Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
101 lines
3.2 KiB
C
101 lines
3.2 KiB
C
/* SPDX-FileCopyrightText: 2005 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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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_gpu_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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