Move the `StaticShader` class from Workbench to `GPU_shader` and make compilation thread-safe (Shader usage is still not thread-safe). Use `StaticShader`s for all shader caches. Subdivision shaders are still not ported. (Part of #134690) Pull Request: https://projects.blender.org/blender/blender/pulls/134812
119 lines
2.5 KiB
C++
119 lines
2.5 KiB
C++
/* SPDX-FileCopyrightText: 2019 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 draw_engine
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*
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* Engine for debugging the selection map drawing.
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*/
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#include "BLT_translation.hh"
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#include "DNA_ID.h"
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#include "DRW_engine.hh"
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#include "DRW_render.hh"
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#include "draw_manager.hh"
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#include "draw_pass.hh"
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#include "select_engine.hh"
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#define SELECT_DEBUG_ENGINE "SELECT_DEBUG_ENGINE"
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/* -------------------------------------------------------------------- */
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/** \name Structs and static variables
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* \{ */
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struct SELECTIDDEBUG_Data {
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void *engine_type;
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};
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namespace blender::draw::SelectDebug {
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using StaticShader = gpu::StaticShader;
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class ShaderCache {
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private:
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static gpu::StaticShaderCache<ShaderCache> &get_static_cache()
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{
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static gpu::StaticShaderCache<ShaderCache> static_cache;
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return static_cache;
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}
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public:
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static ShaderCache &get()
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{
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return get_static_cache().get();
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}
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static void release()
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{
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get_static_cache().release();
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}
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StaticShader select_debug = {"select_debug_fullscreen"};
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};
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} // namespace blender::draw::SelectDebug
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using namespace blender::draw::SelectDebug;
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Engine Functions
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* \{ */
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static void select_debug_draw_scene(void * /*vedata*/)
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{
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GPUTexture *texture_u32 = DRW_engine_select_texture_get();
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if (texture_u32 == nullptr) {
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return;
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}
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using namespace blender::draw;
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PassSimple pass = {"SelectEngineDebug"};
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pass.init();
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pass.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA);
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pass.shader_set(ShaderCache::get().select_debug.get());
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pass.bind_texture("image", texture_u32);
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pass.bind_texture("image", texture_u32);
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pass.draw_procedural(GPU_PRIM_TRIS, 1, 3);
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DRW_manager_get()->submit(pass);
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}
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static void select_debug_engine_free()
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{
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ShaderCache::release();
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Engine Type
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* \{ */
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DrawEngineType draw_engine_debug_select_type = {
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/*next*/ nullptr,
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/*prev*/ nullptr,
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/*idname*/ N_("Select ID Debug"),
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/*engine_init*/ nullptr,
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/*engine_free*/ &select_debug_engine_free,
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/*instance_free*/ nullptr,
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/*cache_init*/ nullptr,
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/*cache_populate*/ nullptr,
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/*cache_finish*/ nullptr,
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/*draw_scene*/ &select_debug_draw_scene,
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/*view_update*/ nullptr,
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/*id_update*/ nullptr,
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/*render_to_image*/ nullptr,
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/*store_metadata*/ nullptr,
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};
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/** \} */
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#undef SELECT_DEBUG_ENGINE
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