The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
100 lines
3.2 KiB
C
100 lines
3.2 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include <stdbool.h>
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#include "DNA_scene_types.h"
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#include "DNA_vec_types.h"
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define GLA_PIXEL_OFS 0.375f
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typedef struct GHash GHash;
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typedef struct GPUViewport GPUViewport;
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struct DRWData;
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struct GPUFrameBuffer;
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GPUViewport *GPU_viewport_create(void);
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GPUViewport *GPU_viewport_stereo_create(void);
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void GPU_viewport_bind(GPUViewport *viewport, int view, const rcti *rect);
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void GPU_viewport_unbind(GPUViewport *viewport);
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/**
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* Merge and draw the buffers of \a viewport into the currently active framebuffer, performing
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* color transform to display space.
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*
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* \param rect: Coordinates to draw into. By swapping min and max values, drawing can be done
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* with inversed axis coordinates (upside down or sideways).
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*/
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void GPU_viewport_draw_to_screen(GPUViewport *viewport, int view, const rcti *rect);
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/**
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* Version of #GPU_viewport_draw_to_screen() that lets caller decide if display colorspace
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* transform should be performed.
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*/
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void GPU_viewport_draw_to_screen_ex(GPUViewport *viewport,
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int view,
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const rcti *rect,
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bool display_colorspace,
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bool do_overlay_merge);
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/**
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* Must be executed inside Draw-manager OpenGL Context.
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*/
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void GPU_viewport_free(GPUViewport *viewport);
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void GPU_viewport_colorspace_set(GPUViewport *viewport,
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ColorManagedViewSettings *view_settings,
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const ColorManagedDisplaySettings *display_settings,
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float dither);
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/**
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* Should be called from DRW after DRW_opengl_context_enable.
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*/
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void GPU_viewport_bind_from_offscreen(GPUViewport *viewport,
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struct GPUOffScreen *ofs,
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bool is_xr_surface);
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/**
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* Clear vars assigned from offscreen, so we don't free data owned by `GPUOffScreen`.
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*/
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void GPU_viewport_unbind_from_offscreen(GPUViewport *viewport,
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struct GPUOffScreen *ofs,
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bool display_colorspace,
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bool do_overlay_merge);
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struct DRWData **GPU_viewport_data_get(GPUViewport *viewport);
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/**
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* Merge the stereo textures. `color` and `overlay` texture will be modified.
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*/
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void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo_format);
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void GPU_viewport_tag_update(GPUViewport *viewport);
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bool GPU_viewport_do_update(GPUViewport *viewport);
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int GPU_viewport_active_view_get(GPUViewport *viewport);
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bool GPU_viewport_is_stereo_get(GPUViewport *viewport);
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GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport, int view);
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GPUTexture *GPU_viewport_overlay_texture(GPUViewport *viewport, int view);
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GPUTexture *GPU_viewport_depth_texture(GPUViewport *viewport);
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/**
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* Overlay frame-buffer for drawing outside of DRW module.
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*/
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GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport);
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#ifdef __cplusplus
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}
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#endif
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