffer
* eg: Occlusion queries, or when we have setup a context to draw in already.
*/
bool DRW_state_is_fbo(void)
{
return (DST.default_framebuffer != NULL);
}
/**
* For when engines need to know if this is drawing for selection or not.
*/
bool DRW_state_is_select(void)
{
return DST.options.is_select;
}
bool DRW_state_is_depth(void)
{
return DST.options.is_depth;
}
/**
* Whether we are rendering for an image
*/
bool DRW_state_is_image_render(void)
{
return DST.options.is_image_render;
}
/**
* Whether we are rendering only the render engine,
* or if we should also render the mode engines.
*/
bool DRW_state_is_scene_render(void)
{
BLI_assert(DST.options.is_scene_render ?
DST.options.is_image_render : true);
return DST.options.is_scene_render;
}
/**
* Should text draw in this mode?
*/
bool DRW_state_show_text(void)
{
return (DST.options.is_select) == 0 &&
(DST.options.is_depth) == 0 &&
(DST.options.is_scene_render) == 0;
}
/**
* Should draw support elements
* Objects center, selection outline, probe data, ...
*/
bool DRW_state_draw_support(void)
{
View3D *v3d = DST.draw_ctx.v3d;
return (DRW_state_is_scene_render() == false) &&
(v3d != NULL) &&
((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Context State (DRW_context_state)
* \{ */
const DRWContextState *DRW_context_state_get(void)
{
return &DST.draw_ctx;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Init/Exit (DRW_engines)
* \{ */
void DRW_engine_register(DrawEngineType *draw_engine_type)
{
BLI_addtail(&DRW_engines, draw_engine_type);
}
void DRW_engines_register(void)
{
#ifdef WITH_CLAY_ENGINE
RE_engines_register(NULL, &DRW_engine_viewport_clay_type);
#endif
RE_engines_register(NULL, &DRW_engine_viewport_eevee_type);
DRW_engine_register(&draw_engine_object_type);
DRW_engine_register(&draw_engine_edit_armature_type);
DRW_engine_register(&draw_engine_edit_curve_type);
DRW_engine_register(&draw_engine_edit_lattice_type);
DRW_engine_register(&draw_engine_edit_mesh_type);
DRW_engine_register(&draw_engine_edit_metaball_type);
DRW_engine_register(&draw_engine_edit_surface_type);
DRW_engine_register(&draw_engine_edit_text_type);
DRW_engine_register(&draw_engine_paint_texture_type);
DRW_engine_register(&draw_engine_paint_vertex_type);
DRW_engine_register(&draw_engine_paint_weight_type);
DRW_engine_register(&draw_engine_particle_type);
DRW_engine_register(&draw_engine_pose_type);
DRW_engine_register(&draw_engine_sculpt_type);
/* setup callbacks */
{
/* BKE: mball.c */
extern void *BKE_mball_batch_cache_dirty_cb;
extern void *BKE_mball_batch_cache_free_cb;
/* BKE: curve.c */
extern void *BKE_curve_batch_cache_dirty_cb;
extern void *BKE_curve_batch_cache_free_cb;
/* BKE: mesh.c */
extern void *BKE_mesh_batch_cache_dirty_cb;
extern void *BKE_mesh_batch_cache_free_cb;
/* BKE: lattice.c */
extern void *BKE_lattice_batch_cache_dirty_cb;
extern void *BKE_lattice_batch_cache_free_cb;
/* BKE: particle.c */
extern void *BKE_particle_batch_cache_dirty_cb;
extern void *BKE_particle_batch_cache_free_cb;
BKE_mball_batch_cache_dirty_cb = DRW_mball_batch_cache_dirty;
BKE_mball_batch_cache_free_cb = DRW_mball_batch_cache_free;
BKE_curve_batch_cache_dirty_cb = DRW_curve_batch_cache_dirty;
BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free;
BKE_mesh_batch_cache_dirty_cb = DRW_mesh_batch_cache_dirty;
BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free;
BKE_lattice_batch_cache_dirty_cb = DRW_lattice_batch_cache_dirty;
BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free;
BKE_particle_batch_cache_dirty_cb = DRW_particle_batch_cache_dirty;
BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free;
}
}
extern struct GPUUniformBuffer *globals_ubo; /* draw_common.c */
extern struct GPUTexture *globals_ramp; /* draw_common.c */
void DRW_engines_free(void)
{
DRW_shape_cache_free();
DRW_stats_free();
DrawEngineType *next;
for (DrawEngineType *type = DRW_engines.first; type; type = next) {
next = type->next;
BLI_remlink(&R_engines, type);
if (type->engine_free) {
type->engine_free();
}
}
if (globals_ubo)
GPU_uniformbuffer_free(globals_ubo);
if (globals_ramp)
GPU_texture_free(globals_ramp);
MEM_SAFE_FREE(RST.bound_texs);
MEM_SAFE_FREE(RST.bound_tex_slots);
#ifdef WITH_CLAY_ENGINE
BLI_remlink(&R_engines, &DRW_engine_viewport_clay_type);
#endif
}
/** \} */
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