tornavis/source/blender/draw/DRW_engine.h

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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.
*
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* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#ifndef __DRW_ENGINE_H__
#define __DRW_ENGINE_H__
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#include "BLI_sys_types.h" /* for bool */
struct ARegion;
struct DRWInstanceDataList;
struct DRWPass;
struct Depsgraph;
struct DrawEngineType;
struct GPUMaterial;
struct GPUOffScreen;
struct GPUViewport;
struct ID;
struct IDProperty;
struct Main;
struct Material;
struct Object;
struct RenderEngine;
struct RenderEngineType;
struct Scene;
struct View3D;
struct ViewContext;
struct ViewLayer;
struct ViewportEngineData;
struct WorkSpace;
struct bContext;
struct rcti;
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#include "DNA_object_enums.h"
/* Buffer and textures used by the viewport by default */
typedef struct DefaultFramebufferList {
struct GPUFrameBuffer *default_fb;
GPUFramebuffer: Refactor (Part 2) This refactor modernise the use of framebuffers. It also touches a lot of files so breaking down changes we have: - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer. This allows to create and configure more FBO without the need to attach and detach texture at drawing time. - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This allows to configure the framebuffer inside a context other than the one that will be rendering the framebuffer. We do the actual configuration when binding the FBO. We also Keep track of config validity and save drawbuffers state in the FBO. We remove the different bind/unbind functions. These make little sense now that we have separate contexts. - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer ones to avoid another layer of abstraction. We move the DRW convenience functions to GPUFramebuffer instead and even add new ones. The MACRO GPU_framebuffer_ensure_config is pretty much all you need to create and config a GPUFramebuffer. - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create functions to create textures for thoses framebuffers. Pool textures are now using default texture parameters for the texture type asked. - DRWManager: Make sure no framebuffer object is bound when doing cache filling. - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API usage update. This let draw engines render to color/depth only target and without the need to attach/detach textures. - WM_window: Assert when a framebuffer is bound when changing context. This balance the fact we are not track ogl context inside GPUFramebuffer. - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of code simplification. This also come with some cleanups in some engine codes.
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struct GPUFrameBuffer *color_only_fb;
struct GPUFrameBuffer *depth_only_fb;
struct GPUFrameBuffer *multisample_fb;
} DefaultFramebufferList;
typedef struct DefaultTextureList {
struct GPUTexture *color;
struct GPUTexture *depth;
struct GPUTexture *multisample_color;
struct GPUTexture *multisample_depth;
} DefaultTextureList;
void DRW_engines_register(void);
void DRW_engines_free(void);
bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
void DRW_engine_register(struct DrawEngineType *draw_engine_type);
void DRW_engine_viewport_data_size_get(
const void *engine_type,
int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
typedef struct DRWUpdateContext {
struct Main *bmain;
struct Depsgraph *depsgraph;
struct Scene *scene;
struct ViewLayer *view_layer;
struct ARegion *ar;
struct View3D *v3d;
struct RenderEngineType *engine_type;
} DRWUpdateContext;
void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
typedef enum eDRWSelectStage { DRW_SELECT_PASS_PRE = 1, DRW_SELECT_PASS_POST, } eDRWSelectStage;
typedef bool (*DRW_SelectPassFn)(
eDRWSelectStage stage, void *user_data);
typedef bool (*DRW_ObjectFilterFn)(
struct Object *ob, void *user_data);
void DRW_draw_view(const struct bContext *C);
void DRW_draw_region_engine_info(int xoffset, int yoffset);
void DRW_draw_render_loop_ex(
struct Depsgraph *depsgraph,
struct RenderEngineType *engine_type,
struct ARegion *ar, struct View3D *v3d,
struct GPUViewport *viewport,
const struct bContext *evil_C);
void DRW_draw_render_loop(
struct Depsgraph *depsgraph,
struct ARegion *ar, struct View3D *v3d,
struct GPUViewport *viewport);
void DRW_draw_render_loop_offscreen(
struct Depsgraph *depsgraph,
struct RenderEngineType *engine_type,
struct ARegion *ar, struct View3D *v3d,
const bool draw_background,
const bool do_color_management,
struct GPUOffScreen *ofs,
struct GPUViewport *viewport);
void DRW_draw_select_loop(
struct Depsgraph *depsgraph,
struct ARegion *ar, struct View3D *v3d,
bool use_obedit_skip, bool draw_surface, bool use_nearest, const struct rcti *rect,
DRW_SelectPassFn select_pass_fn, void *select_pass_user_data,
DRW_ObjectFilterFn object_filter_fn, void *object_filter_user_data);
void DRW_draw_depth_loop(
struct Depsgraph *depsgraph,
struct ARegion *ar, struct View3D *v3d,
struct GPUViewport *viewport);
void DRW_draw_depth_loop_gpencil(
struct Depsgraph *depsgraph,
struct ARegion *ar, struct View3D *v3d,
struct GPUViewport *viewport);
void DRW_framebuffer_select_id_setup(struct ARegion *ar, const bool clear);
void DRW_framebuffer_select_id_release(struct ARegion *ar);
void DRW_framebuffer_select_id_read(const struct rcti *rect, uint *r_buf);
/* grease pencil render */
bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);
void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph);
void DRW_gpencil_freecache(struct Object *ob);
/* This is here because GPUViewport needs it */
void DRW_pass_free(struct DRWPass *pass);
struct DRWInstanceDataList *DRW_instance_data_list_create(void);
void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
void DRW_opengl_context_create(void);
void DRW_opengl_context_destroy(void);
void DRW_opengl_context_enable(void);
void DRW_opengl_context_disable(void);
/* Never use this. Only for closing blender. */
void DRW_opengl_context_enable_ex(bool restore);
void DRW_opengl_context_disable_ex(bool restore);
void DRW_opengl_render_context_enable(void *re_gl_context);
void DRW_opengl_render_context_disable(void *re_gl_context);
void DRW_gawain_render_context_enable(void *re_gpu_context);
void DRW_gawain_render_context_disable(void *re_gpu_context);
void DRW_deferred_shader_remove(struct GPUMaterial *mat);
struct DrawDataList *DRW_drawdatalist_from_id(struct ID *id);
void DRW_drawdata_free(struct ID *id);
#endif /* __DRW_ENGINE_H__ */