Files
test/source/blender/windowmanager/intern/wm_draw.cc
Jeroen Bakker c50c3275be Vulkan: Acquire/release swapchain images
`GHOST_SwapWindowBuffers` doesn't fit well when using swapchains. In
that case an approach where swap chain images are acquired and released
would map better. This PR introduces `GHOST_SwapWindowBufferAcquire`
and `GHOST_SwapWindowBufferRelease` to be more in line with vulkan swap
chains.

Previous implementation would first record all GPU commands based on
the last used swap chain. In case a swapchain needed to be recreated
(window resize, move to other monitor) the recorded commands would
not match the swap chain and could lead to artifacts.

OpenGL only implements the release functions as they don't
have a mechanism to acquire a swap chain image. (Need to validate with
the Metal API how this is working and adapt is needed).

Currently when starting blender on a HDR capable display the first frame
would be based on an sRGB surface and presented on an extended RGB
(or other) surface. As these don't match the first frame could be incorrect and
also lead to UBs as another surface is expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/145728
2025-09-11 07:51:30 +02:00

1735 lines
54 KiB
C++

/* SPDX-FileCopyrightText: 2007 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup wm
*
* Handle OpenGL buffers for windowing, also paint cursor.
*/
#include <cstdlib>
#include <cstring>
#include "DNA_camera_types.h"
#include "DNA_color_types.h"
#include "DNA_listBase.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_math_vector.h"
#include "BLI_math_vector_types.hh"
#include "BLI_rect.h"
#include "BLI_utildefines.h"
#include "BKE_context.hh"
#include "BKE_image.hh"
#include "BKE_layer.hh"
#include "BKE_scene.hh"
#include "BKE_screen.hh"
#include "GHOST_C-api.h"
#include "ED_node.hh"
#include "ED_screen.hh"
#include "ED_view3d.hh"
#include "GPU_batch_presets.hh"
#include "GPU_capabilities.hh"
#include "GPU_context.hh"
#include "GPU_debug.hh"
#include "GPU_framebuffer.hh"
#include "GPU_immediate.hh"
#include "GPU_matrix.hh"
#include "GPU_state.hh"
#include "GPU_texture.hh"
#include "GPU_viewport.hh"
#include "RE_engine.h"
#include "WM_api.hh"
#include "WM_toolsystem.hh"
#include "WM_types.hh"
#include "wm.hh"
#include "wm_draw.hh"
#include "wm_event_system.hh"
#include "wm_surface.hh"
#include "wm_window.hh"
#include "UI_resources.hh"
#include "IMB_colormanagement.hh"
#ifdef WITH_OPENSUBDIV
# include "BKE_subsurf.hh"
#endif
/* -------------------------------------------------------------------- */
/** \name Internal Utilities
* \{ */
/**
* Return true when the cursor is grabbed and wrapped within a region.
*/
static bool wm_window_grab_warp_region_is_set(const wmWindow *win)
{
if (ELEM(win->grabcursor, GHOST_kGrabWrap, GHOST_kGrabHide)) {
GHOST_TGrabCursorMode mode_dummy;
GHOST_TAxisFlag wrap_axis_dummy;
int bounds[4] = {0};
bool use_software_cursor_dummy = false;
GHOST_GetCursorGrabState(static_cast<GHOST_WindowHandle>(win->ghostwin),
&mode_dummy,
&wrap_axis_dummy,
bounds,
&use_software_cursor_dummy);
if ((bounds[0] != bounds[2]) || (bounds[1] != bounds[3])) {
return true;
}
}
return false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Paint Cursor
* \{ */
static void wm_paintcursor_draw(bContext *C, ScrArea *area, ARegion *region)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
bScreen *screen = WM_window_get_active_screen(win);
/* Don't draw paint cursors with locked interface. Painting is not possible
* then, and cursor drawing can use scene data that another thread may be
* modifying. */
if (wm->runtime->is_interface_locked) {
return;
}
if (!region->runtime->visible || region != screen->active_region) {
return;
}
LISTBASE_FOREACH_MUTABLE (wmPaintCursor *, pc, &wm->runtime->paintcursors) {
if ((pc->space_type != SPACE_TYPE_ANY) && (area->spacetype != pc->space_type)) {
continue;
}
if (!ELEM(pc->region_type, RGN_TYPE_ANY, region->regiontype)) {
continue;
}
if (pc->poll == nullptr || pc->poll(C)) {
UI_SetTheme(area->spacetype, region->regiontype);
/* Prevent drawing outside region. */
GPU_scissor_test(true);
GPU_scissor(region->winrct.xmin,
region->winrct.ymin,
BLI_rcti_size_x(&region->winrct) + 1,
BLI_rcti_size_y(&region->winrct) + 1);
/* Reading the cursor location from the operating-system while the cursor is grabbed
* conflicts with grabbing logic that hides the cursor, then keeps it centered to accumulate
* deltas without it escaping from the window. In this case we never want to show the actual
* cursor coordinates so limit reading the cursor location to when the cursor is grabbed and
* wrapping in a region since this is the case when it would otherwise attempt to draw the
* cursor outside the view/window. See: #102792. */
const int *xy = win->eventstate->xy;
int xy_buf[2];
if ((WM_capabilities_flag() & WM_CAPABILITY_CURSOR_WARP) &&
wm_window_grab_warp_region_is_set(win) &&
wm_cursor_position_get(win, &xy_buf[0], &xy_buf[1]))
{
xy = xy_buf;
}
pc->draw(C, xy, win->eventstate->tablet.tilt, pc->customdata);
GPU_scissor_test(false);
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Software Cursor
*
* Draw the cursor instead of relying on the graphical environment.
* Needed when setting the cursor position (warping) isn't supported (GHOST/WAYLAND).
* \{ */
/**
* Track the state of the last drawn cursor.
*/
static struct {
int8_t enabled;
int winid;
int xy[2];
} g_software_cursor = {
/*enabled*/ -1,
/*winid*/ -1,
};
/** Reuse the result from #GHOST_GetCursorGrabState. */
struct GrabState {
GHOST_TGrabCursorMode mode;
GHOST_TAxisFlag wrap_axis;
int bounds[4];
};
static bool wm_software_cursor_needed()
{
if (UNLIKELY(g_software_cursor.enabled == -1)) {
g_software_cursor.enabled = !(WM_capabilities_flag() & WM_CAPABILITY_CURSOR_WARP);
}
return g_software_cursor.enabled;
}
static bool wm_software_cursor_needed_for_window(const wmWindow *win, GrabState *grab_state)
{
BLI_assert(wm_software_cursor_needed());
if (GHOST_GetCursorVisibility(static_cast<GHOST_WindowHandle>(win->ghostwin))) {
/* NOTE: The value in `win->grabcursor` can't be used as it
* doesn't always match GHOST's value in the case of tablet events. */
bool use_software_cursor;
GHOST_GetCursorGrabState(static_cast<GHOST_WindowHandle>(win->ghostwin),
&grab_state->mode,
&grab_state->wrap_axis,
grab_state->bounds,
&use_software_cursor);
if (use_software_cursor) {
return true;
}
}
return false;
}
static bool wm_software_cursor_motion_test(const wmWindow *win)
{
return (g_software_cursor.winid != win->winid) ||
(g_software_cursor.xy[0] != win->eventstate->xy[0]) ||
(g_software_cursor.xy[1] != win->eventstate->xy[1]);
}
static void wm_software_cursor_motion_update(const wmWindow *win)
{
g_software_cursor.winid = win->winid;
g_software_cursor.xy[0] = win->eventstate->xy[0];
g_software_cursor.xy[1] = win->eventstate->xy[1];
}
static void wm_software_cursor_motion_clear()
{
g_software_cursor.winid = -1;
g_software_cursor.xy[0] = -1;
g_software_cursor.xy[1] = -1;
}
static void wm_software_cursor_motion_clear_with_window(const wmWindow *win)
{
if (g_software_cursor.winid == win->winid) {
wm_software_cursor_motion_clear();
}
}
static void wm_software_cursor_draw_bitmap(const float system_scale,
const int event_xy[2],
const GHOST_CursorBitmapRef *bitmap)
{
GPU_blend(GPU_BLEND_ALPHA);
float gl_matrix[4][4];
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_GENERAL;
blender::gpu::Texture *texture = GPU_texture_create_2d(
"software_cursor",
bitmap->data_size[0],
bitmap->data_size[1],
1,
blender::gpu::TextureFormat::UNORM_8_8_8_8,
usage,
nullptr);
GPU_texture_update(texture, GPU_DATA_UBYTE, bitmap->data);
GPU_texture_filter_mode(texture, false);
GPU_matrix_push();
/* With RGBA cursors, the cursor will have been generated at the correct size,
* there is no need to perform additional scaling.
*
* NOTE: *technically* if a window spans two output of different scales,
* we should scale to the output. This use case is currently not accounted for. */
const int scale = (WM_capabilities_flag() & WM_CAPABILITY_CURSOR_RGBA) ?
1 :
std::max(1, round_fl_to_int(system_scale));
unit_m4(gl_matrix);
gl_matrix[3][0] = event_xy[0] - (bitmap->hot_spot[0] * scale);
gl_matrix[3][1] = event_xy[1] - ((bitmap->data_size[1] - bitmap->hot_spot[1]) * scale);
gl_matrix[0][0] = bitmap->data_size[0] * scale;
gl_matrix[1][1] = bitmap->data_size[1] * scale;
GPU_matrix_mul(gl_matrix);
GPUVertFormat *imm_format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(
imm_format, "pos", blender::gpu::VertAttrType::SFLOAT_32_32_32);
uint texCoord = GPU_vertformat_attr_add(
imm_format, "texCoord", blender::gpu::VertAttrType::SFLOAT_32_32);
/* Use 3D image for correct display of planar tracked images. */
immBindBuiltinProgram(GPU_SHADER_3D_IMAGE);
immBindTexture("image", texture);
immBegin(GPU_PRIM_TRI_FAN, 4);
immAttr2f(texCoord, 0.0f, 1.0f);
immVertex3f(pos, 0.0f, 0.0f, 0.0f);
immAttr2f(texCoord, 1.0f, 1.0f);
immVertex3f(pos, 1.0f, 0.0f, 0.0f);
immAttr2f(texCoord, 1.0f, 0.0f);
immVertex3f(pos, 1.0f, 1.0f, 0.0f);
immAttr2f(texCoord, 0.0f, 0.0f);
immVertex3f(pos, 0.0f, 1.0f, 0.0f);
immEnd();
immUnbindProgram();
GPU_matrix_pop();
GPU_texture_unbind(texture);
GPU_texture_free(texture);
GPU_blend(GPU_BLEND_NONE);
}
static void wm_software_cursor_draw_crosshair(const float system_scale, const int event_xy[2])
{
/* Draw a primitive cross-hair cursor.
* NOTE: the `win->cursor` could be used for drawing although it's complicated as some cursors
* are set by the operating-system, where the pixel information isn't easily available. */
/* The cursor scaled by the "default" size. */
const float cursor_scale = float(WM_cursor_preferred_logical_size()) /
float(WM_CURSOR_DEFAULT_LOGICAL_SIZE);
const float unit = max_ff(system_scale * cursor_scale, 1.0f);
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", blender::gpu::VertAttrType::SFLOAT_32_32);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4f(1, 1, 1, 1);
{
const int ofs_line = (8 * unit);
const int ofs_size = (2 * unit);
immRectf(pos,
event_xy[0] - ofs_line,
event_xy[1] - ofs_size,
event_xy[0] + ofs_line,
event_xy[1] + ofs_size);
immRectf(pos,
event_xy[0] - ofs_size,
event_xy[1] - ofs_line,
event_xy[0] + ofs_size,
event_xy[1] + ofs_line);
}
immUniformColor4f(0, 0, 0, 1);
{
const int ofs_line = (7 * unit);
const int ofs_size = (1 * unit);
immRectf(pos,
event_xy[0] - ofs_line,
event_xy[1] - ofs_size,
event_xy[0] + ofs_line,
event_xy[1] + ofs_size);
immRectf(pos,
event_xy[0] - ofs_size,
event_xy[1] - ofs_line,
event_xy[0] + ofs_size,
event_xy[1] + ofs_line);
}
immUnbindProgram();
}
static void wm_software_cursor_draw(wmWindow *win, const GrabState *grab_state)
{
int event_xy[2] = {UNPACK2(win->eventstate->xy)};
if (grab_state->wrap_axis & GHOST_kAxisX) {
const int min = grab_state->bounds[0];
const int max = grab_state->bounds[2];
if (min != max) {
event_xy[0] = mod_i(event_xy[0] - min, max - min) + min;
}
}
if (grab_state->wrap_axis & GHOST_kAxisY) {
const int height = WM_window_native_pixel_y(win);
const int min = height - grab_state->bounds[1];
const int max = height - grab_state->bounds[3];
if (min != max) {
event_xy[1] = mod_i(event_xy[1] - max, min - max) + max;
}
}
const float system_scale = WM_window_dpi_get_scale(win);
GHOST_CursorBitmapRef bitmap = {nullptr};
if (GHOST_GetCursorBitmap(static_cast<GHOST_WindowHandle>(win->ghostwin), &bitmap) ==
GHOST_kSuccess)
{
wm_software_cursor_draw_bitmap(system_scale, event_xy, &bitmap);
}
else {
wm_software_cursor_draw_crosshair(system_scale, event_xy);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Post Draw Region on display handlers
* \{ */
static void wm_region_draw_overlay(bContext *C, const ScrArea *area, ARegion *region)
{
const wmWindow *win = CTX_wm_window(C);
wmViewport(&region->winrct);
UI_SetTheme(area->spacetype, region->regiontype);
region->runtime->type->draw_overlay(C, region);
wmWindowViewport(win);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal Utilities
* \{ */
static bool wm_draw_region_stereo_set(Main *bmain,
ScrArea *area,
ARegion *region,
eStereoViews sview)
{
/* We could detect better when stereo is actually needed, by inspecting the
* image in the image editor and sequencer. */
if (!ELEM(region->regiontype, RGN_TYPE_WINDOW, RGN_TYPE_PREVIEW)) {
return false;
}
switch (area->spacetype) {
case SPACE_IMAGE: {
if (region->regiontype == RGN_TYPE_WINDOW) {
SpaceImage *sima = static_cast<SpaceImage *>(area->spacedata.first);
sima->iuser.multiview_eye = sview;
return true;
}
break;
}
case SPACE_VIEW3D: {
if (region->regiontype == RGN_TYPE_WINDOW) {
View3D *v3d = static_cast<View3D *>(area->spacedata.first);
if (v3d->camera && v3d->camera->type == OB_CAMERA) {
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
RenderEngine *engine = rv3d->view_render ? RE_view_engine_get(rv3d->view_render) :
nullptr;
if (engine && !(engine->type->flag & RE_USE_STEREO_VIEWPORT)) {
return false;
}
Camera *cam = static_cast<Camera *>(v3d->camera->data);
CameraBGImage *bgpic = static_cast<CameraBGImage *>(cam->bg_images.first);
v3d->multiview_eye = sview;
if (bgpic) {
bgpic->iuser.multiview_eye = sview;
}
return true;
}
}
break;
}
case SPACE_NODE: {
if (region->regiontype == RGN_TYPE_WINDOW) {
SpaceNode *snode = static_cast<SpaceNode *>(area->spacedata.first);
if ((snode->flag & SNODE_BACKDRAW) && ED_node_is_compositor(snode)) {
Image *ima = BKE_image_ensure_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
ima->eye = sview;
return true;
}
}
break;
}
case SPACE_SEQ: {
SpaceSeq *sseq = static_cast<SpaceSeq *>(area->spacedata.first);
sseq->multiview_eye = sview;
if (region->regiontype == RGN_TYPE_PREVIEW) {
return true;
}
}
}
return false;
}
static void wm_region_test_gizmo_do_draw(bContext *C,
ScrArea *area,
ARegion *region,
bool tag_redraw)
{
if (region->runtime->gizmo_map == nullptr) {
return;
}
wmGizmoMap *gzmap = region->runtime->gizmo_map;
LISTBASE_FOREACH (wmGizmoGroup *, gzgroup, WM_gizmomap_group_list(gzmap)) {
if (tag_redraw && (gzgroup->type->flag & WM_GIZMOGROUPTYPE_VR_REDRAWS)) {
ScrArea *ctx_area = CTX_wm_area(C);
ARegion *ctx_region = CTX_wm_region(C);
CTX_wm_area_set(C, area);
CTX_wm_region_set(C, region);
if (WM_gizmo_group_type_poll(C, gzgroup->type)) {
ED_region_tag_redraw_editor_overlays(region);
}
/* Reset. */
CTX_wm_area_set(C, ctx_area);
CTX_wm_region_set(C, ctx_region);
}
LISTBASE_FOREACH (wmGizmo *, gz, &gzgroup->gizmos) {
if (gz->do_draw) {
if (tag_redraw) {
ED_region_tag_redraw_editor_overlays(region);
}
gz->do_draw = false;
}
}
}
}
static void wm_region_test_render_do_draw(const Scene *scene,
Depsgraph *depsgraph,
ScrArea *area,
ARegion *region)
{
/* Tag region for redraw from render engine preview running inside of it. */
if (area->spacetype == SPACE_VIEW3D && region->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
RenderEngine *engine = rv3d->view_render ? RE_view_engine_get(rv3d->view_render) : nullptr;
GPUViewport *viewport = WM_draw_region_get_viewport(region);
if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) {
View3D *v3d = static_cast<View3D *>(area->spacedata.first);
rcti border_rect;
/* Do partial redraw when possible. */
if (ED_view3d_calc_render_border(scene, depsgraph, v3d, region, &border_rect)) {
ED_region_tag_redraw_partial(region, &border_rect, false);
}
else {
ED_region_tag_redraw_no_rebuild(region);
}
engine->flag &= ~RE_ENGINE_DO_DRAW;
}
else if (viewport && GPU_viewport_do_update(viewport)) {
ED_region_tag_redraw_no_rebuild(region);
}
}
}
#ifdef WITH_XR_OPENXR
static void wm_region_test_xr_do_draw(const wmWindowManager *wm,
const ScrArea *area,
ARegion *region)
{
if ((area->spacetype == SPACE_VIEW3D) && (region->regiontype == RGN_TYPE_WINDOW)) {
if (ED_view3d_is_region_xr_mirror_active(
wm, static_cast<const View3D *>(area->spacedata.first), region))
{
ED_region_tag_redraw_no_rebuild(region);
}
}
}
#endif
static bool wm_region_use_viewport_by_type(short space_type, short region_type)
{
return (ELEM(space_type, SPACE_VIEW3D, SPACE_IMAGE, SPACE_NODE) &&
region_type == RGN_TYPE_WINDOW) ||
((space_type == SPACE_SEQ) && ELEM(region_type, RGN_TYPE_PREVIEW, RGN_TYPE_WINDOW));
}
bool WM_region_use_viewport(ScrArea *area, ARegion *region)
{
return wm_region_use_viewport_by_type(area->spacetype, region->regiontype);
}
static const char *wm_area_name(ScrArea *area)
{
#define SPACE_NAME(space) \
case space: \
return #space;
switch (area->spacetype) {
SPACE_NAME(SPACE_EMPTY);
SPACE_NAME(SPACE_VIEW3D);
SPACE_NAME(SPACE_GRAPH);
SPACE_NAME(SPACE_OUTLINER);
SPACE_NAME(SPACE_PROPERTIES);
SPACE_NAME(SPACE_FILE);
SPACE_NAME(SPACE_IMAGE);
SPACE_NAME(SPACE_INFO);
SPACE_NAME(SPACE_SEQ);
SPACE_NAME(SPACE_TEXT);
SPACE_NAME(SPACE_ACTION);
SPACE_NAME(SPACE_NLA);
SPACE_NAME(SPACE_SCRIPT);
SPACE_NAME(SPACE_NODE);
SPACE_NAME(SPACE_CONSOLE);
SPACE_NAME(SPACE_USERPREF);
SPACE_NAME(SPACE_CLIP);
SPACE_NAME(SPACE_TOPBAR);
SPACE_NAME(SPACE_STATUSBAR);
default:
return "Unknown Space";
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Window Drawing (Draw All)
*
* Reference method, draw all each time.
* \{ */
struct WindowDrawCB {
WindowDrawCB *next, *prev;
void (*draw)(const wmWindow *win, void *customdata);
void *customdata;
};
void *WM_draw_cb_activate(wmWindow *win,
void (*draw)(const wmWindow *win, void *customdata),
void *customdata)
{
WindowDrawCB *wdc = MEM_callocN<WindowDrawCB>("WindowDrawCB");
BLI_addtail(&win->drawcalls, wdc);
wdc->draw = draw;
wdc->customdata = customdata;
return wdc;
}
void WM_draw_cb_exit(wmWindow *win, void *handle)
{
LISTBASE_FOREACH (WindowDrawCB *, wdc, &win->drawcalls) {
if (wdc == (WindowDrawCB *)handle) {
BLI_remlink(&win->drawcalls, wdc);
MEM_freeN(wdc);
return;
}
}
}
static void wm_draw_callbacks(wmWindow *win)
{
/* Allow callbacks to remove themselves. */
LISTBASE_FOREACH_MUTABLE (WindowDrawCB *, wdc, &win->drawcalls) {
wdc->draw(win, wdc->customdata);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Region Drawing
*
* Each region draws into its own frame-buffer, which is then blit on the
* window draw buffer. This helps with fast redrawing if only some regions
* change. It also means we can share a single context for multiple windows,
* so that for example VAOs can be shared between windows.
* \{ */
static void wm_draw_region_buffer_free(ARegion *region)
{
if (region->runtime->draw_buffer) {
if (region->runtime->draw_buffer->viewport) {
GPU_viewport_free(region->runtime->draw_buffer->viewport);
}
if (region->runtime->draw_buffer->offscreen) {
GPU_offscreen_free(region->runtime->draw_buffer->offscreen);
}
MEM_freeN(region->runtime->draw_buffer);
region->runtime->draw_buffer = nullptr;
}
}
static void wm_draw_offscreen_texture_parameters(GPUOffScreen *offscreen)
{
/* Setup offscreen color texture for drawing. */
blender::gpu::Texture *texture = GPU_offscreen_color_texture(offscreen);
/* No mipmaps or filtering. */
GPU_texture_mipmap_mode(texture, false, false);
}
static blender::gpu::TextureFormat get_hdr_framebuffer_format(const Scene *scene)
{
bool use_float = false;
if (scene && ((IMB_colormanagement_display_is_hdr(&scene->display_settings,
scene->view_settings.view_transform)) ||
IMB_colormanagement_display_is_wide_gamut(&scene->display_settings,
scene->view_settings.view_transform)))
{
use_float = GPU_hdr_support();
}
blender::gpu::TextureFormat desired_format =
(use_float) ? blender::gpu::TextureFormat::SFLOAT_16_16_16_16 :
blender::gpu::TextureFormat::UNORM_8_8_8_8;
return desired_format;
}
static void wm_draw_region_buffer_create(Scene *scene,
ARegion *region,
bool stereo,
bool use_viewport)
{
/* Determine desired offscreen format depending on HDR availability. */
blender::gpu::TextureFormat desired_format = get_hdr_framebuffer_format(scene);
if (region->runtime->draw_buffer) {
if (region->runtime->draw_buffer->stereo != stereo) {
/* Free draw buffer on stereo changes. */
wm_draw_region_buffer_free(region);
}
else {
/* Free offscreen buffer on size changes. Viewport auto resizes. */
GPUOffScreen *offscreen = region->runtime->draw_buffer->offscreen;
if (offscreen && (GPU_offscreen_width(offscreen) != region->winx ||
GPU_offscreen_height(offscreen) != region->winy ||
GPU_offscreen_format(offscreen) != desired_format))
{
wm_draw_region_buffer_free(region);
}
}
}
if (!region->runtime->draw_buffer) {
if (use_viewport) {
/* Allocate viewport which includes an off-screen buffer with depth multi-sample, etc. */
region->runtime->draw_buffer = MEM_callocN<wmDrawBuffer>("wmDrawBuffer");
region->runtime->draw_buffer->viewport = stereo ? GPU_viewport_stereo_create() :
GPU_viewport_create();
}
else {
/* Allocate off-screen buffer if it does not exist. This one has no
* depth or multi-sample buffers. 3D view creates its own buffers with
* the data it needs. */
GPUOffScreen *offscreen = GPU_offscreen_create(region->winx,
region->winy,
false,
desired_format,
GPU_TEXTURE_USAGE_SHADER_READ,
true,
nullptr);
if (!offscreen) {
WM_global_report(RPT_ERROR, "Region could not be drawn!");
return;
}
wm_draw_offscreen_texture_parameters(offscreen);
region->runtime->draw_buffer = MEM_callocN<wmDrawBuffer>("wmDrawBuffer");
region->runtime->draw_buffer->offscreen = offscreen;
}
region->runtime->draw_buffer->bound_view = -1;
region->runtime->draw_buffer->stereo = stereo;
}
}
static void wm_draw_region_bind(ARegion *region, int view)
{
if (!region->runtime->draw_buffer) {
return;
}
if (region->runtime->draw_buffer->viewport) {
GPU_viewport_bind(region->runtime->draw_buffer->viewport, view, &region->winrct);
}
else {
GPU_offscreen_bind(region->runtime->draw_buffer->offscreen, false);
/* For now scissor is expected by region drawing, we could disable it
* and do the enable/disable in the specific cases that setup scissor. */
GPU_scissor_test(true);
GPU_scissor(0, 0, region->winx, region->winy);
}
region->runtime->draw_buffer->bound_view = view;
}
static void wm_draw_region_unbind(ARegion *region)
{
if (!region->runtime->draw_buffer) {
return;
}
region->runtime->draw_buffer->bound_view = -1;
if (region->runtime->draw_buffer->viewport) {
GPU_viewport_unbind(region->runtime->draw_buffer->viewport);
}
else {
GPU_scissor_test(false);
GPU_offscreen_unbind(region->runtime->draw_buffer->offscreen, false);
}
}
static void wm_draw_region_blit(ARegion *region, int view)
{
if (!region->runtime->draw_buffer) {
return;
}
if (view == -1) {
/* Non-stereo drawing. */
view = 0;
}
else if (view > 0) {
if (region->runtime->draw_buffer->viewport == nullptr) {
/* Region does not need stereo or failed to allocate stereo buffers. */
view = 0;
}
}
if (region->runtime->draw_buffer->viewport) {
GPU_viewport_draw_to_screen(region->runtime->draw_buffer->viewport, view, &region->winrct);
}
else {
GPU_offscreen_draw_to_screen(
region->runtime->draw_buffer->offscreen, region->winrct.xmin, region->winrct.ymin);
}
}
blender::gpu::Texture *wm_draw_region_texture(ARegion *region, int view)
{
if (!region->runtime->draw_buffer) {
return nullptr;
}
GPUViewport *viewport = region->runtime->draw_buffer->viewport;
if (viewport) {
return GPU_viewport_color_texture(viewport, view);
}
return GPU_offscreen_color_texture(region->runtime->draw_buffer->offscreen);
}
void wm_draw_region_blend(ARegion *region, int view, bool blend)
{
if (!region->runtime->draw_buffer) {
return;
}
/* Alpha is always 1, except when blend timer is running. */
float alpha = ED_region_blend_alpha(region);
if (alpha <= 0.0f) {
return;
}
if (!blend) {
alpha = 1.0f;
}
/* #wmOrtho for the screen has this same offset. */
const float halfx = GLA_PIXEL_OFS / (BLI_rcti_size_x(&region->winrct) + 1);
const float halfy = GLA_PIXEL_OFS / (BLI_rcti_size_y(&region->winrct) + 1);
rcti rect_geo = region->winrct;
rect_geo.xmax += 1;
rect_geo.ymax += 1;
rctf rect_tex;
rect_tex.xmin = halfx;
rect_tex.ymin = halfy;
rect_tex.xmax = 1.0f + halfx;
rect_tex.ymax = 1.0f + halfy;
float alpha_easing = 1.0f - alpha;
alpha_easing = 1.0f - alpha_easing * alpha_easing;
/* Slide vertical panels. */
float ofs_x = BLI_rcti_size_x(&region->winrct) * (1.0f - alpha_easing);
if (RGN_ALIGN_ENUM_FROM_MASK(region->alignment) == RGN_ALIGN_RIGHT) {
rect_geo.xmin += ofs_x;
rect_tex.xmax *= alpha_easing;
alpha = 1.0f;
}
else if (RGN_ALIGN_ENUM_FROM_MASK(region->alignment) == RGN_ALIGN_LEFT) {
rect_geo.xmax -= ofs_x;
rect_tex.xmin += 1.0f - alpha_easing;
alpha = 1.0f;
}
/* Not the same layout as #rctf/#rcti. */
const float rectt[4] = {rect_tex.xmin, rect_tex.ymin, rect_tex.xmax, rect_tex.ymax};
const float rectg[4] = {
float(rect_geo.xmin), float(rect_geo.ymin), float(rect_geo.xmax), float(rect_geo.ymax)};
if (blend) {
/* Regions drawn off-screen have pre-multiplied alpha. */
GPU_blend(GPU_BLEND_ALPHA_PREMULT);
}
/* Setup actual texture. */
blender::gpu::Texture *texture = wm_draw_region_texture(region, view);
blender::gpu::Shader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
GPU_shader_bind(shader);
int color_loc = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_COLOR);
int rect_tex_loc = GPU_shader_get_uniform(shader, "rect_icon");
int rect_geo_loc = GPU_shader_get_uniform(shader, "rect_geom");
int texture_bind_loc = GPU_shader_get_sampler_binding(shader, "image");
GPU_texture_bind(texture, texture_bind_loc);
GPU_shader_uniform_float_ex(shader, rect_tex_loc, 4, 1, rectt);
GPU_shader_uniform_float_ex(shader, rect_geo_loc, 4, 1, rectg);
GPU_shader_uniform_float_ex(shader, color_loc, 4, 1, blender::float4{1, 1, 1, 1});
blender::gpu::Batch *quad = GPU_batch_preset_quad();
GPU_batch_set_shader(quad, shader);
GPU_batch_draw(quad);
GPU_texture_unbind(texture);
if (blend) {
GPU_blend(GPU_BLEND_NONE);
}
}
GPUViewport *WM_draw_region_get_viewport(ARegion *region)
{
if (!region->runtime->draw_buffer) {
return nullptr;
}
GPUViewport *viewport = region->runtime->draw_buffer->viewport;
return viewport;
}
GPUViewport *WM_draw_region_get_bound_viewport(ARegion *region)
{
if (!region->runtime->draw_buffer || region->runtime->draw_buffer->bound_view == -1) {
return nullptr;
}
GPUViewport *viewport = region->runtime->draw_buffer->viewport;
return viewport;
}
static void wm_draw_area_offscreen(bContext *C, wmWindow *win, ScrArea *area, bool stereo)
{
wmWindowManager *wm = CTX_wm_manager(C);
Main *bmain = CTX_data_main(C);
CTX_wm_area_set(C, area);
GPU_debug_group_begin(wm_area_name(area));
/* Compute UI layouts for dynamically size regions. */
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->flag & RGN_FLAG_POLL_FAILED) {
continue;
}
/* Dynamic region may have been flagged as too small because their size on init is 0.
* ARegion.visible is false then, as expected. The layout should still be created then, so
* the region size can be updated (it may turn out to be not too small then). */
const bool ignore_visibility = (region->flag & RGN_FLAG_DYNAMIC_SIZE) &&
(region->flag & RGN_FLAG_TOO_SMALL) &&
!(region->flag & RGN_FLAG_HIDDEN);
if ((region->runtime->visible || ignore_visibility) && region->runtime->do_draw &&
region->runtime->type && region->runtime->type->layout)
{
CTX_wm_region_set(C, region);
ED_region_do_layout(C, region);
CTX_wm_region_set(C, nullptr);
}
}
ED_area_update_region_sizes(wm, win, area);
if (area->flag & AREA_FLAG_ACTIVE_TOOL_UPDATE) {
if ((1 << area->spacetype) & WM_TOOLSYSTEM_SPACE_MASK) {
WM_toolsystem_update_from_context(
C, CTX_wm_workspace(C), CTX_data_scene(C), CTX_data_view_layer(C), area);
}
area->flag &= ~AREA_FLAG_ACTIVE_TOOL_UPDATE;
}
/* Then do actual drawing of regions. */
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (!region->runtime->visible || !region->runtime->do_draw) {
continue;
}
CTX_wm_region_set(C, region);
bool use_viewport = WM_region_use_viewport(area, region);
GPU_debug_group_begin(use_viewport ? "Viewport" : "ARegion");
if (stereo && wm_draw_region_stereo_set(bmain, area, region, STEREO_LEFT_ID)) {
Scene *scene = WM_window_get_active_scene(win);
wm_draw_region_buffer_create(scene, region, true, use_viewport);
for (int view = 0; view < 2; view++) {
eStereoViews sview;
if (view == 0) {
sview = STEREO_LEFT_ID;
}
else {
sview = STEREO_RIGHT_ID;
wm_draw_region_stereo_set(bmain, area, region, sview);
}
wm_draw_region_bind(region, view);
ED_region_do_draw(C, region);
wm_draw_region_unbind(region);
}
if (use_viewport) {
GPUViewport *viewport = region->runtime->draw_buffer->viewport;
GPU_viewport_stereo_composite(viewport, win->stereo3d_format);
}
}
else {
wm_draw_region_stereo_set(bmain, area, region, STEREO_LEFT_ID);
Scene *scene = WM_window_get_active_scene(win);
wm_draw_region_buffer_create(scene, region, false, use_viewport);
wm_draw_region_bind(region, 0);
ED_region_do_draw(C, region);
wm_draw_region_unbind(region);
}
GPU_debug_group_end();
region->runtime->do_draw = 0;
CTX_wm_region_set(C, nullptr);
}
CTX_wm_area_set(C, nullptr);
GPU_debug_group_end();
}
static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
{
bScreen *screen = WM_window_get_active_screen(win);
/* Draw screen areas into their own frame buffer. Status bar and spreadsheet is drawn
* last, because mesh and memory usage statistics are affected by drawing of other
* editors like the 3D viewport. */
ED_screen_areas_iter (win, screen, area) {
if (!ELEM(area->spacetype, SPACE_STATUSBAR, SPACE_SPREADSHEET)) {
wm_draw_area_offscreen(C, win, area, stereo);
}
}
ED_screen_areas_iter (win, screen, area) {
if (ELEM(area->spacetype, SPACE_STATUSBAR, SPACE_SPREADSHEET)) {
wm_draw_area_offscreen(C, win, area, stereo);
}
}
/* Draw menus into their own frame-buffer. */
LISTBASE_FOREACH (ARegion *, region, &screen->regionbase) {
if (!region->runtime->visible) {
continue;
}
CTX_wm_region_popup_set(C, region);
GPU_debug_group_begin("Menu");
if (region->runtime->type && region->runtime->type->layout) {
/* UI code reads the OpenGL state, but we have to refresh
* the UI layout beforehand in case the menu size changes. */
wmViewport(&region->winrct);
region->runtime->type->layout(C, region);
}
Scene *scene = WM_window_get_active_scene(win);
wm_draw_region_buffer_create(scene, region, false, false);
wm_draw_region_bind(region, 0);
GPU_clear_color(0.0f, 0.0f, 0.0f, 0.0f);
ED_region_do_draw(C, region);
wm_draw_region_unbind(region);
GPU_debug_group_end();
region->runtime->do_draw = 0;
CTX_wm_region_popup_set(C, nullptr);
}
}
static void wm_draw_window_onscreen(bContext *C, wmWindow *win, int view)
{
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
GPU_debug_group_begin("Window Redraw");
/* Draw into the window frame-buffer, in full window coordinates. */
wmWindowViewport(win);
/* We draw on all pixels of the windows so we don't need to clear them before.
* Actually this is only a problem when resizing the window.
* If it becomes a problem we should clear only when window size changes. */
#if 0
GPU_clear_color(0, 0, 0, 0);
#endif
/* Blit non-overlapping area regions. */
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (!region->runtime->visible) {
continue;
}
if (region->overlap == false) {
/* Blit from off-screen buffer. */
wm_draw_region_blit(region, view);
}
}
}
/* Draw overlays and paint cursors. */
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (!region->runtime->visible) {
continue;
}
const bool do_paint_cursor = (wm->runtime->paintcursors.first &&
region == screen->active_region);
const bool do_draw_overlay = (region->runtime->type && region->runtime->type->draw_overlay);
if (!(do_paint_cursor || do_draw_overlay)) {
continue;
}
CTX_wm_area_set(C, area);
CTX_wm_region_set(C, region);
if (do_draw_overlay) {
wm_region_draw_overlay(C, area, region);
}
if (do_paint_cursor) {
wm_paintcursor_draw(C, area, region);
}
CTX_wm_region_set(C, nullptr);
CTX_wm_area_set(C, nullptr);
}
}
wmWindowViewport(win);
/* Blend in overlapping area regions. */
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (!region->runtime->visible) {
continue;
}
if (region->overlap) {
wm_draw_region_blend(region, 0, true);
}
}
}
/* After area regions so we can do area 'overlay' drawing. */
UI_SetTheme(0, 0);
ED_screen_draw_edges(win);
/* Needs zero offset here or it looks blurry. #128112. */
wmWindowViewport_ex(win, 0.0f);
wm_draw_callbacks(win);
wmWindowViewport(win);
/* Blend in floating regions (menus). */
LISTBASE_FOREACH (ARegion *, region, &screen->regionbase) {
if (!region->runtime->visible) {
continue;
}
wm_draw_region_blend(region, 0, true);
}
/* Always draw, not only when screen tagged. */
if (win->gesture.first) {
wm_gesture_draw(win);
wmWindowViewport(win);
}
/* Needs pixel coords in screen. */
if (wm->runtime->drags.first) {
wm_drags_draw(C, win);
wmWindowViewport(win);
}
if (wm_software_cursor_needed()) {
GrabState grab_state;
if (wm_software_cursor_needed_for_window(win, &grab_state)) {
wm_software_cursor_draw(win, &grab_state);
wm_software_cursor_motion_update(win);
}
else {
/* Checking the window is needed so one window doesn't clear the cursor state of another. */
wm_software_cursor_motion_clear_with_window(win);
}
}
GPU_debug_group_end();
}
static void wm_draw_window(bContext *C, wmWindow *win)
{
GPU_context_begin_frame(static_cast<GPUContext *>(win->gpuctx));
bScreen *screen = WM_window_get_active_screen(win);
bool stereo = WM_stereo3d_enabled(win, false);
/* Draw area regions into their own frame-buffer. This way we can redraw
* the areas that need it, and blit the rest from existing frame-buffers. */
wm_draw_window_offscreen(C, win, stereo);
/* Now we draw into the window frame-buffer, in full window coordinates. */
if (!stereo) {
/* Regular mono drawing. */
wm_draw_window_onscreen(C, win, -1);
}
else if (win->stereo3d_format->display_mode == S3D_DISPLAY_PAGEFLIP) {
/* For page-flip we simply draw to both back buffers. */
GPU_backbuffer_bind(GPU_BACKBUFFER_RIGHT);
wm_draw_window_onscreen(C, win, 1);
GPU_backbuffer_bind(GPU_BACKBUFFER_LEFT);
wm_draw_window_onscreen(C, win, 0);
}
else if (ELEM(win->stereo3d_format->display_mode, S3D_DISPLAY_ANAGLYPH, S3D_DISPLAY_INTERLACE)) {
/* For anaglyph and interlace, we draw individual regions with
* stereo frame-buffers using different shaders. */
wm_draw_window_onscreen(C, win, -1);
}
else {
/* Determine desired offscreen format depending on HDR availability. */
blender::gpu::TextureFormat desired_format = get_hdr_framebuffer_format(
WM_window_get_active_scene(win));
/* For side-by-side and top-bottom, we need to render each view to an
* an off-screen texture and then draw it. This used to happen for all
* stereo methods, but it's less efficient than drawing directly. */
const blender::int2 win_size = WM_window_native_pixel_size(win);
GPUOffScreen *offscreen = GPU_offscreen_create(win_size[0],
win_size[1],
false,
desired_format,
GPU_TEXTURE_USAGE_SHADER_READ,
false,
nullptr);
if (offscreen) {
blender::gpu::Texture *texture = GPU_offscreen_color_texture(offscreen);
wm_draw_offscreen_texture_parameters(offscreen);
for (int view = 0; view < 2; view++) {
/* Draw view into offscreen buffer. */
GPU_offscreen_bind(offscreen, false);
wm_draw_window_onscreen(C, win, view);
GPU_offscreen_unbind(offscreen, false);
/* Draw offscreen buffer to screen. */
GPU_texture_bind(texture, 0);
wmWindowViewport(win);
if (win->stereo3d_format->display_mode == S3D_DISPLAY_SIDEBYSIDE) {
wm_stereo3d_draw_sidebyside(win, view);
}
else {
wm_stereo3d_draw_topbottom(win, view);
}
GPU_texture_unbind(texture);
}
GPU_offscreen_free(offscreen);
}
else {
/* Still draw something in case of allocation failure. */
wm_draw_window_onscreen(C, win, 0);
}
}
screen->do_draw = false;
GPU_context_end_frame(static_cast<GPUContext *>(win->gpuctx));
}
/**
* Draw offscreen contexts not bound to a specific window.
*/
static void wm_draw_surface(bContext *C, wmSurface *surface)
{
wm_window_clear_drawable(CTX_wm_manager(C));
wm_surface_make_drawable(surface);
GPU_context_begin_frame(surface->blender_gpu_context);
surface->draw(C);
GPU_context_end_frame(surface->blender_gpu_context);
/* Avoid interference with window drawable. */
wm_surface_clear_drawable();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Window Screen Shot Utility (Front-Buffer & Off-Screen)
*
* Include here since it can involve low level buffer switching.
* \{ */
uint8_t *WM_window_pixels_read_from_frontbuffer(const wmWindowManager *wm,
const wmWindow *win,
int r_size[2])
{
/* Don't assert as file-save uses this for a screenshot, where redrawing isn't an option
* because of the side-effects of drawing a window on save.
* In this case the thumbnail might not work and there are currently no better alternatives. */
// BLI_assert(WM_capabilities_flag() & WM_CAPABILITY_GPU_FRONT_BUFFER_READ);
/* WARNING: Reading from the front-buffer immediately after drawing may fail,
* for a slower but more reliable version of this function
* #WM_window_pixels_read_from_offscreen should be preferred.
* See it's comments for details on why it's needed, see also #98462. */
bool setup_context = wm->runtime->windrawable != win;
if (setup_context) {
GHOST_ActivateWindowDrawingContext(static_cast<GHOST_WindowHandle>(win->ghostwin));
GPU_context_active_set(static_cast<GPUContext *>(win->gpuctx));
}
const blender::int2 win_size = WM_window_native_pixel_size(win);
const uint rect_len = win_size[0] * win_size[1];
uint8_t *rect = MEM_malloc_arrayN<uint8_t>(4 * rect_len, __func__);
GPU_frontbuffer_read_color(0, 0, win_size[0], win_size[1], 4, GPU_DATA_UBYTE, rect);
if (setup_context) {
if (wm->runtime->windrawable) {
GHOST_ActivateWindowDrawingContext(
static_cast<GHOST_WindowHandle>(wm->runtime->windrawable->ghostwin));
GPU_context_active_set(static_cast<GPUContext *>(wm->runtime->windrawable->gpuctx));
}
}
/* Clear alpha, it is not set to a meaningful value in OpenGL. */
uchar *cp = (uchar *)rect;
uint i;
for (i = 0, cp += 3; i < rect_len; i++, cp += 4) {
*cp = 0xff;
}
r_size[0] = win_size[0];
r_size[1] = win_size[1];
return rect;
}
void WM_window_pixels_read_sample_from_frontbuffer(const wmWindowManager *wm,
const wmWindow *win,
const int pos[2],
float r_col[3])
{
BLI_assert(WM_capabilities_flag() & WM_CAPABILITY_GPU_FRONT_BUFFER_READ);
bool setup_context = wm->runtime->windrawable != win;
if (setup_context) {
GHOST_ActivateWindowDrawingContext(static_cast<GHOST_WindowHandle>(win->ghostwin));
GPU_context_active_set(static_cast<GPUContext *>(win->gpuctx));
}
/* NOTE(@jbakker): Vulkan backend isn't able to read 3 channels from a 4 channel texture with
* data data-conversions is needed. Data conversion happens inline for all channels. This is a
* vulkan backend issue and should be solved. However the solution has a lot of branches that
* requires testing so a quick fix has been added to the place where this was used. The solution
* is to implement all the cases in 'VKFramebuffer::read'.
*/
blender::float4 color_with_alpha;
GPU_frontbuffer_read_color(pos[0], pos[1], 1, 1, 4, GPU_DATA_FLOAT, color_with_alpha);
copy_v3_v3(r_col, color_with_alpha.xyz());
if (setup_context) {
if (wm->runtime->windrawable) {
GHOST_ActivateWindowDrawingContext(
static_cast<GHOST_WindowHandle>(wm->runtime->windrawable->ghostwin));
GPU_context_active_set(static_cast<GPUContext *>(wm->runtime->windrawable->gpuctx));
}
}
}
uint8_t *WM_window_pixels_read_from_offscreen(bContext *C, wmWindow *win, int r_size[2])
{
/* NOTE(@ideasman42): There is a problem reading the windows front-buffer after redrawing
* the window in some cases (typically to clear UI elements such as menus or search popup).
* With EGL `eglSurfaceAttrib(..)` may support setting the `EGL_SWAP_BEHAVIOR` attribute to
* `EGL_BUFFER_PRESERVED` however not all implementations support this.
* Requesting the ability with `EGL_SWAP_BEHAVIOR_PRESERVED_BIT` can even cause the EGL context
* not to initialize at all.
* Confusingly there are some cases where this *does* work, depending on the state of the window
* and prior calls to swap-buffers, however ensuring the state exactly as needed to satisfy a
* particular GPU back-end is fragile, see #98462.
*
* So provide an alternative to #WM_window_pixels_read that avoids using the front-buffer. */
/* Draw into an off-screen buffer and read its contents. */
const blender::int2 win_size = WM_window_native_pixel_size(win);
/* Determine desired offscreen format depending on HDR availability. */
blender::gpu::TextureFormat desired_format = get_hdr_framebuffer_format(
WM_window_get_active_scene(win));
GPUOffScreen *offscreen = GPU_offscreen_create(win_size[0],
win_size[1],
false,
desired_format,
GPU_TEXTURE_USAGE_SHADER_READ,
false,
nullptr);
if (UNLIKELY(!offscreen)) {
return nullptr;
}
const uint rect_len = win_size[0] * win_size[1];
uint8_t *rect = MEM_malloc_arrayN<uint8_t>(4 * rect_len, __func__);
GPU_offscreen_bind(offscreen, false);
wm_draw_window_onscreen(C, win, -1);
GPU_offscreen_unbind(offscreen, false);
GPU_offscreen_read_color(offscreen, GPU_DATA_UBYTE, rect);
GPU_offscreen_free(offscreen);
r_size[0] = win_size[0];
r_size[1] = win_size[1];
return rect;
}
bool WM_window_pixels_read_sample_from_offscreen(bContext *C,
wmWindow *win,
const int pos[2],
float r_col[3])
{
/* A version of #WM_window_pixels_read_from_offscreen that reads a single sample. */
const blender::int2 win_size = WM_window_native_pixel_size(win);
zero_v3(r_col);
/* While this shouldn't happen, return in the case it does. */
BLI_assert(uint(pos[0]) < uint(win_size[0]) && uint(pos[1]) < uint(win_size[1]));
if (!(uint(pos[0]) < uint(win_size[0]) && uint(pos[1]) < uint(win_size[1]))) {
return false;
}
GPUOffScreen *offscreen = GPU_offscreen_create(win_size[0],
win_size[1],
false,
blender::gpu::TextureFormat::UNORM_8_8_8_8,
GPU_TEXTURE_USAGE_SHADER_READ,
false,
nullptr);
if (UNLIKELY(!offscreen)) {
return false;
}
float rect_pixel[4];
GPU_offscreen_bind(offscreen, false);
wm_draw_window_onscreen(C, win, -1);
GPU_offscreen_unbind(offscreen, false);
GPU_offscreen_read_color_region(offscreen, GPU_DATA_FLOAT, pos[0], pos[1], 1, 1, rect_pixel);
GPU_offscreen_free(offscreen);
copy_v3_v3(r_col, rect_pixel);
return true;
}
uint8_t *WM_window_pixels_read(bContext *C, wmWindow *win, int r_size[2])
{
if (WM_capabilities_flag() & WM_CAPABILITY_GPU_FRONT_BUFFER_READ) {
return WM_window_pixels_read_from_frontbuffer(CTX_wm_manager(C), win, r_size);
}
return WM_window_pixels_read_from_offscreen(C, win, r_size);
}
bool WM_window_pixels_read_sample(bContext *C, wmWindow *win, const int pos[2], float r_col[3])
{
if (WM_capabilities_flag() & WM_CAPABILITY_GPU_FRONT_BUFFER_READ) {
WM_window_pixels_read_sample_from_frontbuffer(CTX_wm_manager(C), win, pos, r_col);
return true;
}
return WM_window_pixels_read_sample_from_offscreen(C, win, pos, r_col);
}
bool WM_desktop_cursor_sample_read(float r_col[3])
{
return GHOST_GetPixelAtCursor(r_col);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Main Update Call
* \{ */
/* Quick test to prevent changing window drawable. */
static bool wm_draw_update_test_window(Main *bmain, bContext *C, wmWindow *win)
{
const wmWindowManager *wm = CTX_wm_manager(C);
Scene *scene = WM_window_get_active_scene(win);
ViewLayer *view_layer = WM_window_get_active_view_layer(win);
Depsgraph *depsgraph = BKE_scene_ensure_depsgraph(bmain, scene, view_layer);
bScreen *screen = WM_window_get_active_screen(win);
bool do_draw = false;
LISTBASE_FOREACH (ARegion *, region, &screen->regionbase) {
if (region->runtime->do_draw_paintcursor) {
screen->do_draw_paintcursor = true;
region->runtime->do_draw_paintcursor = false;
}
if (region->runtime->visible && region->runtime->do_draw) {
do_draw = true;
}
}
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
wm_region_test_gizmo_do_draw(C, area, region, true);
wm_region_test_render_do_draw(scene, depsgraph, area, region);
#ifdef WITH_XR_OPENXR
wm_region_test_xr_do_draw(wm, area, region);
#endif
if (region->runtime->visible && region->runtime->do_draw) {
do_draw = true;
}
}
}
if (do_draw) {
return true;
}
if (screen->do_refresh) {
return true;
}
if (screen->do_draw) {
return true;
}
if (screen->do_draw_gesture) {
return true;
}
if (screen->do_draw_paintcursor) {
return true;
}
if (screen->do_draw_drag) {
return true;
}
if (wm_software_cursor_needed()) {
GrabState grab_state;
if (wm_software_cursor_needed_for_window(win, &grab_state)) {
if (wm_software_cursor_motion_test(win)) {
return true;
}
}
else {
/* Detect the edge case when the previous draw used the software cursor but this one doesn't,
* it's important to redraw otherwise the software cursor will remain displayed. */
if (g_software_cursor.winid == win->winid) {
return true;
}
}
}
#ifndef WITH_XR_OPENXR
UNUSED_VARS(wm);
#endif
return false;
}
/* Clear drawing flags, after drawing is complete so any draw flags set during
* drawing don't cause any additional redraws. */
static void wm_draw_update_clear_window(bContext *C, wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
ED_screen_areas_iter (win, screen, area) {
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
wm_region_test_gizmo_do_draw(C, area, region, false);
}
}
screen->do_draw_gesture = false;
screen->do_draw_paintcursor = false;
screen->do_draw_drag = false;
}
void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion * /*region*/)
{
if (win) {
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw_paintcursor = true;
}
}
void wm_draw_update(bContext *C)
{
Main *bmain = CTX_data_main(C);
wmWindowManager *wm = CTX_wm_manager(C);
GPU_context_main_lock();
GPU_render_begin();
GPU_render_step();
BKE_image_free_unused_gpu_textures();
#ifdef WITH_METAL_BACKEND
/* Reset drawable to ensure GPU context activation happens at least once per frame if only a
* single context exists. This is required to ensure the default framebuffer is updated
* to be the latest backbuffer. */
wm_window_clear_drawable(wm);
#endif
LISTBASE_FOREACH (wmWindow *, win, &wm->windows) {
#ifdef WIN32
GHOST_TWindowState state = GHOST_GetWindowState(
static_cast<GHOST_WindowHandle>(win->ghostwin));
if (state == GHOST_kWindowStateMinimized) {
/* Do not update minimized windows, gives issues on Intel (see #33223)
* and AMD (see #50856). it seems logical to skip update for invisible window anyway. */
continue;
}
#endif
CTX_wm_window_set(C, win);
if (wm_draw_update_test_window(bmain, C, win)) {
/* Sets context window+screen. */
wm_window_make_drawable(wm, win);
wm_window_swap_buffer_acquire(win);
/* Notifiers for screen redraw. */
ED_screen_ensure_updated(C, wm, win);
wm_draw_window(C, win);
wm_draw_update_clear_window(C, win);
wm_window_swap_buffer_release(win);
}
}
CTX_wm_window_set(C, nullptr);
/* Draw non-windows (surfaces). */
wm_surfaces_iter(C, wm_draw_surface);
GPU_render_end();
GPU_context_main_unlock();
}
void wm_draw_region_clear(wmWindow *win, ARegion * /*region*/)
{
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw = true;
}
void WM_draw_region_free(ARegion *region)
{
wm_draw_region_buffer_free(region);
}
void wm_draw_region_test(bContext *C, ScrArea *area, ARegion *region)
{
/* Function for redraw timer benchmark. */
bool use_viewport = WM_region_use_viewport(area, region);
wmWindow *win = CTX_wm_window(C);
Scene *scene = WM_window_get_active_scene(win);
wm_draw_region_buffer_create(scene, region, false, use_viewport);
wm_draw_region_bind(region, 0);
ED_region_do_draw(C, region);
wm_draw_region_unbind(region);
region->runtime->do_draw = 0;
}
void WM_redraw_windows(bContext *C)
{
wmWindow *win_prev = CTX_wm_window(C);
ScrArea *area_prev = CTX_wm_area(C);
ARegion *region_prev = CTX_wm_region(C);
wm_draw_update(C);
CTX_wm_window_set(C, win_prev);
CTX_wm_area_set(C, area_prev);
CTX_wm_region_set(C, region_prev);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Region Viewport Drawing
*
* This is needed for viewport drawing for operator use
* (where the viewport may not have drawn yet).
*
* Otherwise avoid using these since they're exposing low level logic externally.
*
* \{ */
void WM_draw_region_viewport_ensure(Scene *scene, ARegion *region, short space_type)
{
bool use_viewport = wm_region_use_viewport_by_type(space_type, region->regiontype);
wm_draw_region_buffer_create(scene, region, false, use_viewport);
}
void WM_draw_region_viewport_bind(ARegion *region)
{
wm_draw_region_bind(region, 0);
}
void WM_draw_region_viewport_unbind(ARegion *region)
{
wm_draw_region_unbind(region);
}
/** \} */