Files
test2/source/blender/gpu/GPU_viewport.hh
Sergey Sharybin a345c3db64 GPU: Add API to access render frame buffer
Currently unused, but allows areas outside of DRW to render to the
color render and depth texture.

The primary user of this new API will be Sequencer preview to draw
HDR images.

Ref #138094

Pull Request: https://projects.blender.org/blender/blender/pulls/138306
2025-05-02 10:38:28 +02:00

91 lines
3.2 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "DNA_scene_types.h"
#include "DNA_vec_types.h"
#include "GPU_framebuffer.hh"
#include "GPU_texture.hh"
#define GLA_PIXEL_OFS 0.375f
struct DRWData;
struct GPUViewport;
struct GPUFrameBuffer;
struct GPUOffScreen;
GPUViewport *GPU_viewport_create();
GPUViewport *GPU_viewport_stereo_create();
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,
const 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,
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,
GPUOffScreen *ofs,
bool display_colorspace,
bool do_overlay_merge);
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);
/**
* Color render and overlay frame-buffers for drawing outside of DRW module.
*/
GPUFrameBuffer *GPU_viewport_framebuffer_render_get(GPUViewport *viewport);
GPUFrameBuffer *GPU_viewport_framebuffer_overlay_get(GPUViewport *viewport);