Files
test/source/blender/gpu/GPU_viewport.h
Brecht Van Lommel a2bd080cf3 Cleanup: renaming of GPU contexts for clarity
* opengl_context -> system_gpu_context. This is the operating system OpenGL,
  Metal or Vulkan context provided by GHOST.
* gpu_context -> blender_gpu_context. This is the GPUContext provided by
  the Blender GPU module, which wraps the GHOST context and adds some state.
* Various functions create/destroy/enable/disable both contexts, these have
  just gpu_context in the name now.

Pull Request: https://projects.blender.org/blender/blender/pulls/108723
2023-06-08 15:46:53 +02:00

101 lines
3.2 KiB
C

/* SPDX-FileCopyrightText: 2005 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include <stdbool.h>
#include "DNA_scene_types.h"
#include "DNA_vec_types.h"
#include "GPU_framebuffer.h"
#include "GPU_texture.h"
#ifdef __cplusplus
extern "C" {
#endif
#define GLA_PIXEL_OFS 0.375f
typedef struct GHash GHash;
typedef struct GPUViewport GPUViewport;
struct DRWData;
struct GPUFrameBuffer;
GPUViewport *GPU_viewport_create(void);
GPUViewport *GPU_viewport_stereo_create(void);
void GPU_viewport_bind(GPUViewport *viewport, int view, const rcti *rect);
void GPU_viewport_unbind(GPUViewport *viewport);
/**
* 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, int view, const rcti *rect);
/**
* Version of #GPU_viewport_draw_to_screen() that lets caller decide if display colorspace
* transform should be performed.
*/
void GPU_viewport_draw_to_screen_ex(GPUViewport *viewport,
int view,
const rcti *rect,
bool display_colorspace,
bool do_overlay_merge);
/**
* Must be executed inside Draw-manager OpenGL Context.
*/
void GPU_viewport_free(GPUViewport *viewport);
void GPU_viewport_colorspace_set(GPUViewport *viewport,
ColorManagedViewSettings *view_settings,
const ColorManagedDisplaySettings *display_settings,
float dither);
/**
* Should be called from DRW after DRW_gpu_context_enable.
*/
void GPU_viewport_bind_from_offscreen(GPUViewport *viewport,
struct GPUOffScreen *ofs,
bool is_xr_surface);
/**
* 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,
bool do_overlay_merge);
struct DRWData **GPU_viewport_data_get(GPUViewport *viewport);
/**
* Merge the stereo textures. `color` and `overlay` texture will be modified.
*/
void GPU_viewport_stereo_composite(GPUViewport *viewport, Stereo3dFormat *stereo_format);
void GPU_viewport_tag_update(GPUViewport *viewport);
bool GPU_viewport_do_update(GPUViewport *viewport);
int GPU_viewport_active_view_get(GPUViewport *viewport);
bool GPU_viewport_is_stereo_get(GPUViewport *viewport);
GPUTexture *GPU_viewport_color_texture(GPUViewport *viewport, int view);
GPUTexture *GPU_viewport_overlay_texture(GPUViewport *viewport, int view);
GPUTexture *GPU_viewport_depth_texture(GPUViewport *viewport);
/**
* Overlay frame-buffer for drawing outside of DRW module.
*/
GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport);
#ifdef __cplusplus
}
#endif