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/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2005 Blender Foundation.
 * All rights reserved.
 */

/** \file
 * \ingroup gpu
 */

#ifndef __GPU_VIEWPORT_H__
#define __GPU_VIEWPORT_H__

#include <stdbool.h>

#include "DNA_vec_types.h"

#include "GPU_framebuffer.h"
#include "GPU_texture.h"

#define GPU_INFO_SIZE 512 /* IMA_MAX_RENDER_TEXT */

typedef struct GPUViewport GPUViewport;

/* Contains memory pools information */
typedef struct ViewportMemoryPool {
  struct BLI_memblock *calls;
  struct BLI_memblock *states;
  struct BLI_memblock *cullstates;
  struct BLI_memblock *shgroups;
  struct BLI_memblock *uniforms;
  struct BLI_memblock *views;
  struct BLI_memblock *passes;
  struct BLI_memblock *images;
} ViewportMemoryPool;

/* All FramebufferLists are just the same pointers with different names */
typedef struct FramebufferList {
  struct GPUFrameBuffer *framebuffers[0];
} FramebufferList;

typedef struct TextureList {
  struct GPUTexture *textures[0];
} TextureList;

typedef struct PassList {
  struct DRWPass *passes[0];
} PassList;

typedef struct StorageList {
  void *storage[0]; /* custom structs from the engine */
} StorageList;

typedef struct ViewportEngineData {
  void *engine_type;

  FramebufferList *fbl;
  TextureList *txl;
  PassList *psl;
  StorageList *stl;
  char info[GPU_INFO_SIZE];

  /* we may want to put this elsewhere */
  struct DRWTextStore *text_draw_cache;

  /* Profiling data */
  double init_time;
  double render_time;
  double background_time;
} ViewportEngineData;

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

GPUViewport *GPU_viewport_create(void);
void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect);
void GPU_viewport_unbind(GPUViewport *viewport);
void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect);
void GPU_viewport_draw_to_screen_ex(GPUViewport *viewport, const rcti *rect, bool to_srgb);
void GPU_viewport_free(GPUViewport *viewport);

GPUViewport *GPU_viewport_create_from_offscreen(struct GPUOffScreen *ofs);
void GPU_viewport_clear_from_offscreen(GPUViewport *viewport);

ViewportMemoryPool *GPU_viewport_mempool_get(GPUViewport *viewport);
struct DRWInstanceDataList *GPU_viewport_instance_data_list_get(GPUViewport *viewport);

void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type);
void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_type);
void *GPU_viewport_framebuffer_list_get(GPUViewport *viewport);
void *GPU_viewport_texture_list_get(GPUViewport *viewport);
void GPU_viewport_size_get(const GPUViewport *viewport, int size[2]);
void GPU_viewport_size_set(GPUViewport *viewport, const int size[2]);

/* Profiling */
double *GPU_viewport_cache_time_get(GPUViewport *viewport);

void GPU_viewport_tag_update(GPUViewport *viewport);
bool GPU_viewport_do_update(GPUViewport *viewport);

GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport);

/* Texture pool */
GPUTexture *GPU_viewport_texture_pool_query(
    GPUViewport *viewport, void *engine, int width, int height, int format);

bool GPU_viewport_engines_data_validate(GPUViewport *viewport, void **engine_handle_array);
void GPU_viewport_cache_release(GPUViewport *viewport);

#endif  // __GPU_VIEWPORT_H__