Files
test/source/blender/windowmanager/intern/wm_draw.c
Brecht Van Lommel 34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00

1053 lines
27 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2007 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/windowmanager/intern/wm_draw.c
* \ingroup wm
*
* Handle OpenGL buffers for windowing, also paint cursor.
*/
#include <stdlib.h>
#include <string.h>
#include "DNA_listBase.h"
#include "DNA_object_types.h"
#include "DNA_camera_types.h"
#include "DNA_screen_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BIF_gl.h"
#include "BKE_context.h"
#include "BKE_image.h"
#include "BKE_scene.h"
#include "BKE_workspace.h"
#include "GHOST_C-api.h"
#include "ED_node.h"
#include "ED_view3d.h"
#include "ED_screen.h"
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_immediate.h"
#include "GPU_viewport.h"
#include "RE_engine.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm.h"
#include "wm_draw.h"
#include "wm_window.h"
#include "wm_event_system.h"
#ifdef WITH_OPENSUBDIV
# include "BKE_subsurf.h"
#endif
/* swap */
#define WIN_NONE_OK 0
#define WIN_BACK_OK 1
#define WIN_FRONT_OK 2
#define WIN_BOTH_OK 3
/* ******************* drawing, overlays *************** */
static void wm_paintcursor_draw(bContext *C, ARegion *ar)
{
wmWindowManager *wm = CTX_wm_manager(C);
if (wm->paintcursors.first) {
wmWindow *win = CTX_wm_window(C);
bScreen *screen = WM_window_get_active_screen(win);
wmPaintCursor *pc;
if (ar->visible && ar == screen->active_region) {
for (pc = wm->paintcursors.first; pc; pc = pc->next) {
if (pc->poll == NULL || pc->poll(C)) {
ARegion *ar_other = CTX_wm_region(C);
if (ELEM(win->grabcursor, GHOST_kGrabWrap, GHOST_kGrabHide)) {
int x = 0, y = 0;
wm_get_cursor_position(win, &x, &y);
pc->draw(C,
x - ar_other->winrct.xmin,
y - ar_other->winrct.ymin,
pc->customdata);
}
else {
pc->draw(C,
win->eventstate->x - ar_other->winrct.xmin,
win->eventstate->y - ar_other->winrct.ymin,
pc->customdata);
}
}
}
}
}
}
/* ********************* drawing, swap ****************** */
static void wm_area_mark_invalid_backbuf(ScrArea *sa)
{
if (sa->spacetype == SPACE_VIEW3D)
((View3D *)sa->spacedata.first)->flag |= V3D_INVALID_BACKBUF;
}
static bool wm_area_test_invalid_backbuf(ScrArea *sa)
{
if (sa->spacetype == SPACE_VIEW3D)
return (((View3D *)sa->spacedata.first)->flag & V3D_INVALID_BACKBUF) != 0;
else
return true;
}
static void wm_region_test_render_do_draw(const Scene *scene, struct Depsgraph *depsgraph,
ScrArea *sa, ARegion *ar)
{
/* tag region for redraw from render engine preview running inside of it */
if (sa->spacetype == SPACE_VIEW3D) {
RegionView3D *rv3d = ar->regiondata;
RenderEngine *engine = (rv3d) ? rv3d->render_engine : NULL;
GPUViewport *viewport = (rv3d) ? rv3d->viewport : NULL;
if (engine && (engine->flag & RE_ENGINE_DO_DRAW)) {
View3D *v3d = sa->spacedata.first;
rcti border_rect;
/* do partial redraw when possible */
if (ED_view3d_calc_render_border(scene, depsgraph, v3d, ar, &border_rect))
ED_region_tag_redraw_partial(ar, &border_rect);
else
ED_region_tag_redraw(ar);
engine->flag &= ~RE_ENGINE_DO_DRAW;
}
else if (viewport && GPU_viewport_do_update(viewport)) {
ED_region_tag_redraw(ar);
}
}
}
/********************** draw all **************************/
/* - reference method, draw all each time */
typedef struct WindowDrawCB {
struct WindowDrawCB *next, *prev;
void(*draw)(const struct wmWindow *, void *);
void *customdata;
} WindowDrawCB;
void *WM_draw_cb_activate(
wmWindow *win,
void(*draw)(const struct wmWindow *, void *),
void *customdata)
{
WindowDrawCB *wdc = MEM_callocN(sizeof(*wdc), "WindowDrawCB");
BLI_addtail(&win->drawcalls, wdc);
wdc->draw = draw;
wdc->customdata = customdata;
return wdc;
}
void WM_draw_cb_exit(wmWindow *win, void *handle)
{
for (WindowDrawCB *wdc = win->drawcalls.first; wdc; wdc = wdc->next) {
if (wdc == (WindowDrawCB *)handle) {
BLI_remlink(&win->drawcalls, wdc);
MEM_freeN(wdc);
return;
}
}
}
static void wm_draw_callbacks(wmWindow *win)
{
for (WindowDrawCB *wdc = win->drawcalls.first; wdc; wdc = wdc->next) {
wdc->draw(win, wdc->customdata);
}
}
static void wm_method_draw_full(bContext *C, wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
/* draw area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
ED_screen_draw_edges(win);
screen->do_draw = false;
wm_draw_callbacks(win);
/* draw overlapping regions */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->visible) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
if (screen->do_draw_gesture)
wm_gesture_draw(win);
}
/****************** draw overlap all **********************/
/* - redraw marked areas, and anything that overlaps it */
/* - it also handles swap exchange optionally, assuming */
/* that on swap no clearing happens and we get back the */
/* same buffer as we swapped to the front */
/* mark area-regions to redraw if overlapped with rect */
static void wm_flush_regions_down(bScreen *screen, rcti *dirty)
{
ScrArea *sa;
ARegion *ar;
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (BLI_rcti_isect(dirty, &ar->winrct, NULL)) {
ar->do_draw = RGN_DRAW;
memset(&ar->drawrct, 0, sizeof(ar->drawrct));
ar->swap = WIN_NONE_OK;
}
}
}
}
/* mark menu-regions to redraw if overlapped with rect */
static void wm_flush_regions_up(bScreen *screen, rcti *dirty)
{
ARegion *ar;
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (BLI_rcti_isect(dirty, &ar->winrct, NULL)) {
ar->do_draw = RGN_DRAW;
memset(&ar->drawrct, 0, sizeof(ar->drawrct));
ar->swap = WIN_NONE_OK;
}
}
}
static void wm_method_draw_overlap_all(bContext *C, wmWindow *win, int exchange)
{
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
static rcti rect = {0, 0, 0, 0};
/* after backbuffer selection draw, we need to redraw */
for (sa = screen->areabase.first; sa; sa = sa->next)
for (ar = sa->regionbase.first; ar; ar = ar->next)
if (ar->visible && !wm_area_test_invalid_backbuf(sa))
ED_region_tag_redraw(ar);
/* flush overlapping regions */
if (screen->regionbase.first) {
/* flush redraws of area regions up to overlapping regions */
for (sa = screen->areabase.first; sa; sa = sa->next)
for (ar = sa->regionbase.first; ar; ar = ar->next)
if (ar->visible && ar->do_draw)
wm_flush_regions_up(screen, &ar->winrct);
/* flush between overlapping regions */
for (ar = screen->regionbase.last; ar; ar = ar->prev)
if (ar->visible && ar->do_draw)
wm_flush_regions_up(screen, &ar->winrct);
/* flush redraws of overlapping regions down to area regions */
for (ar = screen->regionbase.last; ar; ar = ar->prev)
if (ar->visible && ar->do_draw)
wm_flush_regions_down(screen, &ar->winrct);
}
/* flush drag item */
if (rect.xmin != rect.xmax) {
wm_flush_regions_down(screen, &rect);
rect.xmin = rect.xmax = 0;
}
if (wm->drags.first) {
/* doesnt draw, fills rect with boundbox */
wm_drags_draw(C, win, &rect);
}
/* draw marked area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible) {
if (ar->do_draw) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
if (exchange)
ar->swap = WIN_FRONT_OK;
}
else if (exchange) {
if (ar->swap == WIN_FRONT_OK) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
ar->swap = WIN_BOTH_OK;
}
else if (ar->swap == WIN_BACK_OK)
ar->swap = WIN_FRONT_OK;
else if (ar->swap == WIN_BOTH_OK)
ar->swap = WIN_BOTH_OK;
}
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
/* after area regions so we can do area 'overlay' drawing */
if (screen->do_draw) {
ED_screen_draw_edges(win);
screen->do_draw = false;
wm_draw_callbacks(win);
if (exchange)
screen->swap = WIN_FRONT_OK;
}
else if (exchange) {
if (screen->swap == WIN_FRONT_OK) {
ED_screen_draw_edges(win);
screen->do_draw = false;
screen->swap = WIN_BOTH_OK;
wm_draw_callbacks(win);
}
else if (screen->swap == WIN_BACK_OK)
screen->swap = WIN_FRONT_OK;
else if (screen->swap == WIN_BOTH_OK)
screen->swap = WIN_BOTH_OK;
}
/* draw marked overlapping regions */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->do_draw) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
if (screen->do_draw_gesture)
wm_gesture_draw(win);
/* needs pixel coords in screen */
if (wm->drags.first) {
wm_drags_draw(C, win, NULL);
}
}
/****************** draw triple buffer ********************/
/* - area regions are written into a texture, without any */
/* of the overlapping menus, brushes, gestures. these */
/* are redrawn each time. */
static void wm_draw_triple_free(wmDrawTriple *triple)
{
if (triple) {
glDeleteTextures(1, &triple->bind);
MEM_freeN(triple);
}
}
static void wm_draw_triple_fail(bContext *C, wmWindow *win)
{
wm_draw_window_clear(win);
win->drawfail = true;
wm_method_draw_overlap_all(C, win, 0);
}
static bool wm_triple_gen_textures(wmWindow *win, wmDrawTriple *triple)
{
/* compute texture sizes */
const int sizex = WM_window_pixels_x(win);
const int sizey = WM_window_pixels_y(win);
/* generate texture names */
glGenTextures(1, &triple->bind);
/* proxy texture is only guaranteed to test for the cases that
* there is only one texture in use, which may not be the case */
const GLint maxsize = GPU_max_texture_size();
if (sizex > maxsize || sizey > maxsize) {
printf("WM: failed to allocate texture for triple buffer drawing "
"(texture too large for graphics card).\n");
return false;
}
/* setup actual texture */
glBindTexture(GL_TEXTURE_2D, triple->bind);
/* no mipmaps */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
/* GL_TEXTURE_BASE_LEVEL = 0 by default */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, sizex, sizey, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void wm_triple_draw_textures(wmWindow *win, wmDrawTriple *triple, float alpha)
{
const int sizex = WM_window_pixels_x(win);
const int sizey = WM_window_pixels_y(win);
/* wmOrtho for the screen has this same offset */
const float ratiox = 1.0f;
const float ratioy = 1.0f;
const float halfx = GLA_PIXEL_OFS / sizex;
const float halfy = GLA_PIXEL_OFS / sizey;
const int activeTex = 7; /* arbitrary */
glActiveTexture(GL_TEXTURE0 + activeTex);
glBindTexture(GL_TEXTURE_2D, triple->bind);
float x1 = halfx;
float x2 = ratiox + halfx;
float y1 = halfy;
float y2 = ratioy + halfy;
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
GPU_shader_bind(shader);
glUniform1i(GPU_shader_get_uniform(shader, "image"), activeTex);
glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), x1, y1, x2, y2);
glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), 0.0f, 0.0f, sizex, sizey);
glUniform4f(GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_COLOR), alpha, alpha, alpha, alpha);
GWN_draw_primitive(GWN_PRIM_TRI_STRIP, 4);
glBindTexture(GL_TEXTURE_2D, 0);
}
static void wm_triple_copy_textures(wmWindow *win, wmDrawTriple *triple)
{
const int sizex = WM_window_pixels_x(win);
const int sizey = WM_window_pixels_y(win);
glBindTexture(GL_TEXTURE_2D, triple->bind);
/* what is GL_READ_BUFFER right now? */
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, sizex, sizey);
glBindTexture(GL_TEXTURE_2D, 0);
}
static void wm_draw_region_blend(wmWindow *win, ARegion *ar, wmDrawTriple *triple)
{
float fac = ED_region_blend_factor(ar);
/* region blend always is 1, except when blend timer is running */
if (fac < 1.0f) {
wmViewport(&ar->winrct);
glEnable(GL_BLEND);
wm_triple_draw_textures(win, triple, 1.0f - fac);
glDisable(GL_BLEND);
}
}
static void wm_method_draw_triple(bContext *C, wmWindow *win)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmDrawData *dd, *dd_next, *drawdata = win->drawdata.first;
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
bool copytex = false;
if (drawdata && drawdata->triple) {
#if 0 /* why do we need to clear before overwriting? */
glClearColor(1, 1, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif
wmWindowViewport(win);
wm_triple_draw_textures(win, drawdata->triple, 1.0f);
}
else {
/* we run it when we start OR when we turn stereo on */
if (drawdata == NULL) {
drawdata = MEM_callocN(sizeof(wmDrawData), "wmDrawData");
BLI_addhead(&win->drawdata, drawdata);
}
drawdata->triple = MEM_callocN(sizeof(wmDrawTriple), "wmDrawTriple");
if (!wm_triple_gen_textures(win, drawdata->triple)) {
wm_draw_triple_fail(C, win);
return;
}
}
/* it means stereo was just turned off */
/* note: we are removing all drawdatas that are not the first */
for (dd = drawdata->next; dd; dd = dd_next) {
dd_next = dd->next;
BLI_remlink(&win->drawdata, dd);
wm_draw_triple_free(dd->triple);
MEM_freeN(dd);
}
wmDrawTriple *triple = drawdata->triple;
/* draw marked area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->do_draw) {
if (ar->overlap == false) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
copytex = true;
}
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
if (copytex) {
wmWindowViewport(win);
wm_triple_copy_textures(win, triple);
}
if (wm->paintcursors.first) {
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar == screen->active_region) {
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
/* make region ready for draw, scissor, pixelspace */
wmViewport(&ar->winrct);
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
CTX_wm_area_set(C, NULL);
}
}
}
wmWindowViewport(win);
}
/* draw overlapping area regions (always like popups) */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->overlap) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
wm_draw_region_blend(win, ar, triple);
}
}
CTX_wm_area_set(C, NULL);
}
/* after area regions so we can do area 'overlay' drawing */
ED_screen_draw_edges(win);
WM_window_get_active_screen(win)->do_draw = false;
wm_draw_callbacks(win);
/* draw floating regions (menus) */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->visible) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
/* always draw, not only when screen tagged */
if (win->gesture.first)
wm_gesture_draw(win);
/* needs pixel coords in screen */
if (wm->drags.first) {
wm_drags_draw(C, win, NULL);
}
}
static void wm_method_draw_triple_multiview(bContext *C, wmWindow *win, eStereoViews sview)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmDrawData *drawdata;
wmDrawTriple *triple_data, *triple_all;
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
int copytex = false;
int id;
/* we store the triple_data in sequence to triple_all */
for (id = 0; id < 2; id++) {
drawdata = BLI_findlink(&win->drawdata, (sview * 2) + id);
if (drawdata && drawdata->triple) {
if (id == 0) {
#if 0 /* why do we need to clear before overwriting? */
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif
wmWindowViewport(win);
wm_triple_draw_textures(win, drawdata->triple, 1.0f);
}
}
else {
/* we run it when we start OR when we turn stereo on */
if (drawdata == NULL) {
drawdata = MEM_callocN(sizeof(wmDrawData), "wmDrawData");
BLI_addtail(&win->drawdata, drawdata);
}
drawdata->triple = MEM_callocN(sizeof(wmDrawTriple), "wmDrawTriple");
if (!wm_triple_gen_textures(win, drawdata->triple)) {
wm_draw_triple_fail(C, win);
return;
}
}
}
triple_data = ((wmDrawData *) BLI_findlink(&win->drawdata, sview * 2))->triple;
triple_all = ((wmDrawData *) BLI_findlink(&win->drawdata, (sview * 2) + 1))->triple;
/* draw marked area regions */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
switch (sa->spacetype) {
case SPACE_IMAGE:
{
SpaceImage *sima = sa->spacedata.first;
sima->iuser.multiview_eye = sview;
break;
}
case SPACE_VIEW3D:
{
View3D *v3d = sa->spacedata.first;
if (v3d->camera && v3d->camera->type == OB_CAMERA) {
Camera *cam = v3d->camera->data;
CameraBGImage *bgpic = cam->bg_images.first;
v3d->multiview_eye = sview;
if (bgpic) bgpic->iuser.multiview_eye = sview;
}
break;
}
case SPACE_NODE:
{
SpaceNode *snode = sa->spacedata.first;
if ((snode->flag & SNODE_BACKDRAW) && ED_node_is_compositor(snode)) {
Image *ima = BKE_image_verify_viewer(IMA_TYPE_COMPOSITE, "Viewer Node");
ima->eye = sview;
}
break;
}
case SPACE_SEQ:
{
SpaceSeq *sseq = sa->spacedata.first;
sseq->multiview_eye = sview;
break;
}
}
/* draw marked area regions */
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->do_draw) {
if (ar->overlap == false) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
if (sview == STEREO_RIGHT_ID)
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
copytex = true;
}
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
if (copytex) {
wmWindowViewport(win);
wm_triple_copy_textures(win, triple_data);
}
if (wm->paintcursors.first) {
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar == screen->active_region) {
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
/* make region ready for draw, scissor, pixelspace */
wmViewport(&ar->winrct);
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
CTX_wm_area_set(C, NULL);
}
}
}
wmWindowViewport(win);
}
/* draw overlapping area regions (always like popups) */
for (sa = screen->areabase.first; sa; sa = sa->next) {
CTX_wm_area_set(C, sa);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->overlap) {
CTX_wm_region_set(C, ar);
ED_region_do_draw(C, ar);
if (sview == STEREO_RIGHT_ID)
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
wm_draw_region_blend(win, ar, triple_data);
}
}
CTX_wm_area_set(C, NULL);
}
/* after area regions so we can do area 'overlay' drawing */
ED_screen_draw_edges(win);
if (sview == STEREO_RIGHT_ID)
screen->do_draw = false;
wm_draw_callbacks(win);
/* draw floating regions (menus) */
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->visible) {
CTX_wm_menu_set(C, ar);
ED_region_do_draw(C, ar);
if (sview == STEREO_RIGHT_ID)
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
/* always draw, not only when screen tagged */
if (win->gesture.first)
wm_gesture_draw(win);
/* needs pixel coords in screen */
if (wm->drags.first) {
wm_drags_draw(C, win, NULL);
}
/* copy the ui + overlays */
wmWindowViewport(win);
wm_triple_copy_textures(win, triple_all);
}
/****************** main update call **********************/
/* quick test to prevent changing window drawable */
static bool wm_draw_update_test_window(wmWindow *win)
{
/*const*/ struct WorkSpace *workspace = WM_window_get_active_workspace(win);
/*const*/ Scene *scene = WM_window_get_active_scene(win);
/*const*/ ViewLayer *view_layer = BKE_workspace_view_layer_get(workspace, scene);
struct Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer, true);
const bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
bool do_draw = false;
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->do_draw_overlay) {
wm_tag_redraw_overlay(win, ar);
ar->do_draw_overlay = false;
}
if (ar->visible && ar->do_draw)
do_draw = true;
}
for (sa = screen->areabase.first; sa; sa = sa->next) {
for (ar = sa->regionbase.first; ar; ar = ar->next) {
wm_region_test_render_do_draw(scene, depsgraph, sa, ar);
if (ar->visible && ar->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;
return false;
}
static int wm_automatic_draw_method(wmWindow *win)
{
/* We assume all supported GPUs now support triple buffer well. */
if (win->drawmethod == USER_DRAW_AUTOMATIC) {
return USER_DRAW_TRIPLE;
}
else {
return win->drawmethod;
}
}
bool WM_is_draw_triple(wmWindow *win)
{
/* function can get called before this variable is set in drawing code below */
if (win->drawmethod != U.wmdrawmethod)
win->drawmethod = U.wmdrawmethod;
return (USER_DRAW_TRIPLE == wm_automatic_draw_method(win));
}
void wm_tag_redraw_overlay(wmWindow *win, ARegion *ar)
{
/* for draw triple gestures, paint cursors don't need region redraw */
if (ar && win) {
bScreen *screen = WM_window_get_active_screen(win);
if (wm_automatic_draw_method(win) != USER_DRAW_TRIPLE)
ED_region_tag_redraw(ar);
screen->do_draw_paintcursor = true;
}
}
void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion *ar)
{
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw_paintcursor = true;
wm_tag_redraw_overlay(win, ar);
}
void wm_draw_update(bContext *C)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win;
#ifdef WITH_OPENSUBDIV
BKE_subsurf_free_unused_buffers();
#endif
GPU_free_unused_buffers();
for (win = wm->windows.first; win; win = win->next) {
#ifdef WIN32
GHOST_TWindowState state = GHOST_GetWindowState(win->ghostwin);
if (state == GHOST_kWindowStateMinimized) {
/* do not update minimized windows, gives issues on Intel (see T33223)
* and AMD (see T50856). it seems logical to skip update for invisible
* window anyway.
*/
continue;
}
#endif
if (win->drawmethod != U.wmdrawmethod) {
wm_draw_window_clear(win);
win->drawmethod = U.wmdrawmethod;
}
if (wm_draw_update_test_window(win)) {
bScreen *screen = WM_window_get_active_screen(win);
CTX_wm_window_set(C, win);
/* sets context window+screen */
wm_window_make_drawable(wm, win);
/* notifiers for screen redraw */
if (screen->do_refresh)
ED_screen_refresh(wm, win);
int drawmethod = wm_automatic_draw_method(win);
if (win->drawfail)
wm_method_draw_overlap_all(C, win, 0);
else if (drawmethod == USER_DRAW_FULL)
wm_method_draw_full(C, win);
else if (drawmethod == USER_DRAW_OVERLAP)
wm_method_draw_overlap_all(C, win, 0);
else if (drawmethod == USER_DRAW_OVERLAP_FLIP)
wm_method_draw_overlap_all(C, win, 1);
else { /* USER_DRAW_TRIPLE */
if ((WM_stereo3d_enabled(win, false)) == false) {
wm_method_draw_triple(C, win);
}
else {
wm_method_draw_triple_multiview(C, win, STEREO_LEFT_ID);
wm_method_draw_triple_multiview(C, win, STEREO_RIGHT_ID);
wm_method_draw_stereo3d(C, win);
}
}
screen->do_draw_gesture = false;
screen->do_draw_paintcursor = false;
screen->do_draw_drag = false;
wm_window_swap_buffers(win);
CTX_wm_window_set(C, NULL);
}
}
}
void wm_draw_data_free(wmWindow *win)
{
wmDrawData *dd;
for (dd = win->drawdata.first; dd; dd = dd->next) {
wm_draw_triple_free(dd->triple);
}
BLI_freelistN(&win->drawdata);
}
void wm_draw_window_clear(wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
ScrArea *sa;
ARegion *ar;
wm_draw_data_free(win);
/* clear screen swap flags */
if (screen) {
for (sa = screen->areabase.first; sa; sa = sa->next)
for (ar = sa->regionbase.first; ar; ar = ar->next)
ar->swap = WIN_NONE_OK;
screen->swap = WIN_NONE_OK;
}
}
void wm_draw_region_clear(wmWindow *win, ARegion *ar)
{
bScreen *screen = WM_window_get_active_screen(win);
int drawmethod = wm_automatic_draw_method(win);
if (ELEM(drawmethod, USER_DRAW_OVERLAP, USER_DRAW_OVERLAP_FLIP))
wm_flush_regions_down(screen, &ar->winrct);
screen->do_draw = true;
}
void WM_redraw_windows(bContext *C)
{
wmWindow *win_prev = CTX_wm_window(C);
ScrArea *area_prev = CTX_wm_area(C);
ARegion *ar_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, ar_prev);
}