Files
test/source/blender/draw/DRW_engine.hh
Miguel Pozo e6638d6e5e Refactor: GPU: GPUMaterial & GPUPass compilation
Cleanup and simplification of GPUMaterial and GPUPass compilation.
See #133674 for details/goals.

- Remove the `draw_manage_shader` thread.
  Deferred compilation is now handled by the gpu::ShaderCompiler
  through the batch compilation API.
  Batch management is handled by the `GPUPassCache`.
- Simplify `GPUMaterial` status tracking so it just queries the
  `GPUPass` status.
- Split the `GPUPass` and the `GPUCodegen` code.
- Replaced the (broken) `GPU_material_recalc_flag_get` with the new
  `GPU_pass_compilation_timestamp`.
- Add the `GPU_pass_cache_wait_for_all` and
  `GPU_shader_batch_wait_for_all`, and remove the busy waits from
   EEVEE.
- Remove many unused functions, properties, includes...

Pull Request: https://projects.blender.org/blender/blender/pulls/135637
2025-05-22 17:53:22 +02:00

195 lines
6.0 KiB
C++

/* SPDX-FileCopyrightText: 2016 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*/
#pragma once
#include "BLI_string_ref.hh"
struct ARegion;
struct DRWData;
struct DRWInstanceDataList;
struct Depsgraph;
struct GPUMaterial;
struct GPUOffScreen;
struct GPUVertFormat;
struct GPUViewport;
struct ID;
struct Main;
struct Object;
struct RegionView3D;
struct Render;
struct RenderEngine;
struct RenderEngineType;
struct Scene;
struct View3D;
struct ViewLayer;
struct bContext;
struct rcti;
void DRW_engines_register();
void DRW_engines_free();
void DRW_module_init();
void DRW_module_exit();
void DRW_engine_external_free(RegionView3D *rv3d);
enum eDRWSelectStage {
DRW_SELECT_PASS_PRE = 1,
DRW_SELECT_PASS_POST,
};
using DRW_SelectPassFn = bool (*)(eDRWSelectStage stage, void *user_data);
using DRW_ObjectFilterFn = bool (*)(Object *ob, void *user_data);
/**
* 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);
/**
* Draw render engine info.
*/
void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height);
/**
* \param viewport: can be NULL, in this case we create one.
*/
void DRW_draw_render_loop_offscreen(Depsgraph *depsgraph,
RenderEngineType *engine_type,
ARegion *region,
View3D *v3d,
bool is_image_render,
bool draw_background,
bool do_color_management,
GPUOffScreen *ofs,
GPUViewport *viewport);
/**
* Object mode select-loop.
*/
void DRW_draw_select_loop(Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
bool use_obedit_skip,
bool draw_surface,
bool use_nearest,
bool do_material_sub_selection,
const rcti *rect,
DRW_SelectPassFn select_pass_fn,
void *select_pass_user_data,
DRW_ObjectFilterFn object_filter_fn,
void *object_filter_user_data);
/**
* Used by auto-depth and other depth queries feature.
*/
void DRW_draw_depth_loop(Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
GPUViewport *viewport,
const bool use_gpencil,
const bool use_only_selected,
const bool use_only_active_object);
void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *region, View3D *v3d);
/**
* Query that drawing is in progress (use to prevent nested draw calls).
*/
bool DRW_draw_in_progress();
/* Grease pencil render. */
/**
* Helper to check if exit object type to render.
*/
bool DRW_render_check_grease_pencil(Depsgraph *depsgraph);
/**
* This function only does following things to make quick checks for whether Grease Pencil drawing
* is needed:
* - Whether Grease Pencil objects are excluded in the viewport.
* - If any Grease Pencil typed ID exists inside the depsgraph.
* Note: it does not to full check for cases where Grease Pencil strokes are generated within a
* non-grease-pencil object, to do complete check, use `DRW_render_check_grease_pencil`.
*/
bool DRW_gpencil_engine_needed_viewport(Depsgraph *depsgraph, View3D *v3d);
/**
* Render grease pencil on top of other render engine output.
* This function creates a DRWContext.
*/
void DRW_render_gpencil(RenderEngine *engine, Depsgraph *depsgraph);
void DRW_render_context_enable(Render *render);
void DRW_render_context_disable(Render *render);
/* Critical section for GPUShader usage. Can be removed when we have threadsafe GPUShader class. */
void DRW_submission_start();
void DRW_submission_end();
void DRW_submission_mutex_init();
void DRW_submission_mutex_exit();
void DRW_gpu_context_create();
void DRW_gpu_context_destroy();
/**
* Binds the draw GPU context to the active thread.
* In background mode, this will create the draw GPU context on first call.
*/
void DRW_gpu_context_enable();
/**
* Tries to bind the draw GPU context to the active thread.
* Returns true on success, false if the draw GPU context does not exists.
*/
bool DRW_gpu_context_try_enable();
void DRW_gpu_context_disable();
#ifdef WITH_XR_OPENXR
/* XXX: see comment on #DRW_system_gpu_context_get() */
void *DRW_system_gpu_context_get();
void *DRW_xr_blender_gpu_context_get();
void DRW_xr_drawing_begin();
void DRW_xr_drawing_end();
#endif
/** For garbage collection. */
void DRW_cache_free_old_batches(Main *bmain);
namespace blender::draw {
/** Free garbage collected subdivision data. */
void DRW_cache_free_old_subdiv();
} // namespace blender::draw
/** Never use this. Only for closing blender. */
void DRW_gpu_context_enable_ex(bool restore);
void DRW_gpu_context_disable_ex(bool restore);
/* Render pipeline GPU context control.
* Enable system context first, then enable blender context,
* then disable blender context, then disable system context. */
void DRW_system_gpu_render_context_enable(void *re_system_gpu_context);
void DRW_system_gpu_render_context_disable(void *re_system_gpu_context);
void DRW_blender_gpu_render_context_enable(void *re_gpu_context);
void DRW_blender_gpu_render_context_disable(void *re_gpu_context);
DRWData *DRW_viewport_data_create();
void DRW_viewport_data_free(DRWData *drw_data);
bool DRW_gpu_context_release();
void DRW_gpu_context_activate(bool drw_state);
void DRW_cdlayer_attr_aliases_add(GPUVertFormat *format,
const char *base_name,
int data_type,
blender::StringRef layer_name,
bool is_active_render,
bool is_active_layer);