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gpu_viewport.c « intern « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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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) 2006 Blender Foundation.
 * All rights reserved.
 */

/** \file
 * \ingroup gpu
 *
 * System that manages viewport drawing.
 */

#include <string.h>

#include "BLI_listbase.h"
#include "BLI_rect.h"
#include "BLI_math_vector.h"
#include "BLI_memblock.h"

#include "BKE_colortools.h"

#include "IMB_colormanagement.h"

#include "DNA_vec_types.h"
#include "DNA_userdef_types.h"

#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_immediate.h"
#include "GPU_texture.h"
#include "GPU_viewport.h"
#include "GPU_uniformbuffer.h"

#include "DRW_engine.h"

#include "MEM_guardedalloc.h"

static const int default_fbl_len = (sizeof(DefaultFramebufferList)) / sizeof(void *);
static const int default_txl_len = (sizeof(DefaultTextureList)) / sizeof(void *);

#define MAX_ENABLE_ENGINE 8

/* Maximum number of simultaneous engine enabled at the same time.
 * Setting it lower than the real number will do lead to
 * higher VRAM usage due to sub-efficient buffer reuse. */
#define MAX_ENGINE_BUFFER_SHARING 5

typedef struct ViewportTempTexture {
  struct ViewportTempTexture *next, *prev;
  void *user[MAX_ENGINE_BUFFER_SHARING];
  GPUTexture *texture;
} ViewportTempTexture;

struct GPUViewport {
  int size[2];
  int flag;

  /* If engine_handles mismatch we free all ViewportEngineData in this viewport */
  struct {
    void *handle;
    ViewportEngineData *data;
  } engine_data[MAX_ENABLE_ENGINE];

  DefaultFramebufferList *fbl;
  DefaultTextureList *txl;

  ViewportMemoryPool vmempool;           /* Used for rendering data structure. */
  struct DRWInstanceDataList *idatalist; /* Used for rendering data structure. */

  ListBase tex_pool; /* ViewportTempTexture list : Temporary textures shared across draw engines */

  /* Profiling data */
  double cache_time;

  /* Color management. */
  ColorManagedViewSettings view_settings;
  ColorManagedDisplaySettings display_settings;
  float dither;
  /* TODO(fclem) the uvimage display use the viewport but do not set any view transform for the
   * moment. The end goal would be to let the GPUViewport do the color management. */
  bool do_color_management;
};

enum {
  DO_UPDATE = (1 << 0),
};

static void gpu_viewport_buffers_free(FramebufferList *fbl,
                                      int fbl_len,
                                      TextureList *txl,
                                      int txl_len);
static void gpu_viewport_storage_free(StorageList *stl, int stl_len);
static void gpu_viewport_passes_free(PassList *psl, int psl_len);
static void gpu_viewport_texture_pool_free(GPUViewport *viewport);

void GPU_viewport_tag_update(GPUViewport *viewport)
{
  viewport->flag |= DO_UPDATE;
}

bool GPU_viewport_do_update(GPUViewport *viewport)
{
  bool ret = (viewport->flag & DO_UPDATE);
  viewport->flag &= ~DO_UPDATE;
  return ret;
}

GPUViewport *GPU_viewport_create(void)
{
  GPUViewport *viewport = MEM_callocN(sizeof(GPUViewport), "GPUViewport");
  viewport->fbl = MEM_callocN(sizeof(DefaultFramebufferList), "FramebufferList");
  viewport->txl = MEM_callocN(sizeof(DefaultTextureList), "TextureList");
  viewport->idatalist = DRW_instance_data_list_create();
  viewport->do_color_management = false;

  viewport->size[0] = viewport->size[1] = -1;

  return viewport;
}

void *GPU_viewport_engine_data_create(GPUViewport *viewport, void *engine_type)
{
  ViewportEngineData *data = MEM_callocN(sizeof(ViewportEngineData), "ViewportEngineData");
  int fbl_len, txl_len, psl_len, stl_len;

  DRW_engine_viewport_data_size_get(engine_type, &fbl_len, &txl_len, &psl_len, &stl_len);

  data->engine_type = engine_type;

  data->fbl = MEM_callocN((sizeof(void *) * fbl_len) + sizeof(FramebufferList), "FramebufferList");
  data->txl = MEM_callocN((sizeof(void *) * txl_len) + sizeof(TextureList), "TextureList");
  data->psl = MEM_callocN((sizeof(void *) * psl_len) + sizeof(PassList), "PassList");
  data->stl = MEM_callocN((sizeof(void *) * stl_len) + sizeof(StorageList), "StorageList");

  for (int i = 0; i < MAX_ENABLE_ENGINE; i++) {
    if (viewport->engine_data[i].handle == NULL) {
      viewport->engine_data[i].handle = engine_type;
      viewport->engine_data[i].data = data;
      return data;
    }
  }

  BLI_assert(!"Too many draw engines enabled at the same time");
  return NULL;
}

static void gpu_viewport_engines_data_free(GPUViewport *viewport)
{
  int fbl_len, txl_len, psl_len, stl_len;

  for (int i = 0; i < MAX_ENABLE_ENGINE && viewport->engine_data[i].handle; i++) {
    ViewportEngineData *data = viewport->engine_data[i].data;

    DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, &psl_len, &stl_len);

    gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, txl_len);
    gpu_viewport_passes_free(data->psl, psl_len);
    gpu_viewport_storage_free(data->stl, stl_len);

    MEM_freeN(data->fbl);
    MEM_freeN(data->txl);
    MEM_freeN(data->psl);
    MEM_freeN(data->stl);

    /* We could handle this in the DRW module */
    if (data->text_draw_cache) {
      extern void DRW_text_cache_destroy(struct DRWTextStore * dt);
      DRW_text_cache_destroy(data->text_draw_cache);
      data->text_draw_cache = NULL;
    }

    MEM_freeN(data);

    /* Mark as unused*/
    viewport->engine_data[i].handle = NULL;
  }

  gpu_viewport_texture_pool_free(viewport);
}

void *GPU_viewport_engine_data_get(GPUViewport *viewport, void *engine_handle)
{
  BLI_assert(engine_handle != NULL);

  for (int i = 0; i < MAX_ENABLE_ENGINE; i++) {
    if (viewport->engine_data[i].handle == engine_handle) {
      return viewport->engine_data[i].data;
    }
  }
  return NULL;
}

ViewportMemoryPool *GPU_viewport_mempool_get(GPUViewport *viewport)
{
  return &viewport->vmempool;
}

struct DRWInstanceDataList *GPU_viewport_instance_data_list_get(GPUViewport *viewport)
{
  return viewport->idatalist;
}

void *GPU_viewport_framebuffer_list_get(GPUViewport *viewport)
{
  return viewport->fbl;
}

void *GPU_viewport_texture_list_get(GPUViewport *viewport)
{
  return viewport->txl;
}

void GPU_viewport_size_get(const GPUViewport *viewport, int size[2])
{
  copy_v2_v2_int(size, viewport->size);
}

/**
 * Special case, this is needed for when we have a viewport without a frame-buffer output
 * (occlusion queries for eg)
 * but still need to set the size since it may be used for other calculations.
 */
void GPU_viewport_size_set(GPUViewport *viewport, const int size[2])
{
  copy_v2_v2_int(viewport->size, size);
}

double *GPU_viewport_cache_time_get(GPUViewport *viewport)
{
  return &viewport->cache_time;
}

/**
 * Try to find a texture corresponding to params into the texture pool.
 * If no texture was found, create one and add it to the pool.
 */
GPUTexture *GPU_viewport_texture_pool_query(
    GPUViewport *viewport, void *engine, int width, int height, int format)
{
  GPUTexture *tex;

  for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) {
    if ((GPU_texture_format(tmp_tex->texture) == format) &&
        (GPU_texture_width(tmp_tex->texture) == width) &&
        (GPU_texture_height(tmp_tex->texture) == height)) {
      /* Search if the engine is not already using this texture */
      for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; i++) {
        if (tmp_tex->user[i] == engine) {
          break;
        }

        if (tmp_tex->user[i] == NULL) {
          tmp_tex->user[i] = engine;
          return tmp_tex->texture;
        }
      }
    }
  }

  tex = GPU_texture_create_2d(width, height, format, NULL, NULL);
  GPU_texture_bind(tex, 0);
  /* Doing filtering for depth does not make sense when not doing shadow mapping,
   * and enabling texture filtering on integer texture make them unreadable. */
  bool do_filter = !GPU_texture_depth(tex) && !GPU_texture_integer(tex);
  GPU_texture_filter_mode(tex, do_filter);
  GPU_texture_unbind(tex);

  ViewportTempTexture *tmp_tex = MEM_callocN(sizeof(ViewportTempTexture), "ViewportTempTexture");
  tmp_tex->texture = tex;
  tmp_tex->user[0] = engine;
  BLI_addtail(&viewport->tex_pool, tmp_tex);

  return tex;
}

static void gpu_viewport_texture_pool_clear_users(GPUViewport *viewport)
{
  ViewportTempTexture *tmp_tex_next;

  for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex_next) {
    tmp_tex_next = tmp_tex->next;
    bool no_user = true;
    for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; i++) {
      if (tmp_tex->user[i] != NULL) {
        tmp_tex->user[i] = NULL;
        no_user = false;
      }
    }

    if (no_user) {
      GPU_texture_free(tmp_tex->texture);
      BLI_freelinkN(&viewport->tex_pool, tmp_tex);
    }
  }
}

static void gpu_viewport_texture_pool_free(GPUViewport *viewport)
{
  for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) {
    GPU_texture_free(tmp_tex->texture);
  }

  BLI_freelistN(&viewport->tex_pool);
}

/* Takes an NULL terminated array of engine_handle. Returns true is data is still valid. */
bool GPU_viewport_engines_data_validate(GPUViewport *viewport, void **engine_handle_array)
{
  for (int i = 0; i < MAX_ENABLE_ENGINE && engine_handle_array[i]; i++) {
    if (viewport->engine_data[i].handle != engine_handle_array[i]) {
      gpu_viewport_engines_data_free(viewport);
      return false;
    }
  }
  return true;
}

void GPU_viewport_cache_release(GPUViewport *viewport)
{
  for (int i = 0; i < MAX_ENABLE_ENGINE && viewport->engine_data[i].handle; i++) {
    ViewportEngineData *data = viewport->engine_data[i].data;
    int psl_len;
    DRW_engine_viewport_data_size_get(data->engine_type, NULL, NULL, &psl_len, NULL);
    gpu_viewport_passes_free(data->psl, psl_len);
  }
}

static void gpu_viewport_default_fb_create(GPUViewport *viewport)
{
  DefaultFramebufferList *dfbl = viewport->fbl;
  DefaultTextureList *dtxl = viewport->txl;
  int *size = viewport->size;
  bool ok = true;

  dtxl->color = GPU_texture_create_2d(size[0], size[1], GPU_RGBA16F, NULL, NULL);
  dtxl->color_overlay = GPU_texture_create_2d(size[0], size[1], GPU_SRGB8_A8, NULL, NULL);

  /* Can be shared with GPUOffscreen. */
  if (dtxl->depth == NULL) {
    dtxl->depth = GPU_texture_create_2d(size[0], size[1], GPU_DEPTH24_STENCIL8, NULL, NULL);
  }

  if (!dtxl->depth || !dtxl->color) {
    ok = false;
    goto cleanup;
  }

  GPU_framebuffer_ensure_config(&dfbl->default_fb,
                                {
                                    GPU_ATTACHMENT_TEXTURE(dtxl->depth),
                                    GPU_ATTACHMENT_TEXTURE(dtxl->color),
                                });

  GPU_framebuffer_ensure_config(&dfbl->overlay_fb,
                                {
                                    GPU_ATTACHMENT_TEXTURE(dtxl->depth),
                                    GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay),
                                });

  GPU_framebuffer_ensure_config(&dfbl->depth_only_fb,
                                {
                                    GPU_ATTACHMENT_TEXTURE(dtxl->depth),
                                    GPU_ATTACHMENT_NONE,
                                });

  GPU_framebuffer_ensure_config(&dfbl->color_only_fb,
                                {
                                    GPU_ATTACHMENT_NONE,
                                    GPU_ATTACHMENT_TEXTURE(dtxl->color),
                                });

  GPU_framebuffer_ensure_config(&dfbl->overlay_only_fb,
                                {
                                    GPU_ATTACHMENT_NONE,
                                    GPU_ATTACHMENT_TEXTURE(dtxl->color_overlay),
                                });

  ok = ok && GPU_framebuffer_check_valid(dfbl->default_fb, NULL);
  ok = ok && GPU_framebuffer_check_valid(dfbl->overlay_fb, NULL);
  ok = ok && GPU_framebuffer_check_valid(dfbl->color_only_fb, NULL);
  ok = ok && GPU_framebuffer_check_valid(dfbl->depth_only_fb, NULL);
  ok = ok && GPU_framebuffer_check_valid(dfbl->overlay_only_fb, NULL);

cleanup:
  if (!ok) {
    GPU_viewport_free(viewport);
    DRW_opengl_context_disable();
    return;
  }

  GPU_framebuffer_restore();
}

void GPU_viewport_bind(GPUViewport *viewport, const rcti *rect)
{
  DefaultFramebufferList *dfbl = viewport->fbl;
  int fbl_len, txl_len;

  int rect_size[2];
  /* add one pixel because of scissor test */
  rect_size[0] = BLI_rcti_size_x(rect) + 1;
  rect_size[1] = BLI_rcti_size_y(rect) + 1;

  DRW_opengl_context_enable();

  if (dfbl->default_fb) {
    if (!equals_v2v2_int(viewport->size, rect_size)) {
      gpu_viewport_buffers_free((FramebufferList *)viewport->fbl,
                                default_fbl_len,
                                (TextureList *)viewport->txl,
                                default_txl_len);

      for (int i = 0; i < MAX_ENABLE_ENGINE && viewport->engine_data[i].handle; i++) {
        ViewportEngineData *data = viewport->engine_data[i].data;
        DRW_engine_viewport_data_size_get(data->engine_type, &fbl_len, &txl_len, NULL, NULL);
        gpu_viewport_buffers_free(data->fbl, fbl_len, data->txl, txl_len);
      }

      gpu_viewport_texture_pool_free(viewport);
    }
  }

  copy_v2_v2_int(viewport->size, rect_size);

  gpu_viewport_texture_pool_clear_users(viewport);

  if (!dfbl->default_fb) {
    gpu_viewport_default_fb_create(viewport);
  }
}

void GPU_viewport_bind_from_offscreen(GPUViewport *viewport, struct GPUOffScreen *ofs)
{
  DefaultFramebufferList *dfbl = viewport->fbl;
  DefaultTextureList *dtxl = viewport->txl;
  GPUTexture *color, *depth;
  GPUFrameBuffer *fb;
  viewport->size[0] = GPU_offscreen_width(ofs);
  viewport->size[1] = GPU_offscreen_height(ofs);

  GPU_offscreen_viewport_data_get(ofs, &fb, &color, &depth);

  /* This is the only texture we can share. */
  dtxl->depth = depth;

  gpu_viewport_texture_pool_clear_users(viewport);

  if (!dfbl->default_fb) {
    gpu_viewport_default_fb_create(viewport);
  }
}

void GPU_viewport_colorspace_set(GPUViewport *viewport,
                                 ColorManagedViewSettings *view_settings,
                                 ColorManagedDisplaySettings *display_settings,
                                 float dither)
{
  memcpy(&viewport->view_settings, view_settings, sizeof(*view_settings));
  memcpy(&viewport->display_settings, display_settings, sizeof(*display_settings));
  viewport->dither = dither;
  viewport->do_color_management = true;
}

static void gpu_viewport_draw_colormanaged(GPUViewport *viewport,
                                           const rctf *rect_pos,
                                           const rctf *rect_uv,
                                           bool display_colorspace)
{
  DefaultTextureList *dtxl = viewport->txl;
  GPUTexture *color = dtxl->color;
  GPUTexture *color_overlay = dtxl->color_overlay;

  GPUVertFormat *vert_format = immVertexFormat();
  uint pos = GPU_vertformat_attr_add(vert_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
  uint texco = GPU_vertformat_attr_add(vert_format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);

  bool use_ocio = false;

  if (viewport->do_color_management && display_colorspace) {
    use_ocio = IMB_colormanagement_setup_glsl_draw_from_space(&viewport->view_settings,
                                                              &viewport->display_settings,
                                                              NULL,
                                                              viewport->dither,
                                                              false,
                                                              true);
  }

  if (!use_ocio) {
    immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE);
    immUniform1i("display_transform", display_colorspace);
    immUniform1i("image_texture", 0);
    immUniform1i("overlays_texture", 1);
  }

  GPU_texture_bind(color, 0);
  GPU_texture_bind(color_overlay, 1);

  immBegin(GPU_PRIM_TRI_STRIP, 4);

  immAttr2f(texco, rect_uv->xmin, rect_uv->ymin);
  immVertex2f(pos, rect_pos->xmin, rect_pos->ymin);
  immAttr2f(texco, rect_uv->xmax, rect_uv->ymin);
  immVertex2f(pos, rect_pos->xmax, rect_pos->ymin);
  immAttr2f(texco, rect_uv->xmin, rect_uv->ymax);
  immVertex2f(pos, rect_pos->xmin, rect_pos->ymax);
  immAttr2f(texco, rect_uv->xmax, rect_uv->ymax);
  immVertex2f(pos, rect_pos->xmax, rect_pos->ymax);

  immEnd();

  GPU_texture_unbind(color);
  GPU_texture_unbind(color_overlay);

  if (use_ocio) {
    IMB_colormanagement_finish_glsl_draw();
  }
  else {
    immUnbindProgram();
  }
}

/**
 * Merge and draw the buffers of \a viewport into the currently active framebuffer, performing
 * color transform to display space.
 *
 * \param rect: Coordinates to draw into. By swapping min and max values, drawing can be done with
 *              inversed axis coordinates (upside down or sideways).
 */
void GPU_viewport_draw_to_screen(GPUViewport *viewport, const rcti *rect)
{
  DefaultFramebufferList *dfbl = viewport->fbl;
  DefaultTextureList *dtxl = viewport->txl;
  GPUTexture *color = dtxl->color;

  if (dfbl->default_fb == NULL) {
    return;
  }

  const float w = (float)GPU_texture_width(color);
  const float h = (float)GPU_texture_height(color);

  /* We allow rects with min/max swapped, but we also need coorectly assigned coordinates. */
  rcti sanitized_rect = *rect;
  BLI_rcti_sanitize(&sanitized_rect);

  BLI_assert(w == BLI_rcti_size_x(&sanitized_rect) + 1);
  BLI_assert(h == BLI_rcti_size_y(&sanitized_rect) + 1);

  /* wmOrtho for the screen has this same offset */
  const float halfx = GLA_PIXEL_OFS / w;
  const float halfy = GLA_PIXEL_OFS / h;

  rctf pos_rect = {
      .xmin = sanitized_rect.xmin,
      .ymin = sanitized_rect.ymin,
      .xmax = sanitized_rect.xmin + w,
      .ymax = sanitized_rect.ymin + h,
  };

  rctf uv_rect = {
      .xmin = halfx,
      .ymin = halfy,
      .xmax = halfx + 1.0f,
      .ymax = halfy + 1.0f,
  };
  /* Mirror the UV rect in case axis-swapped drawing is requested (by passing a rect with min and
   * max values swapped). */
  if (BLI_rcti_size_x(rect) < 0) {
    SWAP(float, uv_rect.xmin, uv_rect.xmax);
  }
  if (BLI_rcti_size_y(rect) < 0) {
    SWAP(float, uv_rect.ymin, uv_rect.ymax);
  }

  gpu_viewport_draw_colormanaged(viewport, &pos_rect, &uv_rect, true);
}

/**
 * Clear vars assigned from offscreen, so we don't free data owned by `GPUOffScreen`.
 */
void GPU_viewport_unbind_from_offscreen(GPUViewport *viewport,
                                        struct GPUOffScreen *ofs,
                                        bool display_colorspace)
{
  DefaultFramebufferList *dfbl = viewport->fbl;
  DefaultTextureList *dtxl = viewport->txl;

  if (dfbl->default_fb == NULL) {
    return;
  }

  GPU_depth_test(false);
  GPU_offscreen_bind(ofs, false);

  rctf pos_rect = {
      .xmin = -1.0f,
      .ymin = -1.0f,
      .xmax = 1.0f,
      .ymax = 1.0f,
  };

  rctf uv_rect = {
      .xmin = 0.0f,
      .ymin = 0.0f,
      .xmax = 1.0f,
      .ymax = 1.0f,
  };

  gpu_viewport_draw_colormanaged(viewport, &pos_rect, &uv_rect, display_colorspace);

  /* This one is from the offscreen. Don't free it with the viewport. */
  dtxl->depth = NULL;
}

void GPU_viewport_unbind(GPUViewport *UNUSED(viewport))
{
  GPU_framebuffer_restore();
  DRW_opengl_context_disable();
}

GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport)
{
  DefaultFramebufferList *dfbl = viewport->fbl;

  if (dfbl->default_fb) {
    DefaultTextureList *dtxl = viewport->txl;
    return dtxl->color;
  }

  return NULL;
}

static void gpu_viewport_buffers_free(FramebufferList *fbl,
                                      int fbl_len,
                                      TextureList *txl,
                                      int txl_len)
{
  for (int i = 0; i < fbl_len; i++) {
    GPUFrameBuffer *fb = fbl->framebuffers[i];
    if (fb) {
      GPU_framebuffer_free(fb);
      fbl->framebuffers[i] = NULL;
    }
  }
  for (int i = 0; i < txl_len; i++) {
    GPUTexture *tex = txl->textures[i];
    if (tex) {
      GPU_texture_free(tex);
      txl->textures[i] = NULL;
    }
  }
}

static void gpu_viewport_storage_free(StorageList *stl, int stl_len)
{
  for (int i = 0; i < stl_len; i++) {
    void *storage = stl->storage[i];
    if (storage) {
      MEM_freeN(storage);
      stl->storage[i] = NULL;
    }
  }
}

static void gpu_viewport_passes_free(PassList *psl, int psl_len)
{
  memset(psl, 0, sizeof(struct DRWPass *) * psl_len);
}

/* Must be executed inside Drawmanager Opengl Context. */
void GPU_viewport_free(GPUViewport *viewport)
{
  gpu_viewport_engines_data_free(viewport);

  gpu_viewport_buffers_free((FramebufferList *)viewport->fbl,
                            default_fbl_len,
                            (TextureList *)viewport->txl,
                            default_txl_len);

  gpu_viewport_texture_pool_free(viewport);

  MEM_freeN(viewport->fbl);
  MEM_freeN(viewport->txl);

  if (viewport->vmempool.commands != NULL) {
    BLI_memblock_destroy(viewport->vmempool.commands, NULL);
  }
  if (viewport->vmempool.commands_small != NULL) {
    BLI_memblock_destroy(viewport->vmempool.commands_small, NULL);
  }
  if (viewport->vmempool.callbuffers != NULL) {
    BLI_memblock_destroy(viewport->vmempool.callbuffers, NULL);
  }
  if (viewport->vmempool.obmats != NULL) {
    BLI_memblock_destroy(viewport->vmempool.obmats, NULL);
  }
  if (viewport->vmempool.obinfos != NULL) {
    BLI_memblock_destroy(viewport->vmempool.obinfos, NULL);
  }
  if (viewport->vmempool.cullstates != NULL) {
    BLI_memblock_destroy(viewport->vmempool.cullstates, NULL);
  }
  if (viewport->vmempool.shgroups != NULL) {
    BLI_memblock_destroy(viewport->vmempool.shgroups, NULL);
  }
  if (viewport->vmempool.uniforms != NULL) {
    BLI_memblock_destroy(viewport->vmempool.uniforms, NULL);
  }
  if (viewport->vmempool.views != NULL) {
    BLI_memblock_destroy(viewport->vmempool.views, NULL);
  }
  if (viewport->vmempool.passes != NULL) {
    BLI_memblock_destroy(viewport->vmempool.passes, NULL);
  }
  if (viewport->vmempool.images != NULL) {
    BLI_memblock_iter iter;
    GPUTexture **tex;
    BLI_memblock_iternew(viewport->vmempool.images, &iter);
    while ((tex = BLI_memblock_iterstep(&iter))) {
      GPU_texture_free(*tex);
    }
    BLI_memblock_destroy(viewport->vmempool.images, NULL);
  }

  for (int i = 0; i < viewport->vmempool.ubo_len; i++) {
    GPU_uniformbuffer_free(viewport->vmempool.matrices_ubo[i]);
    GPU_uniformbuffer_free(viewport->vmempool.obinfos_ubo[i]);
  }
  MEM_SAFE_FREE(viewport->vmempool.matrices_ubo);
  MEM_SAFE_FREE(viewport->vmempool.obinfos_ubo);

  DRW_instance_data_list_free(viewport->idatalist);
  MEM_freeN(viewport->idatalist);

  MEM_freeN(viewport);
}