Files
test2/source/blender/draw/intern/draw_manager_c.cc
Clément Foucault 3dfec1ff73 Depth Picking: Do not include non-selectable object in depth picking
This allow to make transparent object not interfere with
navigation.

Rel #134784

Pull Request: https://projects.blender.org/blender/blender/pulls/135109
2025-03-04 18:13:48 +01:00

3190 lines
94 KiB
C++

/* SPDX-FileCopyrightText: 2016 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup draw
*/
#include <cstdio>
#include "CLG_log.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_math_vector.h"
#include "BLI_rect.h"
#include "BLI_string.h"
#include "BLI_task.h"
#include "BLI_threads.h"
#include "BLF_api.hh"
#include "BLT_translation.hh"
#include "BKE_context.hh"
#include "BKE_curve.hh"
#include "BKE_curves.h"
#include "BKE_duplilist.hh"
#include "BKE_editmesh.hh"
#include "BKE_global.hh"
#include "BKE_gpencil_legacy.h"
#include "BKE_grease_pencil.h"
#include "BKE_lattice.hh"
#include "BKE_layer.hh"
#include "BKE_main.hh"
#include "BKE_mball.hh"
#include "BKE_mesh.hh"
#include "BKE_modifier.hh"
#include "BKE_object.hh"
#include "BKE_object_types.hh"
#include "BKE_paint.hh"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_pointcloud.hh"
#include "BKE_scene.hh"
#include "BKE_screen.hh"
#include "BKE_subdiv_modifier.hh"
#include "BKE_volume.hh"
#include "DNA_camera_types.h"
#include "DNA_mesh_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "ED_gpencil_legacy.hh"
#include "ED_screen.hh"
#include "ED_space_api.hh"
#include "ED_view3d.hh"
#include "GPU_capabilities.hh"
#include "GPU_framebuffer.hh"
#include "GPU_matrix.hh"
#include "GPU_platform.hh"
#include "GPU_shader_shared.hh"
#include "GPU_state.hh"
#include "GPU_uniform_buffer.hh"
#include "GPU_viewport.hh"
#include "RE_engine.h"
#include "RE_pipeline.h"
#include "UI_resources.hh"
#include "UI_view2d.hh"
#include "WM_api.hh"
#include "wm_window.hh"
#include "draw_cache.hh"
#include "draw_color_management.hh"
#include "draw_common_c.hh"
#include "draw_manager_c.hh"
#ifdef WITH_GPU_DRAW_TESTS
# include "draw_manager_testing.hh"
#endif
#include "draw_manager_text.hh"
#include "draw_shader.hh"
#include "draw_subdivision.hh"
#include "draw_view_c.hh"
/* only for callbacks */
#include "draw_cache_impl.hh"
#include "engines/compositor/compositor_engine.h"
#include "engines/eevee_next/eevee_engine.h"
#include "engines/external/external_engine.h"
#include "engines/gpencil/gpencil_engine.h"
#include "engines/image/image_engine.h"
#include "engines/overlay/overlay_engine.h"
#include "engines/select/select_engine.hh"
#include "engines/workbench/workbench_engine.h"
#include "GPU_context.hh"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_query.hh"
#include "BLI_time.h"
#include "DRW_select_buffer.hh"
static CLG_LogRef LOG = {"draw.manager"};
/* -------------------------------------------------------------------- */
/** \name Settings
*
* A global GPUContext is used for rendering every viewports (even on different windows).
* This is because some resources cannot be shared between contexts (GPUFramebuffers, GPUBatch).
* \{ */
/** Unique ghost context used by Viewports. */
static void *system_gpu_context = nullptr;
/** GPUContext associated to the system_gpu_context. */
static GPUContext *blender_gpu_context = nullptr;
/**
* GPUContext cannot be used concurrently. This isn't required at the moment since viewports
* aren't rendered in parallel but this could happen in the future. The old implementation of DRW
* was also locking so this is a bit of a preventive measure. Could eventually be removed.
*/
static TicketMutex *system_gpu_context_mutex = nullptr;
/** \} */
/** Render State: No persistent data between draw calls. */
DRWContext DST = {};
DRWContext &drw_get()
{
return DST;
}
GPUFrameBuffer *DRWContext::default_framebuffer()
{
DefaultFramebufferList *dfbl = DRW_view_data_default_framebuffer_list_get(view_data_active);
return dfbl->default_fb;
}
void DRWContext::prepare_clean_for_draw()
{
/* Only debug module is persistent. */
DRWDebugModule *debug = this->debug;
/* Reset all members to default values. */
*this = {};
/* Restore the debug module. */
this->debug = debug;
}
/* This function is used to reset draw manager to a state
* where we don't re-use data by accident across different
* draw calls. */
void DRWContext::state_ensure_not_reused()
{
/* Only debug module is persistent. */
DRWDebugModule *debug = this->debug;
#if 0 /* Creates compilation warning. */
/* Poison the whole module. */
memset(&DST, 0xff, sizeof(DRWContext));
#endif
/* Restore the debug module. */
this->debug = debug;
}
static struct {
ListBase /*DRWRegisteredDrawEngine*/ engines;
int len;
} g_registered_engines = {{nullptr}};
static bool drw_draw_show_annotation()
{
if (drw_get().draw_ctx.space_data == nullptr) {
View3D *v3d = drw_get().draw_ctx.v3d;
return (v3d && ((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0) &&
((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0));
}
switch (drw_get().draw_ctx.space_data->spacetype) {
case SPACE_IMAGE: {
SpaceImage *sima = (SpaceImage *)drw_get().draw_ctx.space_data;
return (sima->flag & SI_SHOW_GPENCIL) != 0;
}
case SPACE_NODE:
/* Don't draw the annotation for the node editor. Annotations are handled by space_image as
* the draw manager is only used to draw the background. */
return false;
default:
BLI_assert(0);
return false;
}
}
/* -------------------------------------------------------------------- */
/** \name Threading
* \{ */
static void drw_task_graph_init()
{
BLI_assert(drw_get().task_graph == nullptr);
drw_get().task_graph = BLI_task_graph_create();
drw_get().delayed_extraction = BLI_gset_ptr_new(__func__);
}
static void drw_task_graph_deinit()
{
BLI_task_graph_work_and_wait(drw_get().task_graph);
BLI_gset_free(drw_get().delayed_extraction,
(void (*)(void *key))drw_batch_cache_generate_requested_evaluated_mesh_or_curve);
drw_get().delayed_extraction = nullptr;
BLI_task_graph_work_and_wait(drw_get().task_graph);
BLI_task_graph_free(drw_get().task_graph);
drw_get().task_graph = nullptr;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Settings
* \{ */
bool DRW_object_is_renderable(const Object *ob)
{
BLI_assert((ob->base_flag & BASE_ENABLED_AND_MAYBE_VISIBLE_IN_VIEWPORT) != 0);
if (ob->type == OB_MESH) {
if ((ob == drw_get().draw_ctx.object_edit) || ob->mode == OB_MODE_EDIT) {
View3D *v3d = drw_get().draw_ctx.v3d;
if (v3d && ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && RETOPOLOGY_ENABLED(v3d)) {
return false;
}
}
}
return true;
}
bool DRW_object_is_in_edit_mode(const Object *ob)
{
if (BKE_object_is_in_editmode(ob)) {
if (ELEM(ob->type, OB_MESH, OB_CURVES)) {
if ((ob->mode & OB_MODE_EDIT) == 0) {
return false;
}
}
return true;
}
return false;
}
int DRW_object_visibility_in_active_context(const Object *ob)
{
const eEvaluationMode mode = DRW_state_is_scene_render() ? DAG_EVAL_RENDER : DAG_EVAL_VIEWPORT;
return BKE_object_visibility(ob, mode);
}
bool DRW_object_use_hide_faces(const Object *ob)
{
if (ob->type == OB_MESH) {
switch (ob->mode) {
case OB_MODE_SCULPT:
case OB_MODE_TEXTURE_PAINT:
case OB_MODE_VERTEX_PAINT:
case OB_MODE_WEIGHT_PAINT:
return true;
}
}
return false;
}
bool DRW_object_is_visible_psys_in_active_context(const Object *object, const ParticleSystem *psys)
{
const bool for_render = DRW_state_is_image_render();
/* NOTE: psys_check_enabled is using object and particle system for only
* reading, but is using some other functions which are more generic and
* which are hard to make const-pointer. */
if (!psys_check_enabled((Object *)object, (ParticleSystem *)psys, for_render)) {
return false;
}
const DRWContextState *draw_ctx = DRW_context_state_get();
const Scene *scene = draw_ctx->scene;
if (object == draw_ctx->object_edit) {
return false;
}
const ParticleSettings *part = psys->part;
const ParticleEditSettings *pset = &scene->toolsettings->particle;
if (object->mode == OB_MODE_PARTICLE_EDIT) {
if (psys_in_edit_mode(draw_ctx->depsgraph, psys)) {
if ((pset->flag & PE_DRAW_PART) == 0) {
return false;
}
if ((part->childtype == 0) &&
(psys->flag & PSYS_HAIR_DYNAMICS && psys->pointcache->flag & PTCACHE_BAKED) == 0)
{
return false;
}
}
}
return true;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Viewport (DRW_viewport)
* \{ */
blender::float2 DRW_viewport_size_get()
{
return blender::float2(drw_get().size);
}
/* Not a viewport variable, we could split this out. */
static void drw_context_state_init()
{
if (drw_get().draw_ctx.obact) {
drw_get().draw_ctx.object_mode = eObjectMode(drw_get().draw_ctx.obact->mode);
}
else {
drw_get().draw_ctx.object_mode = OB_MODE_OBJECT;
}
/* Edit object. */
if (drw_get().draw_ctx.object_mode & OB_MODE_EDIT) {
drw_get().draw_ctx.object_edit = drw_get().draw_ctx.obact;
}
else {
drw_get().draw_ctx.object_edit = nullptr;
}
/* Pose object. */
if (drw_get().draw_ctx.object_mode & OB_MODE_POSE) {
drw_get().draw_ctx.object_pose = drw_get().draw_ctx.obact;
}
else if (drw_get().draw_ctx.object_mode & OB_MODE_ALL_WEIGHT_PAINT) {
drw_get().draw_ctx.object_pose = BKE_object_pose_armature_get(drw_get().draw_ctx.obact);
}
else {
drw_get().draw_ctx.object_pose = nullptr;
}
drw_get().draw_ctx.sh_cfg = GPU_SHADER_CFG_DEFAULT;
if (RV3D_CLIPPING_ENABLED(drw_get().draw_ctx.v3d, drw_get().draw_ctx.rv3d)) {
drw_get().draw_ctx.sh_cfg = GPU_SHADER_CFG_CLIPPED;
}
}
DRWData *DRW_viewport_data_create()
{
DRWData *drw_data = static_cast<DRWData *>(MEM_callocN(sizeof(DRWData), "DRWData"));
drw_data->default_view = new blender::draw::View("DrawDefaultView");
for (int i = 0; i < 2; i++) {
drw_data->view_data[i] = DRW_view_data_create(&g_registered_engines.engines);
}
return drw_data;
}
void DRWData::modules_init()
{
using namespace blender::draw;
DRW_pointcloud_init(this);
DRW_curves_init(this);
DRW_volume_init(this);
DRW_smoke_init(this);
}
void DRWData::modules_exit()
{
DRW_smoke_exit(this);
}
static void drw_viewport_data_reset(DRWData * /*drw_data*/)
{
blender::gpu::TexturePool::get().reset();
}
void DRW_viewport_data_free(DRWData *drw_data)
{
for (int i = 0; i < 2; i++) {
DRW_view_data_free(drw_data->view_data[i]);
}
DRW_volume_module_free(drw_data->volume_module);
DRW_pointcloud_module_free(drw_data->pointcloud_module);
DRW_curves_module_free(drw_data->curves_module);
delete drw_data->default_view;
MEM_freeN(drw_data);
}
static DRWData *drw_viewport_data_ensure(GPUViewport *viewport)
{
DRWData **vmempool_p = GPU_viewport_data_get(viewport);
DRWData *vmempool = *vmempool_p;
if (vmempool == nullptr) {
*vmempool_p = vmempool = DRW_viewport_data_create();
}
return vmempool;
}
/**
* Sets drw_get().viewport, drw_get().size and a lot of other important variables.
* Needs to be called before enabling any draw engine.
* - viewport can be nullptr. In this case the data will not be stored and will be free at
* drw_manager_exit().
* - size can be nullptr to get it from viewport.
* - if viewport and size are nullptr, size is set to (1, 1).
*
* IMPORTANT: #drw_manager_init can be called multiple times before #drw_manager_exit.
*/
static void drw_manager_init(DRWContext *dst, GPUViewport *viewport, const int size[2])
{
RegionView3D *rv3d = dst->draw_ctx.rv3d;
ARegion *region = dst->draw_ctx.region;
dst->in_progress = true;
int view = (viewport) ? GPU_viewport_active_view_get(viewport) : 0;
if (!dst->viewport && dst->data) {
/* Manager was init first without a viewport, created DRWData, but is being re-init.
* In this case, keep the old data. */
/* If it is being re-init with a valid viewport, it means there is something wrong. */
BLI_assert(viewport == nullptr);
}
else if (viewport) {
/* Use viewport's persistent DRWData. */
dst->data = drw_viewport_data_ensure(viewport);
}
else {
/* Create temporary DRWData. Freed in drw_manager_exit(). */
dst->data = DRW_viewport_data_create();
}
dst->viewport = viewport;
dst->view_data_active = dst->data->view_data[view];
drw_viewport_data_reset(dst->data);
bool do_validation = true;
if (size == nullptr && viewport == nullptr) {
/* Avoid division by 0. Engines will either override this or not use it. */
dst->size[0] = 1.0f;
dst->size[1] = 1.0f;
}
else if (size == nullptr) {
BLI_assert(viewport);
GPUTexture *tex = GPU_viewport_color_texture(viewport, 0);
dst->size[0] = GPU_texture_width(tex);
dst->size[1] = GPU_texture_height(tex);
}
else {
BLI_assert(size);
dst->size[0] = size[0];
dst->size[1] = size[1];
/* Fix case when used in DRW_cache_restart(). */
do_validation = false;
}
dst->inv_size[0] = 1.0f / dst->size[0];
dst->inv_size[1] = 1.0f / dst->size[1];
if (do_validation) {
DRW_view_data_texture_list_size_validate(dst->view_data_active,
blender::int2{int(dst->size[0]), int(dst->size[1])});
}
if (viewport) {
DRW_view_data_default_lists_from_viewport(dst->view_data_active, viewport);
}
if (rv3d != nullptr) {
blender::draw::View::default_set(float4x4(rv3d->viewmat), float4x4(rv3d->winmat));
}
else if (region) {
View2D *v2d = &region->v2d;
float viewmat[4][4];
float winmat[4][4];
rctf region_space = {0.0f, 1.0f, 0.0f, 1.0f};
BLI_rctf_transform_calc_m4_pivot_min(&v2d->cur, &region_space, viewmat);
unit_m4(winmat);
winmat[0][0] = 2.0f;
winmat[1][1] = 2.0f;
winmat[3][0] = -1.0f;
winmat[3][1] = -1.0f;
blender::draw::View::default_set(float4x4(viewmat), float4x4(winmat));
}
/* fclem: Is this still needed ? */
if (dst->draw_ctx.object_edit && rv3d) {
ED_view3d_init_mats_rv3d(dst->draw_ctx.object_edit, rv3d);
}
}
static void drw_manager_exit(DRWContext *dst)
{
if (dst->data != nullptr && dst->viewport == nullptr) {
DRW_viewport_data_free(dst->data);
}
dst->data = nullptr;
dst->viewport = nullptr;
/* Avoid accidental reuse. */
dst->state_ensure_not_reused();
dst->in_progress = false;
}
DefaultFramebufferList *DRW_viewport_framebuffer_list_get()
{
return DRW_view_data_default_framebuffer_list_get(drw_get().view_data_active);
}
DefaultTextureList *DRW_viewport_texture_list_get()
{
return DRW_view_data_default_texture_list_get(drw_get().view_data_active);
}
blender::draw::TextureFromPool &DRW_viewport_pass_texture_get(const char *pass_name)
{
return DRW_view_data_pass_texture_get(drw_get().view_data_active, pass_name);
}
void DRW_viewport_request_redraw()
{
if (drw_get().viewport) {
GPU_viewport_tag_update(drw_get().viewport);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Duplis
* \{ */
/* The Dupli systems generate a lot of transient objects that share the batch caches.
* So we ensure to only clear and generate the cache once per source instance type using this
* set. */
/* TODO(fclem): This should be reconsidered as this has some uneeded overhead and complexity.
* Maybe it isn't needed at all. */
struct DupliCacheManager {
private:
/* Key identifying a single instance source. */
struct DupliKey {
Object *ob = nullptr;
ID *ob_data = nullptr;
bool operator==(const DupliObject *ob_dupli)
{
return this->ob == ob_dupli->ob && this->ob_data == ob_dupli->ob_data;
}
uint64_t hash() const
{
return blender::get_default_hash(this->ob, this->ob_data);
}
friend bool operator==(const DupliKey &a, const DupliKey &b)
{
return a.ob == b.ob && a.ob_data == b.ob_data;
}
};
/* Last key used. Allows to avoid the overhead of polling the `dupli_set` for each instance.
* This helps when a Dupli system generates a lot of similar geometry consecutively. */
DupliKey last_key_ = {};
/* Set containing all visited Dupli source object. */
blender::Set<DupliKey> *dupli_set_ = nullptr;
public:
void try_add(blender::draw::ObjectRef &ob_ref);
void extract_all();
};
void DupliCacheManager::try_add(blender::draw::ObjectRef &ob_ref)
{
if (ob_ref.is_dupli() == false) {
return;
}
if (last_key_ == ob_ref.dupli_object) {
/* Same data as previous iter. No need to poll ghash for this. */
return;
}
last_key_.ob = ob_ref.dupli_object->ob;
last_key_.ob_data = ob_ref.dupli_object->ob_data;
if (dupli_set_ == nullptr) {
dupli_set_ = MEM_new<blender::Set<DupliKey>>("DupliCacheManager::dupli_set_");
}
if (dupli_set_->add(last_key_)) {
/* Key is newly added. It is the first time we sync this object. */
/* TODO: Meh a bit out of place but this is nice as it is
* only done once per instance type. */
/* Note that this can happen for geometry data whose type is different from the original
* object (e.g. Text evaluated as Mesh, Geometry node instance etc...).
* In this case, key.ob is not going to have the same data type as ob_ref.object nor the same
* data at all. */
drw_batch_cache_validate(ob_ref.object);
}
}
void DupliCacheManager::extract_all()
{
/* Reset for next iter. */
last_key_ = {};
if (dupli_set_ == nullptr) {
return;
}
using Iter = blender::Set<DupliKey>::Iterator;
Iter begin = dupli_set_->begin();
Iter end = dupli_set_->end();
for (Iter iter = begin; iter != end; ++iter) {
const DupliKey &key = *iter;
Object *ob = iter->ob;
Object tmp_object;
if (key.ob_data != ob->data) {
blender::bke::ObjectRuntime runtime = *ob->runtime;
tmp_object = blender::dna::shallow_copy(*ob);
/* Geometry instances shouldn't be rendered with edit mode overlays. */
tmp_object.mode = OB_MODE_OBJECT;
tmp_object.runtime = &runtime;
/* Do not modify the original bound-box. */
BKE_object_replace_data_on_shallow_copy(&tmp_object, key.ob_data);
ob = &tmp_object;
}
drw_batch_cache_generate_requested(ob);
}
/* TODO(fclem): Could eventually keep the set allocated. */
MEM_SAFE_DELETE(dupli_set_);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name ViewLayers (DRW_scenelayer)
* \{ */
void *DRW_view_layer_engine_data_get(DrawEngineType *engine_type)
{
LISTBASE_FOREACH (ViewLayerEngineData *, sled, &drw_get().draw_ctx.view_layer->drawdata) {
if (sled->engine_type == engine_type) {
return sled->storage;
}
}
return nullptr;
}
void **DRW_view_layer_engine_data_ensure_ex(ViewLayer *view_layer,
DrawEngineType *engine_type,
void (*callback)(void *storage))
{
ViewLayerEngineData *sled;
LISTBASE_FOREACH (ViewLayerEngineData *, sled, &view_layer->drawdata) {
if (sled->engine_type == engine_type) {
return &sled->storage;
}
}
sled = static_cast<ViewLayerEngineData *>(
MEM_callocN(sizeof(ViewLayerEngineData), "ViewLayerEngineData"));
sled->engine_type = engine_type;
sled->free = callback;
BLI_addtail(&view_layer->drawdata, sled);
return &sled->storage;
}
void **DRW_view_layer_engine_data_ensure(DrawEngineType *engine_type,
void (*callback)(void *storage))
{
return DRW_view_layer_engine_data_ensure_ex(
drw_get().draw_ctx.view_layer, engine_type, callback);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Data (DRW_drawdata)
* \{ */
/* Used for DRW_drawdata_from_id()
* All ID-data-blocks which have their own 'local' DrawData
* should have the same arrangement in their structs.
*/
struct IdDdtTemplate {
ID id;
AnimData *adt;
DrawDataList drawdata;
};
/* Check if ID can have AnimData */
static bool id_type_can_have_drawdata(const short id_type)
{
/* Only some ID-blocks have this info for now */
/* TODO: finish adding this for the other block-types. */
switch (id_type) {
/* has DrawData */
case ID_OB:
case ID_WO:
case ID_SCE:
case ID_TE:
case ID_MSK:
case ID_MC:
case ID_IM:
return true;
/* no DrawData */
default:
return false;
}
}
static bool id_can_have_drawdata(const ID *id)
{
/* sanity check */
if (id == nullptr) {
return false;
}
return id_type_can_have_drawdata(GS(id->name));
}
DrawDataList *DRW_drawdatalist_from_id(ID *id)
{
/* only some ID-blocks have this info for now, so we cast the
* types that do to be of type IdDdtTemplate, and extract the
* DrawData that way
*/
if (id_can_have_drawdata(id)) {
IdDdtTemplate *idt = (IdDdtTemplate *)id;
return &idt->drawdata;
}
return nullptr;
}
DrawData *DRW_drawdata_get(ID *id, DrawEngineType *engine_type)
{
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
if (drawdata == nullptr) {
return nullptr;
}
LISTBASE_FOREACH (DrawData *, dd, drawdata) {
if (dd->engine_type == engine_type) {
return dd;
}
}
return nullptr;
}
DrawData *DRW_drawdata_ensure(ID *id,
DrawEngineType *engine_type,
size_t size,
DrawDataInitCb init_cb,
DrawDataFreeCb free_cb)
{
BLI_assert(size >= sizeof(DrawData));
BLI_assert(id_can_have_drawdata(id));
BLI_assert_msg(
GS(id->name) != ID_OB,
"Objects should not use DrawData anymore. Use last_update instead for update detection");
/* Try to re-use existing data. */
DrawData *dd = DRW_drawdata_get(id, engine_type);
if (dd != nullptr) {
return dd;
}
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
/* Allocate new data. */
{
dd = static_cast<DrawData *>(MEM_callocN(size, "DrawData"));
}
dd->engine_type = engine_type;
dd->free = free_cb;
/* Perform user-side initialization, if needed. */
if (init_cb != nullptr) {
init_cb(dd);
}
/* Register in the list. */
BLI_addtail((ListBase *)drawdata, dd);
return dd;
}
void DRW_drawdata_free(ID *id)
{
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
if (drawdata == nullptr) {
return;
}
LISTBASE_FOREACH (DrawData *, dd, drawdata) {
if (dd->free != nullptr) {
dd->free(dd);
}
}
BLI_freelistN((ListBase *)drawdata);
}
/* Unlink (but don't free) the drawdata from the DrawDataList if the ID is an OB from dupli. */
static void drw_drawdata_unlink_dupli(ID *id)
{
if ((GS(id->name) == ID_OB) && (((Object *)id)->base_flag & BASE_FROM_DUPLI) != 0) {
DrawDataList *drawdata = DRW_drawdatalist_from_id(id);
if (drawdata == nullptr) {
return;
}
BLI_listbase_clear((ListBase *)drawdata);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name ObjectRef
* \{ */
namespace blender::draw {
ObjectRef::ObjectRef(DEGObjectIterData &iter_data, Object *ob)
{
this->dupli_parent = iter_data.dupli_parent;
this->dupli_object = iter_data.dupli_object_current;
this->object = ob;
/* Set by the first drawcall. */
this->handle = ResourceHandle(0);
}
ObjectRef::ObjectRef(Object *ob)
{
this->dupli_parent = nullptr;
this->dupli_object = nullptr;
this->object = ob;
/* Set by the first drawcall. */
this->handle = ResourceHandle(0);
}
} // namespace blender::draw
/** \} */
/* -------------------------------------------------------------------- */
/** \name Garbage Collection
* \{ */
void DRW_cache_free_old_batches(Main *bmain)
{
using namespace blender::draw;
Scene *scene;
static int lasttime = 0;
int ctime = int(BLI_time_now_seconds());
if (U.vbotimeout == 0 || (ctime - lasttime) < U.vbocollectrate || ctime == lasttime) {
return;
}
lasttime = ctime;
for (scene = static_cast<Scene *>(bmain->scenes.first); scene;
scene = static_cast<Scene *>(scene->id.next))
{
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer);
if (depsgraph == nullptr) {
continue;
}
/* TODO(fclem): This is not optimal since it iter over all dupli instances.
* In this case only the source object should be tagged. */
DEGObjectIterSettings deg_iter_settings = {nullptr};
deg_iter_settings.depsgraph = depsgraph;
deg_iter_settings.flags = DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS;
DEG_OBJECT_ITER_BEGIN (&deg_iter_settings, ob) {
DRW_batch_cache_free_old(ob, ctime);
}
DEG_OBJECT_ITER_END;
}
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Rendering (DRW_engines)
* \{ */
static void drw_engines_init()
{
DRW_ENABLED_ENGINE_ITER (drw_get().view_data_active, engine, data) {
if (engine->engine_init) {
engine->engine_init(data);
}
}
}
static void drw_engines_cache_init()
{
DRW_manager_begin_sync();
DRW_ENABLED_ENGINE_ITER (drw_get().view_data_active, engine, data) {
if (data->text_draw_cache) {
DRW_text_cache_destroy(data->text_draw_cache);
data->text_draw_cache = nullptr;
}
if (drw_get().text_store_p == nullptr) {
drw_get().text_store_p = &data->text_draw_cache;
}
if (engine->cache_init) {
engine->cache_init(data);
}
}
}
static void drw_engines_world_update(Scene *scene)
{
if (scene->world == nullptr) {
return;
}
DRW_ENABLED_ENGINE_ITER (drw_get().view_data_active, engine, data) {
if (engine->id_update) {
engine->id_update(data, &scene->world->id);
}
}
}
static void drw_engines_cache_populate(blender::draw::ObjectRef &ref)
{
/* HACK: DrawData is copied by copy-on-eval from the duplicated object.
* This is valid for IDs that cannot be instantiated but this
* is not what we want in this case so we clear the pointer
* ourselves here. */
drw_drawdata_unlink_dupli((ID *)ref.object);
/* Validation for dupli objects happen elsewhere. */
if (ref.is_dupli() == false) {
drw_batch_cache_validate(ref.object);
}
DRW_ENABLED_ENGINE_ITER (drw_get().view_data_active, engine, data) {
if (engine->cache_populate) {
engine->cache_populate(data, ref);
}
}
/* TODO: in the future it would be nice to generate once for all viewports.
* But we need threaded DRW manager first. */
if (ref.is_dupli() == false) {
drw_batch_cache_generate_requested(ref.object);
}
/* ... and clearing it here too because this draw data is
* from a mempool and must not be free individually by depsgraph. */
drw_drawdata_unlink_dupli((ID *)ref.object);
}
static void drw_engines_cache_finish()
{
DRW_ENABLED_ENGINE_ITER (drw_get().view_data_active, engine, data) {
if (engine->cache_finish) {
engine->cache_finish(data);
}
}
DRW_manager_end_sync();
}
static void drw_engines_draw_scene()
{
DRW_ENABLED_ENGINE_ITER (drw_get().view_data_active, engine, data) {
if (engine->draw_scene) {
GPU_debug_group_begin(engine->idname);
engine->draw_scene(data);
/* Restore for next engine */
if (DRW_state_is_fbo()) {
GPU_framebuffer_bind(drw_get().default_framebuffer());
}
GPU_debug_group_end();
}
}
/* Reset state after drawing */
blender::draw::command::StateSet::set();
}
static void drw_engines_draw_text()
{
DRW_ENABLED_ENGINE_ITER (drw_get().view_data_active, engine, data) {
if (data->text_draw_cache) {
DRW_text_cache_draw(
data->text_draw_cache, drw_get().draw_ctx.region, drw_get().draw_ctx.v3d);
}
}
}
void DRW_draw_region_engine_info(int xoffset, int *yoffset, int line_height)
{
DRW_ENABLED_ENGINE_ITER (drw_get().view_data_active, engine, data) {
if (data->info[0] != '\0') {
const char *buf_step = IFACE_(data->info);
do {
const char *buf = buf_step;
buf_step = BLI_strchr_or_end(buf, '\n');
const int buf_len = buf_step - buf;
*yoffset -= line_height;
BLF_draw_default(xoffset, *yoffset, 0.0f, buf, buf_len);
} while (*buf_step ? ((void)buf_step++, true) : false);
}
}
}
static void use_drw_engine(DrawEngineType *engine)
{
DRW_view_data_use_engine(drw_get().view_data_active, engine);
}
/* Gather all draw engines needed and store them in drw_get().view_data_active
* That also define the rendering order of engines */
static void drw_engines_enable_from_engine(const RenderEngineType *engine_type, eDrawType drawtype)
{
switch (drawtype) {
case OB_WIRE:
case OB_SOLID:
use_drw_engine(DRW_engine_viewport_workbench_type.draw_engine);
break;
case OB_MATERIAL:
case OB_RENDER:
default:
if (engine_type->draw_engine != nullptr) {
use_drw_engine(engine_type->draw_engine);
}
else if ((engine_type->flag & RE_INTERNAL) == 0) {
use_drw_engine(DRW_engine_viewport_external_type.draw_engine);
}
break;
}
}
static void drw_engines_enable_overlays()
{
use_drw_engine(&draw_engine_overlay_next_type);
}
static void drw_engine_enable_image_editor()
{
if (DRW_engine_external_acquire_for_image_editor()) {
use_drw_engine(&draw_engine_external_type);
}
else {
use_drw_engine(&draw_engine_image_type);
}
use_drw_engine(&draw_engine_overlay_next_type);
}
static void drw_engines_enable_editors()
{
SpaceLink *space_data = drw_get().draw_ctx.space_data;
if (!space_data) {
return;
}
if (space_data->spacetype == SPACE_IMAGE) {
drw_engine_enable_image_editor();
}
else if (space_data->spacetype == SPACE_NODE) {
/* Only enable when drawing the space image backdrop. */
SpaceNode *snode = (SpaceNode *)space_data;
if ((snode->flag & SNODE_BACKDRAW) != 0) {
use_drw_engine(&draw_engine_image_type);
use_drw_engine(&draw_engine_overlay_next_type);
}
}
}
bool DRW_is_viewport_compositor_enabled()
{
if (!drw_get().draw_ctx.v3d) {
return false;
}
if (drw_get().draw_ctx.v3d->shading.use_compositor == V3D_SHADING_USE_COMPOSITOR_DISABLED) {
return false;
}
if (!(drw_get().draw_ctx.v3d->shading.type >= OB_MATERIAL)) {
return false;
}
if (!drw_get().draw_ctx.scene->use_nodes) {
return false;
}
if (!drw_get().draw_ctx.scene->nodetree) {
return false;
}
if (!drw_get().draw_ctx.rv3d) {
return false;
}
if (drw_get().draw_ctx.v3d->shading.use_compositor == V3D_SHADING_USE_COMPOSITOR_CAMERA &&
drw_get().draw_ctx.rv3d->persp != RV3D_CAMOB)
{
return false;
}
return true;
}
static void drw_engines_enable(ViewLayer * /*view_layer*/,
RenderEngineType *engine_type,
bool gpencil_engine_needed)
{
View3D *v3d = drw_get().draw_ctx.v3d;
const eDrawType drawtype = eDrawType(v3d->shading.type);
const bool use_xray = XRAY_ENABLED(v3d);
drw_engines_enable_from_engine(engine_type, drawtype);
if (gpencil_engine_needed && ((drawtype >= OB_SOLID) || !use_xray)) {
use_drw_engine(&draw_engine_gpencil_type);
}
if (DRW_is_viewport_compositor_enabled()) {
use_drw_engine(&draw_engine_compositor_type);
}
drw_engines_enable_overlays();
#ifdef WITH_DRAW_DEBUG
if (G.debug_value == 31) {
use_drw_engine(&draw_engine_debug_select_type);
}
#endif
}
static void drw_engines_disable()
{
DRW_view_data_reset(drw_get().view_data_active);
}
static void drw_engines_data_validate()
{
DRW_view_data_free_unused(drw_get().view_data_active);
}
/* Fast check to see if gpencil drawing engine is needed.
* For slow exact check use `DRW_render_check_grease_pencil` */
static bool drw_gpencil_engine_needed(Depsgraph *depsgraph, View3D *v3d)
{
const bool exclude_gpencil_rendering = v3d ? ((v3d->object_type_exclude_viewport &
(1 << OB_GREASE_PENCIL)) != 0) :
false;
return (!exclude_gpencil_rendering) && (DEG_id_type_any_exists(depsgraph, ID_GD_LEGACY) ||
DEG_id_type_any_exists(depsgraph, ID_GP));
}
/* -------------------------------------------------------------------- */
/** \name View Update
* \{ */
void DRW_notify_view_update(const DRWUpdateContext *update_ctx)
{
RenderEngineType *engine_type = update_ctx->engine_type;
ARegion *region = update_ctx->region;
View3D *v3d = update_ctx->v3d;
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
Depsgraph *depsgraph = update_ctx->depsgraph;
Scene *scene = update_ctx->scene;
ViewLayer *view_layer = update_ctx->view_layer;
GPUViewport *viewport = WM_draw_region_get_viewport(region);
if (!viewport) {
return;
}
const bool gpencil_engine_needed = drw_gpencil_engine_needed(depsgraph, v3d);
/* XXX Really nasty locking. But else this could be executed by the
* material previews thread while rendering a viewport.
*
* Check for recursive lock which can deadlock. This should not
* happen, but in case there is a bug where depsgraph update is called
* during drawing we try not to hang Blender. */
if (!BLI_ticket_mutex_lock_check_recursive(system_gpu_context_mutex)) {
CLOG_ERROR(&LOG, "GPU context already bound");
BLI_assert_unreachable();
return;
}
/* Reset before using it. */
DST.prepare_clean_for_draw();
BKE_view_layer_synced_ensure(scene, view_layer);
drw_get().draw_ctx = {};
drw_get().draw_ctx.region = region;
drw_get().draw_ctx.rv3d = rv3d;
drw_get().draw_ctx.v3d = v3d;
drw_get().draw_ctx.scene = scene;
drw_get().draw_ctx.view_layer = view_layer;
drw_get().draw_ctx.obact = BKE_view_layer_active_object_get(view_layer);
drw_get().draw_ctx.engine_type = engine_type;
drw_get().draw_ctx.depsgraph = depsgraph;
drw_get().draw_ctx.object_mode = OB_MODE_OBJECT;
/* Custom lightweight initialize to avoid resetting the memory-pools. */
drw_get().viewport = viewport;
drw_get().data = drw_viewport_data_ensure(drw_get().viewport);
/* Separate update for each stereo view. */
int view_count = GPU_viewport_is_stereo_get(viewport) ? 2 : 1;
for (int view = 0; view < view_count; view++) {
drw_get().view_data_active = drw_get().data->view_data[view];
drw_engines_enable(view_layer, engine_type, gpencil_engine_needed);
drw_engines_data_validate();
DRW_view_data_engines_view_update(drw_get().view_data_active);
drw_engines_disable();
}
drw_manager_exit(&DST);
BLI_ticket_mutex_unlock(system_gpu_context_mutex);
}
/* update a viewport which belongs to a GPUOffscreen */
static void drw_notify_view_update_offscreen(Depsgraph *depsgraph,
RenderEngineType *engine_type,
ARegion *region,
View3D *v3d,
GPUViewport *viewport)
{
if (viewport && GPU_viewport_do_update(viewport)) {
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
const bool gpencil_engine_needed = drw_gpencil_engine_needed(depsgraph, v3d);
/* Reset before using it. */
DST.prepare_clean_for_draw();
BKE_view_layer_synced_ensure(scene, view_layer);
drw_get().draw_ctx = {};
drw_get().draw_ctx.region = region;
drw_get().draw_ctx.rv3d = rv3d;
drw_get().draw_ctx.v3d = v3d;
drw_get().draw_ctx.scene = scene;
drw_get().draw_ctx.view_layer = view_layer;
drw_get().draw_ctx.obact = BKE_view_layer_active_object_get(view_layer);
drw_get().draw_ctx.engine_type = engine_type;
drw_get().draw_ctx.depsgraph = depsgraph;
/* Custom lightweight initialize to avoid resetting the memory-pools. */
drw_get().viewport = viewport;
drw_get().data = drw_viewport_data_ensure(drw_get().viewport);
/* Separate update for each stereo view. */
int view_count = GPU_viewport_is_stereo_get(viewport) ? 2 : 1;
for (int view = 0; view < view_count; view++) {
drw_get().view_data_active = drw_get().data->view_data[view];
drw_engines_enable(view_layer, engine_type, gpencil_engine_needed);
drw_engines_data_validate();
DRW_view_data_engines_view_update(drw_get().view_data_active);
drw_engines_disable();
}
drw_manager_exit(&DST);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Callbacks
* \{ */
void DRW_draw_callbacks_pre_scene()
{
RegionView3D *rv3d = drw_get().draw_ctx.rv3d;
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
if (drw_get().draw_ctx.evil_C) {
ED_region_draw_cb_draw(
drw_get().draw_ctx.evil_C, drw_get().draw_ctx.region, REGION_DRAW_PRE_VIEW);
/* Callback can be nasty and do whatever they want with the state.
* Don't trust them! */
blender::draw::command::StateSet::set();
}
}
void DRW_draw_callbacks_post_scene()
{
RegionView3D *rv3d = drw_get().draw_ctx.rv3d;
ARegion *region = drw_get().draw_ctx.region;
View3D *v3d = drw_get().draw_ctx.v3d;
Depsgraph *depsgraph = drw_get().draw_ctx.depsgraph;
const bool do_annotations = drw_draw_show_annotation();
if (drw_get().draw_ctx.evil_C) {
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
blender::draw::command::StateSet::set();
GPU_framebuffer_bind(dfbl->overlay_fb);
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
/* annotations - temporary drawing buffer (3d space) */
/* XXX: Or should we use a proper draw/overlay engine for this case? */
if (do_annotations) {
GPU_depth_test(GPU_DEPTH_NONE);
/* XXX: as `scene->gpd` is not copied for copy-on-eval yet. */
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, region, true);
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
}
drw_debug_draw();
GPU_depth_test(GPU_DEPTH_NONE);
/* Apply state for callbacks. */
GPU_apply_state();
ED_region_draw_cb_draw(
drw_get().draw_ctx.evil_C, drw_get().draw_ctx.region, REGION_DRAW_POST_VIEW);
#ifdef WITH_XR_OPENXR
/* XR callbacks (controllers, custom draw functions) for session mirror. */
if ((v3d->flag & V3D_XR_SESSION_MIRROR) != 0) {
if ((v3d->flag2 & V3D_XR_SHOW_CONTROLLERS) != 0) {
ARegionType *art = WM_xr_surface_controller_region_type_get();
if (art) {
ED_region_surface_draw_cb_draw(art, REGION_DRAW_POST_VIEW);
}
}
if ((v3d->flag2 & V3D_XR_SHOW_CUSTOM_OVERLAYS) != 0) {
SpaceType *st = BKE_spacetype_from_id(SPACE_VIEW3D);
if (st) {
ARegionType *art = BKE_regiontype_from_id(st, RGN_TYPE_XR);
if (art) {
ED_region_surface_draw_cb_draw(art, REGION_DRAW_POST_VIEW);
}
}
}
}
#endif
/* Callback can be nasty and do whatever they want with the state.
* Don't trust them! */
blender::draw::command::StateSet::set();
/* Needed so gizmo isn't occluded. */
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
GPU_depth_test(GPU_DEPTH_NONE);
DRW_draw_gizmo_3d();
}
GPU_depth_test(GPU_DEPTH_NONE);
drw_engines_draw_text();
DRW_draw_region_info();
/* Annotations - temporary drawing buffer (screen-space). */
/* XXX: Or should we use a proper draw/overlay engine for this case? */
if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && (do_annotations)) {
GPU_depth_test(GPU_DEPTH_NONE);
/* XXX: as `scene->gpd` is not copied for copy-on-eval yet */
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, region, false);
}
if ((v3d->gizmo_flag & V3D_GIZMO_HIDE) == 0) {
/* Draw 2D after region info so we can draw on top of the camera passepartout overlay.
* 'DRW_draw_region_info' sets the projection in pixel-space. */
GPU_depth_test(GPU_DEPTH_NONE);
DRW_draw_gizmo_2d();
}
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
}
else {
if (v3d && ((v3d->flag2 & V3D_SHOW_ANNOTATION) != 0)) {
GPU_depth_test(GPU_DEPTH_NONE);
/* XXX: as `scene->gpd` is not copied for copy-on-eval yet */
ED_annotation_draw_view3d(DEG_get_input_scene(depsgraph), depsgraph, v3d, region, true);
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
}
#ifdef WITH_XR_OPENXR
if ((v3d->flag & V3D_XR_SESSION_SURFACE) != 0) {
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
blender::draw::command::StateSet::set();
GPU_framebuffer_bind(dfbl->overlay_fb);
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
/* XR callbacks (controllers, custom draw functions) for session surface. */
if (((v3d->flag2 & V3D_XR_SHOW_CONTROLLERS) != 0) ||
((v3d->flag2 & V3D_XR_SHOW_CUSTOM_OVERLAYS) != 0))
{
GPU_depth_test(GPU_DEPTH_NONE);
GPU_apply_state();
if ((v3d->flag2 & V3D_XR_SHOW_CONTROLLERS) != 0) {
ARegionType *art = WM_xr_surface_controller_region_type_get();
if (art) {
ED_region_surface_draw_cb_draw(art, REGION_DRAW_POST_VIEW);
}
}
if ((v3d->flag2 & V3D_XR_SHOW_CUSTOM_OVERLAYS) != 0) {
SpaceType *st = BKE_spacetype_from_id(SPACE_VIEW3D);
if (st) {
ARegionType *art = BKE_regiontype_from_id(st, RGN_TYPE_XR);
if (art) {
ED_region_surface_draw_cb_draw(art, REGION_DRAW_POST_VIEW);
}
}
}
blender::draw::command::StateSet::set();
}
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
}
#endif
}
}
DRWTextStore *DRW_text_cache_ensure()
{
BLI_assert(drw_get().text_store_p);
if (*drw_get().text_store_p == nullptr) {
*drw_get().text_store_p = DRW_text_cache_create();
}
return *drw_get().text_store_p;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Main Draw Loops (DRW_draw)
* \{ */
/**
* Used for both regular and off-screen drawing.
* The global `DRWContext` needs to be set before calling this function.
*/
static void DRW_draw_render_loop_3d(Depsgraph *depsgraph,
RenderEngineType *engine_type,
ARegion *region,
View3D *v3d,
GPUViewport *viewport,
const bContext *evil_C)
{
using namespace blender::draw;
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
BKE_view_layer_synced_ensure(scene, view_layer);
drw_get().draw_ctx = {};
drw_get().draw_ctx.region = region;
drw_get().draw_ctx.rv3d = rv3d;
drw_get().draw_ctx.v3d = v3d;
drw_get().draw_ctx.scene = scene;
drw_get().draw_ctx.view_layer = view_layer;
drw_get().draw_ctx.obact = BKE_view_layer_active_object_get(view_layer);
drw_get().draw_ctx.engine_type = engine_type;
drw_get().draw_ctx.depsgraph = depsgraph;
/* reuse if caller sets */
drw_get().draw_ctx.evil_C = evil_C;
drw_task_graph_init();
drw_context_state_init();
drw_manager_init(&DST, viewport, nullptr);
DRW_viewport_colormanagement_set(viewport);
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
/* Check if scene needs to perform the populate loop */
const bool internal_engine = (engine_type->flag & RE_INTERNAL) != 0;
const bool draw_type_render = v3d->shading.type == OB_RENDER;
const bool overlays_on = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0;
const bool gpencil_engine_needed = drw_gpencil_engine_needed(depsgraph, v3d);
const bool do_populate_loop = internal_engine || overlays_on || !draw_type_render ||
gpencil_engine_needed;
/* Get list of enabled engines */
drw_engines_enable(view_layer, engine_type, gpencil_engine_needed);
drw_engines_data_validate();
drw_debug_init();
drw_get().data->modules_init();
/* No frame-buffer allowed before drawing. */
BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
/* Init engines */
drw_engines_init();
/* Cache filling */
{
drw_engines_cache_init();
drw_engines_world_update(scene);
DupliCacheManager dupli_handler;
/* Only iterate over objects for internal engines or when overlays are enabled */
if (do_populate_loop) {
DEGObjectIterSettings deg_iter_settings = {nullptr};
deg_iter_settings.depsgraph = depsgraph;
deg_iter_settings.flags = DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS;
if (v3d->flag2 & V3D_SHOW_VIEWER) {
deg_iter_settings.viewer_path = &v3d->viewer_path;
}
DEG_OBJECT_ITER_BEGIN (&deg_iter_settings, ob) {
if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
continue;
}
if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
continue;
}
blender::draw::ObjectRef ob_ref(data_, ob);
dupli_handler.try_add(ob_ref);
drw_engines_cache_populate(ob_ref);
}
DEG_OBJECT_ITER_END;
}
drw_engines_cache_finish();
dupli_handler.extract_all();
drw_task_graph_deinit();
}
GPU_framebuffer_bind(drw_get().default_framebuffer());
/* Start Drawing */
blender::draw::command::StateSet::set();
GPU_framebuffer_bind(drw_get().default_framebuffer());
GPU_framebuffer_clear_depth_stencil(drw_get().default_framebuffer(), 1.0f, 0xFF);
DRW_curves_update(*DRW_manager_get());
DRW_draw_callbacks_pre_scene();
drw_engines_draw_scene();
/* Fix 3D view "lagging" on APPLE and WIN32+NVIDIA. (See #56996, #61474) */
if (GPU_type_matches_ex(GPU_DEVICE_ANY, GPU_OS_ANY, GPU_DRIVER_ANY, GPU_BACKEND_OPENGL)) {
GPU_flush();
}
drw_get().data->modules_exit();
DRW_draw_callbacks_post_scene();
if (WM_draw_region_get_bound_viewport(region)) {
/* Don't unbind the frame-buffer yet in this case and let
* GPU_viewport_unbind do it, so that we can still do further
* drawing of action zones on top. */
}
else {
GPU_framebuffer_restore();
}
blender::draw::command::StateSet::set();
drw_engines_disable();
drw_manager_exit(&DST);
}
void DRW_draw_render_loop_offscreen(Depsgraph *depsgraph,
RenderEngineType *engine_type,
ARegion *region,
View3D *v3d,
const bool is_image_render,
const bool draw_background,
const bool do_color_management,
GPUOffScreen *ofs,
GPUViewport *viewport)
{
const bool is_xr_surface = ((v3d->flag & V3D_XR_SESSION_SURFACE) != 0);
/* Create temporary viewport if needed or update the existing viewport. */
GPUViewport *render_viewport = viewport;
if (viewport == nullptr) {
render_viewport = GPU_viewport_create();
}
else {
drw_notify_view_update_offscreen(depsgraph, engine_type, region, v3d, render_viewport);
}
GPU_viewport_bind_from_offscreen(render_viewport, ofs, is_xr_surface);
/* Just here to avoid an assert but shouldn't be required in practice. */
GPU_framebuffer_restore();
/* Reset before using it. */
DST.prepare_clean_for_draw();
drw_get().options.is_image_render = is_image_render;
drw_get().options.draw_background = draw_background;
DRW_draw_render_loop_3d(depsgraph, engine_type, region, v3d, render_viewport, nullptr);
if (draw_background) {
/* HACK(@fclem): In this case we need to make sure the final alpha is 1.
* We use the blend mode to ensure that. A better way to fix that would
* be to do that in the color-management shader. */
GPU_offscreen_bind(ofs, false);
GPU_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
/* Pre-multiply alpha over black background. */
GPU_blend(GPU_BLEND_ALPHA_PREMULT);
}
GPU_matrix_identity_set();
GPU_matrix_identity_projection_set();
const bool do_overlays = (v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 ||
ELEM(v3d->shading.type, OB_WIRE, OB_SOLID) ||
(ELEM(v3d->shading.type, OB_MATERIAL) &&
(v3d->shading.flag & V3D_SHADING_SCENE_WORLD) == 0) ||
(ELEM(v3d->shading.type, OB_RENDER) &&
(v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER) == 0);
GPU_viewport_unbind_from_offscreen(render_viewport, ofs, do_color_management, do_overlays);
if (draw_background) {
/* Reset default. */
GPU_blend(GPU_BLEND_NONE);
}
/* Free temporary viewport. */
if (viewport == nullptr) {
GPU_viewport_free(render_viewport);
}
}
bool DRW_render_check_grease_pencil(Depsgraph *depsgraph)
{
if (!drw_gpencil_engine_needed(depsgraph, nullptr)) {
return false;
}
DEGObjectIterSettings deg_iter_settings = {nullptr};
deg_iter_settings.depsgraph = depsgraph;
deg_iter_settings.flags = DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS;
DEG_OBJECT_ITER_BEGIN (&deg_iter_settings, ob) {
if (ob->type == OB_GREASE_PENCIL) {
if (DRW_object_visibility_in_active_context(ob) & OB_VISIBLE_SELF) {
return true;
}
}
}
DEG_OBJECT_ITER_END;
return false;
}
static void DRW_render_gpencil_to_image(RenderEngine *engine,
RenderLayer *render_layer,
const rcti *rect)
{
DrawEngineType *draw_engine = &draw_engine_gpencil_type;
if (draw_engine->render_to_image) {
ViewportEngineData *gpdata = DRW_view_data_engine_data_get_ensure(drw_get().view_data_active,
draw_engine);
draw_engine->render_to_image(gpdata, engine, render_layer, rect);
}
}
void DRW_render_gpencil(RenderEngine *engine, Depsgraph *depsgraph)
{
/* This function should only be called if there are grease pencil objects,
* especially important to avoid failing in background renders without GPU context. */
BLI_assert(DRW_render_check_grease_pencil(depsgraph));
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RenderResult *render_result = RE_engine_get_result(engine);
RenderLayer *render_layer = RE_GetRenderLayer(render_result, view_layer->name);
if (render_layer == nullptr) {
return;
}
RenderEngineType *engine_type = engine->type;
Render *render = engine->re;
DRW_render_context_enable(render);
/* Reset before using it. */
DST.prepare_clean_for_draw();
drw_get().options.is_image_render = true;
drw_get().options.is_scene_render = true;
drw_get().options.draw_background = scene->r.alphamode == R_ADDSKY;
drw_get().draw_ctx = {};
drw_get().draw_ctx.scene = scene;
drw_get().draw_ctx.view_layer = view_layer;
drw_get().draw_ctx.engine_type = engine_type;
drw_get().draw_ctx.depsgraph = depsgraph;
drw_get().draw_ctx.object_mode = OB_MODE_OBJECT;
drw_context_state_init();
const int size[2] = {engine->resolution_x, engine->resolution_y};
drw_manager_init(&DST, nullptr, size);
/* Main rendering. */
rctf view_rect;
rcti render_rect;
RE_GetViewPlane(render, &view_rect, &render_rect);
if (BLI_rcti_is_empty(&render_rect)) {
BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
}
for (RenderView *render_view = static_cast<RenderView *>(render_result->views.first);
render_view != nullptr;
render_view = render_view->next)
{
RE_SetActiveRenderView(render, render_view->name);
DRW_render_gpencil_to_image(engine, render_layer, &render_rect);
}
blender::draw::command::StateSet::set();
GPU_depth_test(GPU_DEPTH_NONE);
blender::gpu::TexturePool::get().reset(true);
drw_manager_exit(&DST);
/* Restore Drawing area. */
GPU_framebuffer_restore();
DRW_render_context_disable(render);
}
void DRW_render_to_image(RenderEngine *engine, Depsgraph *depsgraph)
{
using namespace blender::draw;
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RenderEngineType *engine_type = engine->type;
DrawEngineType *draw_engine_type = engine_type->draw_engine;
Render *render = engine->re;
/* IMPORTANT: We don't support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
/* Reset before using it. */
DST.prepare_clean_for_draw();
drw_get().options.is_image_render = true;
drw_get().options.is_scene_render = true;
drw_get().options.draw_background = scene->r.alphamode == R_ADDSKY;
drw_get().draw_ctx = {};
drw_get().draw_ctx.scene = scene;
drw_get().draw_ctx.view_layer = view_layer;
drw_get().draw_ctx.engine_type = engine_type;
drw_get().draw_ctx.depsgraph = depsgraph;
drw_get().draw_ctx.object_mode = OB_MODE_OBJECT;
drw_context_state_init();
/* Begin GPU workload Boundary */
GPU_render_begin();
const int size[2] = {engine->resolution_x, engine->resolution_y};
drw_manager_init(&DST, nullptr, size);
ViewportEngineData *data = DRW_view_data_engine_data_get_ensure(drw_get().view_data_active,
draw_engine_type);
/* Main rendering. */
rctf view_rect;
rcti render_rect;
RE_GetViewPlane(render, &view_rect, &render_rect);
if (BLI_rcti_is_empty(&render_rect)) {
BLI_rcti_init(&render_rect, 0, size[0], 0, size[1]);
}
/* Reset state before drawing */
blender::draw::command::StateSet::set();
/* set default viewport */
GPU_viewport(0, 0, size[0], size[1]);
/* Init render result. */
RenderResult *render_result = RE_engine_begin_result(engine,
0,
0,
size[0],
size[1],
view_layer->name,
/*RR_ALL_VIEWS*/ nullptr);
RenderLayer *render_layer = static_cast<RenderLayer *>(render_result->layers.first);
for (RenderView *render_view = static_cast<RenderView *>(render_result->views.first);
render_view != nullptr;
render_view = render_view->next)
{
RE_SetActiveRenderView(render, render_view->name);
engine_type->draw_engine->render_to_image(data, engine, render_layer, &render_rect);
}
RE_engine_end_result(engine, render_result, false, false, false);
if (engine_type->draw_engine->store_metadata) {
RenderResult *final_render_result = RE_engine_get_result(engine);
engine_type->draw_engine->store_metadata(data, final_render_result);
}
GPU_framebuffer_restore();
drw_get().data->modules_exit();
blender::gpu::TexturePool::get().reset(true);
drw_manager_exit(&DST);
DRW_cache_free_old_subdiv();
/* Reset state after drawing */
blender::draw::command::StateSet::set();
/* End GPU workload Boundary */
GPU_render_end();
}
void DRW_render_object_iter(void *vedata,
RenderEngine *engine,
Depsgraph *depsgraph,
void (*callback)(void *vedata,
blender::draw::ObjectRef &ob_ref,
RenderEngine *engine,
Depsgraph *depsgraph))
{
using namespace blender::draw;
const DRWContextState *draw_ctx = DRW_context_state_get();
drw_get().data->modules_init();
DupliCacheManager dupli_handler;
drw_task_graph_init();
const int object_type_exclude_viewport = draw_ctx->v3d ?
draw_ctx->v3d->object_type_exclude_viewport :
0;
DEGObjectIterSettings deg_iter_settings = {nullptr};
deg_iter_settings.depsgraph = depsgraph;
deg_iter_settings.flags = DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS;
DEG_OBJECT_ITER_BEGIN (&deg_iter_settings, ob) {
if ((object_type_exclude_viewport & (1 << ob->type)) == 0) {
blender::draw::ObjectRef ob_ref(data_, ob);
dupli_handler.try_add(ob_ref);
if (ob_ref.is_dupli() == false) {
drw_batch_cache_validate(ob);
}
callback(vedata, ob_ref, engine, depsgraph);
if (ob_ref.is_dupli() == false) {
drw_batch_cache_generate_requested(ob);
}
}
}
DEG_OBJECT_ITER_END;
dupli_handler.extract_all();
drw_task_graph_deinit();
}
void DRW_custom_pipeline_begin(DrawEngineType *draw_engine_type, Depsgraph *depsgraph)
{
using namespace blender::draw;
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
/* Reset before using it. */
DST.prepare_clean_for_draw();
drw_get().options.is_image_render = true;
drw_get().options.is_scene_render = true;
drw_get().options.draw_background = false;
drw_get().draw_ctx = {};
drw_get().draw_ctx.scene = scene;
drw_get().draw_ctx.view_layer = view_layer;
drw_get().draw_ctx.engine_type = nullptr;
drw_get().draw_ctx.depsgraph = depsgraph;
drw_get().draw_ctx.object_mode = OB_MODE_OBJECT;
drw_context_state_init();
drw_manager_init(&DST, nullptr, nullptr);
drw_get().data->modules_init();
DRW_view_data_engine_data_get_ensure(drw_get().view_data_active, draw_engine_type);
}
void DRW_custom_pipeline_end()
{
drw_get().data->modules_exit();
GPU_framebuffer_restore();
/* The use of custom pipeline in other thread using the same
* resources as the main thread (viewport) may lead to data
* races and undefined behavior on certain drivers. Using
* GPU_finish to sync seems to fix the issue. (see #62997) */
eGPUBackendType type = GPU_backend_get_type();
if (type == GPU_BACKEND_OPENGL) {
GPU_finish();
}
blender::gpu::TexturePool::get().reset(true);
drw_manager_exit(&DST);
}
void DRW_custom_pipeline(DrawEngineType *draw_engine_type,
Depsgraph *depsgraph,
void (*callback)(void *vedata, void *user_data),
void *user_data)
{
DRW_custom_pipeline_begin(draw_engine_type, depsgraph);
ViewportEngineData *data = DRW_view_data_engine_data_get_ensure(drw_get().view_data_active,
draw_engine_type);
/* Execute the callback. */
callback(data, user_data);
DRW_custom_pipeline_end();
}
void DRW_cache_restart()
{
using namespace blender::draw;
drw_get().data->modules_exit();
drw_manager_init(
&DST, drw_get().viewport, blender::int2{int(drw_get().size[0]), int(drw_get().size[1])});
drw_get().data->modules_init();
}
static void DRW_draw_render_loop_2d(Depsgraph *depsgraph,
ARegion *region,
GPUViewport *viewport,
const bContext *evil_C)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
BKE_view_layer_synced_ensure(scene, view_layer);
drw_get().draw_ctx = {};
drw_get().draw_ctx.region = region;
drw_get().draw_ctx.scene = scene;
drw_get().draw_ctx.view_layer = view_layer;
drw_get().draw_ctx.obact = BKE_view_layer_active_object_get(view_layer);
drw_get().draw_ctx.depsgraph = depsgraph;
drw_get().draw_ctx.space_data = CTX_wm_space_data(evil_C);
/* reuse if caller sets */
drw_get().draw_ctx.evil_C = evil_C;
drw_context_state_init();
drw_manager_init(&DST, viewport, nullptr);
DRW_viewport_colormanagement_set(viewport);
/* TODO(jbakker): Only populate when editor needs to draw object.
* for the image editor this is when showing UVs. */
const bool do_populate_loop = (drw_get().draw_ctx.space_data->spacetype == SPACE_IMAGE);
const bool do_annotations = drw_draw_show_annotation();
const bool do_draw_gizmos = (drw_get().draw_ctx.space_data->spacetype != SPACE_IMAGE);
/* Get list of enabled engines */
drw_engines_enable_editors();
drw_engines_data_validate();
drw_debug_init();
/* No frame-buffer allowed before drawing. */
BLI_assert(GPU_framebuffer_active_get() == GPU_framebuffer_back_get());
GPU_framebuffer_bind(drw_get().default_framebuffer());
GPU_framebuffer_clear_depth_stencil(drw_get().default_framebuffer(), 1.0f, 0xFF);
/* Init engines */
drw_engines_init();
drw_task_graph_init();
/* Cache filling */
{
drw_engines_cache_init();
/* Only iterate over objects when overlay uses object data. */
if (do_populate_loop) {
DEGObjectIterSettings deg_iter_settings = {nullptr};
deg_iter_settings.depsgraph = depsgraph;
deg_iter_settings.flags = DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS;
DEG_OBJECT_ITER_BEGIN (&deg_iter_settings, ob) {
blender::draw::ObjectRef ob_ref(ob);
drw_engines_cache_populate(ob_ref);
}
DEG_OBJECT_ITER_END;
}
drw_engines_cache_finish();
}
drw_task_graph_deinit();
GPU_framebuffer_bind(drw_get().default_framebuffer());
/* Start Drawing */
blender::draw::command::StateSet::set();
if (drw_get().draw_ctx.evil_C) {
ED_region_draw_cb_draw(
drw_get().draw_ctx.evil_C, drw_get().draw_ctx.region, REGION_DRAW_PRE_VIEW);
}
drw_engines_draw_scene();
/* Fix 3D view being "laggy" on MACOS and MS-Windows+NVIDIA. (See #56996, #61474) */
if (GPU_type_matches_ex(GPU_DEVICE_ANY, GPU_OS_ANY, GPU_DRIVER_ANY, GPU_BACKEND_OPENGL)) {
GPU_flush();
}
if (drw_get().draw_ctx.evil_C) {
DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
blender::draw::command::StateSet::set();
GPU_framebuffer_bind(dfbl->overlay_fb);
GPU_depth_test(GPU_DEPTH_NONE);
GPU_matrix_push_projection();
wmOrtho2(
region->v2d.cur.xmin, region->v2d.cur.xmax, region->v2d.cur.ymin, region->v2d.cur.ymax);
if (do_annotations) {
ED_annotation_draw_view2d(drw_get().draw_ctx.evil_C, true);
}
GPU_depth_test(GPU_DEPTH_NONE);
ED_region_draw_cb_draw(
drw_get().draw_ctx.evil_C, drw_get().draw_ctx.region, REGION_DRAW_POST_VIEW);
GPU_matrix_pop_projection();
/* Callback can be nasty and do whatever they want with the state.
* Don't trust them! */
blender::draw::command::StateSet::set();
GPU_depth_test(GPU_DEPTH_NONE);
drw_engines_draw_text();
if (do_annotations) {
GPU_depth_test(GPU_DEPTH_NONE);
ED_annotation_draw_view2d(drw_get().draw_ctx.evil_C, false);
}
}
ED_region_pixelspace(drw_get().draw_ctx.region);
if (do_draw_gizmos) {
GPU_depth_test(GPU_DEPTH_NONE);
DRW_draw_gizmo_2d();
}
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
if (WM_draw_region_get_bound_viewport(region)) {
/* Don't unbind the frame-buffer yet in this case and let
* GPU_viewport_unbind do it, so that we can still do further
* drawing of action zones on top. */
}
else {
GPU_framebuffer_restore();
}
blender::draw::command::StateSet::set();
drw_engines_disable();
drw_manager_exit(&DST);
}
void DRW_draw_view(const bContext *C)
{
Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
ARegion *region = CTX_wm_region(C);
GPUViewport *viewport = WM_draw_region_get_bound_viewport(region);
View3D *v3d = CTX_wm_view3d(C);
if (v3d) {
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
/* Reset before using it. */
DST.prepare_clean_for_draw();
drw_get().options.draw_text = ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0 &&
(v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) != 0);
drw_get().options.draw_background = (scene->r.alphamode == R_ADDSKY) ||
(v3d->shading.type != OB_RENDER);
DRW_draw_render_loop_3d(depsgraph, engine_type, region, v3d, viewport, C);
}
else {
DST.prepare_clean_for_draw();
DRW_draw_render_loop_2d(depsgraph, region, viewport, C);
}
}
static struct DRWSelectBuffer {
GPUFrameBuffer *framebuffer_depth_only;
GPUTexture *texture_depth;
} g_select_buffer = {nullptr};
static void draw_select_framebuffer_depth_only_setup(const int size[2])
{
if (g_select_buffer.framebuffer_depth_only == nullptr) {
g_select_buffer.framebuffer_depth_only = GPU_framebuffer_create("framebuffer_depth_only");
}
if ((g_select_buffer.texture_depth != nullptr) &&
((GPU_texture_width(g_select_buffer.texture_depth) != size[0]) ||
(GPU_texture_height(g_select_buffer.texture_depth) != size[1])))
{
GPU_texture_free(g_select_buffer.texture_depth);
g_select_buffer.texture_depth = nullptr;
}
if (g_select_buffer.texture_depth == nullptr) {
eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_ATTACHMENT;
g_select_buffer.texture_depth = GPU_texture_create_2d(
"select_depth", size[0], size[1], 1, GPU_DEPTH_COMPONENT24, usage, nullptr);
GPU_framebuffer_texture_attach(
g_select_buffer.framebuffer_depth_only, g_select_buffer.texture_depth, 0, 0);
GPU_framebuffer_check_valid(g_select_buffer.framebuffer_depth_only, nullptr);
}
}
void DRW_render_set_time(RenderEngine *engine, Depsgraph *depsgraph, int frame, float subframe)
{
RE_engine_frame_set(engine, frame, subframe);
drw_get().draw_ctx.scene = DEG_get_evaluated_scene(depsgraph);
drw_get().draw_ctx.view_layer = DEG_get_evaluated_view_layer(depsgraph);
}
void DRW_draw_select_loop(Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
bool use_obedit_skip,
bool draw_surface,
bool /*use_nearest*/,
const bool do_material_sub_selection,
const rcti *rect,
DRW_SelectPassFn select_pass_fn,
void *select_pass_user_data,
DRW_ObjectFilterFn object_filter_fn,
void *object_filter_user_data)
{
using namespace blender::draw;
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
BKE_view_layer_synced_ensure(scene, view_layer);
Object *obact = BKE_view_layer_active_object_get(view_layer);
Object *obedit = use_obedit_skip ? nullptr : OBEDIT_FROM_OBACT(obact);
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
/* Reset before using it. */
DST.prepare_clean_for_draw();
bool use_obedit = false;
/* obedit_ctx_mode is used for selecting the right draw engines */
// eContextObjectMode obedit_ctx_mode;
/* object_mode is used for filtering objects in the depsgraph */
eObjectMode object_mode;
int object_type = 0;
if (obedit != nullptr) {
object_type = obedit->type;
object_mode = eObjectMode(obedit->mode);
if (obedit->type == OB_MBALL) {
use_obedit = true;
// obedit_ctx_mode = CTX_MODE_EDIT_METABALL;
}
else if (obedit->type == OB_ARMATURE) {
use_obedit = true;
// obedit_ctx_mode = CTX_MODE_EDIT_ARMATURE;
}
}
if (v3d->overlay.flag & V3D_OVERLAY_BONE_SELECT) {
if (!(v3d->flag2 & V3D_HIDE_OVERLAYS)) {
/* NOTE: don't use "BKE_object_pose_armature_get" here, it breaks selection. */
Object *obpose = OBPOSE_FROM_OBACT(obact);
if (obpose == nullptr) {
Object *obweight = OBWEIGHTPAINT_FROM_OBACT(obact);
if (obweight) {
/* Only use Armature pose selection, when connected armature is in pose mode. */
Object *ob_armature = BKE_modifiers_is_deformed_by_armature(obweight);
if (ob_armature && ob_armature->mode == OB_MODE_POSE) {
obpose = ob_armature;
}
}
}
if (obpose) {
use_obedit = true;
object_type = obpose->type;
object_mode = eObjectMode(obpose->mode);
// obedit_ctx_mode = CTX_MODE_POSE;
}
}
}
/* Instead of 'DRW_context_state_init(C, &drw_get().draw_ctx)', assign from args */
drw_get().draw_ctx = {};
drw_get().draw_ctx.region = region;
drw_get().draw_ctx.rv3d = rv3d;
drw_get().draw_ctx.v3d = v3d;
drw_get().draw_ctx.scene = scene;
drw_get().draw_ctx.view_layer = view_layer;
drw_get().draw_ctx.obact = obact;
drw_get().draw_ctx.engine_type = engine_type;
drw_get().draw_ctx.depsgraph = depsgraph;
drw_context_state_init();
const int viewport_size[2] = {BLI_rcti_size_x(rect), BLI_rcti_size_y(rect)};
drw_manager_init(&DST, nullptr, viewport_size);
drw_get().options.is_select = true;
drw_get().options.is_material_select = do_material_sub_selection;
drw_task_graph_init();
/* Get list of enabled engines */
use_drw_engine(&draw_engine_select_next_type);
if (use_obedit) {
/* Noop. */
}
else if (!draw_surface) {
/* grease pencil selection */
if (drw_gpencil_engine_needed(depsgraph, v3d)) {
use_drw_engine(&draw_engine_gpencil_type);
}
}
drw_engines_data_validate();
/* Init engines */
drw_engines_init();
drw_get().data->modules_init();
{
drw_engines_cache_init();
drw_engines_world_update(scene);
DupliCacheManager dupli_handler;
if (use_obedit) {
FOREACH_OBJECT_IN_MODE_BEGIN (scene, view_layer, v3d, object_type, object_mode, ob_iter) {
blender::draw::ObjectRef ob_ref(ob_iter);
drw_engines_cache_populate(ob_ref);
}
FOREACH_OBJECT_IN_MODE_END;
}
else {
/* When selecting pose-bones in pose mode, check for visibility not select-ability
* as pose-bones have their own selection restriction flag. */
const bool use_pose_exception = (drw_get().draw_ctx.object_pose != nullptr);
const int object_type_exclude_select = (v3d->object_type_exclude_viewport |
v3d->object_type_exclude_select);
bool filter_exclude = false;
DEGObjectIterSettings deg_iter_settings = {nullptr};
deg_iter_settings.depsgraph = depsgraph;
deg_iter_settings.flags = DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS;
if (v3d->flag2 & V3D_SHOW_VIEWER) {
deg_iter_settings.viewer_path = &v3d->viewer_path;
}
DEG_OBJECT_ITER_BEGIN (&deg_iter_settings, ob) {
if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
continue;
}
if (use_pose_exception && (ob->mode & OB_MODE_POSE)) {
if ((ob->base_flag & BASE_ENABLED_AND_VISIBLE_IN_DEFAULT_VIEWPORT) == 0) {
continue;
}
}
else {
if ((ob->base_flag & BASE_SELECTABLE) == 0) {
continue;
}
}
if ((object_type_exclude_select & (1 << ob->type)) == 0) {
if (object_filter_fn != nullptr) {
if (ob->base_flag & BASE_FROM_DUPLI) {
/* pass (use previous filter_exclude value) */
}
else {
filter_exclude = (object_filter_fn(ob, object_filter_user_data) == false);
}
if (filter_exclude) {
continue;
}
}
blender::draw::ObjectRef ob_ref(data_, ob);
dupli_handler.try_add(ob_ref);
drw_engines_cache_populate(ob_ref);
}
}
DEG_OBJECT_ITER_END;
}
dupli_handler.extract_all();
drw_task_graph_deinit();
drw_engines_cache_finish();
}
/* Setup frame-buffer. */
draw_select_framebuffer_depth_only_setup(viewport_size);
GPU_framebuffer_bind(g_select_buffer.framebuffer_depth_only);
GPU_framebuffer_clear_depth(g_select_buffer.framebuffer_depth_only, 1.0f);
/* WORKAROUND: Needed for Select-Next for keeping the same code-flow as Overlay-Next. */
/* TODO(pragma37): Some engines retrieve the depth texture before this point (See #132922).
* Check with @fclem. */
BLI_assert(DRW_viewport_texture_list_get()->depth == nullptr);
DRW_viewport_texture_list_get()->depth = g_select_buffer.texture_depth;
/* Start Drawing */
blender::draw::command::StateSet::set();
DRW_draw_callbacks_pre_scene();
DRW_curves_update(*DRW_manager_get());
/* Only 1-2 passes. */
while (true) {
if (!select_pass_fn(DRW_SELECT_PASS_PRE, select_pass_user_data)) {
break;
}
drw_engines_draw_scene();
if (!select_pass_fn(DRW_SELECT_PASS_POST, select_pass_user_data)) {
break;
}
}
drw_get().data->modules_exit();
/* WORKAROUND: Do not leave ownership to the viewport list. */
DRW_viewport_texture_list_get()->depth = nullptr;
blender::draw::command::StateSet::set();
drw_engines_disable();
drw_manager_exit(&DST);
GPU_framebuffer_restore();
}
void DRW_draw_depth_loop(Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
GPUViewport *viewport,
const bool use_gpencil,
const bool use_only_selected)
{
using namespace blender::draw;
Scene *scene = DEG_get_evaluated_scene(depsgraph);
RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
/* Reset before using it. */
DST.prepare_clean_for_draw();
drw_get().options.is_depth = true;
/* Instead of 'DRW_context_state_init(C, &drw_get().draw_ctx)', assign from args */
BKE_view_layer_synced_ensure(scene, view_layer);
drw_get().draw_ctx = {};
drw_get().draw_ctx.region = region;
drw_get().draw_ctx.rv3d = rv3d;
drw_get().draw_ctx.v3d = v3d;
drw_get().draw_ctx.scene = scene;
drw_get().draw_ctx.view_layer = view_layer;
drw_get().draw_ctx.obact = BKE_view_layer_active_object_get(view_layer);
drw_get().draw_ctx.engine_type = engine_type;
drw_get().draw_ctx.depsgraph = depsgraph;
drw_context_state_init();
drw_manager_init(&DST, viewport, nullptr);
if (use_gpencil) {
use_drw_engine(&draw_engine_gpencil_type);
}
drw_engines_enable_overlays();
drw_task_graph_init();
/* Setup frame-buffer. */
GPUTexture *depth_tx = GPU_viewport_depth_texture(viewport);
GPUFrameBuffer *depth_fb = nullptr;
GPU_framebuffer_ensure_config(&depth_fb,
{
GPU_ATTACHMENT_TEXTURE(depth_tx),
GPU_ATTACHMENT_NONE,
});
GPU_framebuffer_bind(depth_fb);
GPU_framebuffer_clear_depth(depth_fb, 1.0f);
/* Init engines */
drw_engines_init();
drw_get().data->modules_init();
{
DupliCacheManager dupli_handler;
drw_engines_cache_init();
drw_engines_world_update(drw_get().draw_ctx.scene);
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
DEGObjectIterSettings deg_iter_settings = {nullptr};
deg_iter_settings.depsgraph = drw_get().draw_ctx.depsgraph;
deg_iter_settings.flags = DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS;
if (v3d->flag2 & V3D_SHOW_VIEWER) {
deg_iter_settings.viewer_path = &v3d->viewer_path;
}
DEG_OBJECT_ITER_BEGIN (&deg_iter_settings, ob) {
if ((object_type_exclude_viewport & (1 << ob->type)) != 0) {
continue;
}
if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
continue;
}
if (use_only_selected && !(ob->base_flag & BASE_SELECTED)) {
continue;
}
if ((ob->base_flag & BASE_SELECTABLE) == 0) {
continue;
}
blender::draw::ObjectRef ob_ref(data_, ob);
dupli_handler.try_add(ob_ref);
drw_engines_cache_populate(ob_ref);
}
DEG_OBJECT_ITER_END;
dupli_handler.extract_all();
drw_engines_cache_finish();
drw_task_graph_deinit();
}
/* Start Drawing */
blender::draw::command::StateSet::set();
DRW_curves_update(*DRW_manager_get());
drw_engines_draw_scene();
drw_get().data->modules_exit();
blender::draw::command::StateSet::set();
/* TODO: Reading depth for operators should be done here. */
GPU_framebuffer_restore();
GPU_framebuffer_free(depth_fb);
drw_engines_disable();
drw_manager_exit(&DST);
}
void DRW_draw_select_id(Depsgraph *depsgraph, ARegion *region, View3D *v3d)
{
SELECTID_Context *sel_ctx = DRW_select_engine_context_get();
GPUViewport *viewport = WM_draw_region_get_viewport(region);
if (!viewport) {
/* Selection engine requires a viewport.
* TODO(@germano): This should be done internally in the engine. */
sel_ctx->max_index_drawn_len = 1;
return;
}
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
/* Reset before using it. */
DST.prepare_clean_for_draw();
/* Instead of 'DRW_context_state_init(C, &drw_get().draw_ctx)', assign from args */
BKE_view_layer_synced_ensure(scene, view_layer);
drw_get().draw_ctx = {};
drw_get().draw_ctx.region = region;
drw_get().draw_ctx.rv3d = rv3d;
drw_get().draw_ctx.v3d = v3d;
drw_get().draw_ctx.scene = scene;
drw_get().draw_ctx.view_layer = view_layer;
drw_get().draw_ctx.obact = BKE_view_layer_active_object_get(view_layer);
drw_get().draw_ctx.depsgraph = depsgraph;
drw_task_graph_init();
drw_context_state_init();
drw_manager_init(&DST, viewport, nullptr);
/* Make sure select engine gets the correct vertex size. */
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
/* Select Engine */
use_drw_engine(&draw_engine_select_type);
drw_engines_init();
{
drw_engines_cache_init();
for (Object *obj_eval : sel_ctx->objects) {
blender::draw::ObjectRef ob_ref(obj_eval);
drw_engines_cache_populate(ob_ref);
}
if (RETOPOLOGY_ENABLED(v3d) && !XRAY_ENABLED(v3d)) {
DEGObjectIterSettings deg_iter_settings = {nullptr};
deg_iter_settings.depsgraph = depsgraph;
deg_iter_settings.flags = DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS;
DEG_OBJECT_ITER_BEGIN (&deg_iter_settings, ob) {
if (ob->type != OB_MESH) {
/* The iterator has evaluated meshes for all solid objects.
* It also has non-mesh objects however, which are not supported here. */
continue;
}
if (DRW_object_is_in_edit_mode(ob)) {
/* Only background (non-edit) objects are used for occlusion. */
continue;
}
if (!BKE_object_is_visible_in_viewport(v3d, ob)) {
continue;
}
blender::draw::ObjectRef ob_ref(data_, ob);
drw_engines_cache_populate(ob_ref);
}
DEG_OBJECT_ITER_END;
}
drw_engines_cache_finish();
drw_task_graph_deinit();
}
/* Start Drawing */
blender::draw::command::StateSet::set();
drw_engines_draw_scene();
blender::draw::command::StateSet::set();
drw_engines_disable();
drw_manager_exit(&DST);
}
void DRW_draw_depth_object(
Scene *scene, ARegion *region, View3D *v3d, GPUViewport *viewport, Object *object)
{
using namespace blender::draw;
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
GPU_matrix_mul(object->object_to_world().ptr());
/* Setup frame-buffer. */
GPUTexture *depth_tx = GPU_viewport_depth_texture(viewport);
GPUFrameBuffer *depth_fb = nullptr;
GPU_framebuffer_ensure_config(&depth_fb,
{
GPU_ATTACHMENT_TEXTURE(depth_tx),
GPU_ATTACHMENT_NONE,
});
GPU_framebuffer_bind(depth_fb);
GPU_framebuffer_clear_depth(depth_fb, 1.0f);
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
GPUClipPlanes planes;
const bool use_clipping_planes = RV3D_CLIPPING_ENABLED(v3d, rv3d);
if (use_clipping_planes) {
GPU_clip_distances(6);
ED_view3d_clipping_local(rv3d, object->object_to_world().ptr());
for (int i = 0; i < 6; i++) {
copy_v4_v4(planes.world[i], rv3d->clip_local[i]);
}
copy_m4_m4(planes.ClipModelMatrix.ptr(), object->object_to_world().ptr());
}
drw_batch_cache_validate(object);
switch (object->type) {
case OB_MESH: {
blender::gpu::Batch *batch;
Mesh &mesh = *static_cast<Mesh *>(object->data);
if (object->mode & OB_MODE_EDIT) {
batch = DRW_mesh_batch_cache_get_edit_triangles(mesh);
}
else {
batch = DRW_mesh_batch_cache_get_surface(mesh);
}
TaskGraph *task_graph = BLI_task_graph_create();
DRW_mesh_batch_cache_create_requested(*task_graph, *object, mesh, *scene, false, true);
BLI_task_graph_work_and_wait(task_graph);
BLI_task_graph_free(task_graph);
const eGPUShaderConfig sh_cfg = use_clipping_planes ? GPU_SHADER_CFG_CLIPPED :
GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
GPUUniformBuf *ubo = nullptr;
if (use_clipping_planes) {
ubo = GPU_uniformbuf_create_ex(sizeof(GPUClipPlanes), &planes, __func__);
GPU_batch_uniformbuf_bind(batch, "clipPlanes", ubo);
}
GPU_batch_draw(batch);
GPU_uniformbuf_free(ubo);
break;
}
case OB_CURVES_LEGACY:
case OB_SURF:
break;
}
if (RV3D_CLIPPING_ENABLED(v3d, rv3d)) {
GPU_clip_distances(0);
}
GPU_matrix_set(rv3d->viewmat);
GPU_depth_test(GPU_DEPTH_NONE);
GPU_framebuffer_restore();
GPU_framebuffer_free(depth_fb);
}
bool DRW_draw_in_progress()
{
return drw_get().in_progress;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw Manager State (DRW_state)
* \{ */
bool DRW_state_is_fbo()
{
return ((drw_get().default_framebuffer() != nullptr) || drw_get().options.is_image_render) &&
!DRW_state_is_depth() && !DRW_state_is_select();
}
bool DRW_state_is_select()
{
return drw_get().options.is_select;
}
bool DRW_state_is_material_select()
{
return drw_get().options.is_material_select;
}
bool DRW_state_is_depth()
{
return drw_get().options.is_depth;
}
bool DRW_state_is_image_render()
{
return drw_get().options.is_image_render;
}
bool DRW_state_is_scene_render()
{
BLI_assert(drw_get().options.is_scene_render ? drw_get().options.is_image_render : true);
return drw_get().options.is_scene_render;
}
bool DRW_state_is_viewport_image_render()
{
return drw_get().options.is_image_render && !drw_get().options.is_scene_render;
}
bool DRW_state_is_playback()
{
if (drw_get().draw_ctx.evil_C != nullptr) {
wmWindowManager *wm = CTX_wm_manager(drw_get().draw_ctx.evil_C);
return ED_screen_animation_playing(wm) != nullptr;
}
return false;
}
bool DRW_state_is_navigating()
{
const RegionView3D *rv3d = drw_get().draw_ctx.rv3d;
return (rv3d) && (rv3d->rflag & (RV3D_NAVIGATING | RV3D_PAINTING));
}
bool DRW_state_is_painting()
{
const RegionView3D *rv3d = drw_get().draw_ctx.rv3d;
return (rv3d) && (rv3d->rflag & (RV3D_PAINTING));
}
bool DRW_state_show_text()
{
return (drw_get().options.is_select) == 0 && (drw_get().options.is_depth) == 0 &&
(drw_get().options.is_scene_render) == 0 && (drw_get().options.draw_text) == 0;
}
bool DRW_state_draw_support()
{
View3D *v3d = drw_get().draw_ctx.v3d;
return (DRW_state_is_scene_render() == false) && (v3d != nullptr) &&
((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0);
}
bool DRW_state_draw_background()
{
return drw_get().options.draw_background;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Context State (DRW_context_state)
* \{ */
const DRWContextState *DRW_context_state_get()
{
return &drw_get().draw_ctx;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Init/Exit (DRW_engines)
* \{ */
bool DRW_engine_render_support(DrawEngineType *draw_engine_type)
{
return draw_engine_type->render_to_image;
}
void DRW_engine_register(DrawEngineType *draw_engine_type)
{
DRWRegisteredDrawEngine *draw_engine = static_cast<DRWRegisteredDrawEngine *>(
MEM_mallocN(sizeof(DRWRegisteredDrawEngine), __func__));
draw_engine->draw_engine = draw_engine_type;
draw_engine->index = g_registered_engines.len;
BLI_addtail(&g_registered_engines.engines, draw_engine);
g_registered_engines.len = BLI_listbase_count(&g_registered_engines.engines);
}
void DRW_engines_register()
{
using namespace blender::draw;
RE_engines_register(&DRW_engine_viewport_eevee_next_type);
RE_engines_register(&DRW_engine_viewport_workbench_type);
DRW_engine_register(&draw_engine_gpencil_type);
DRW_engine_register(&draw_engine_overlay_next_type);
DRW_engine_register(&draw_engine_select_next_type);
DRW_engine_register(&draw_engine_select_type);
DRW_engine_register(&draw_engine_compositor_type);
#ifdef WITH_DRAW_DEBUG
DRW_engine_register(&draw_engine_debug_select_type);
#endif
DRW_engine_register(&draw_engine_image_type);
DRW_engine_register(DRW_engine_viewport_external_type.draw_engine);
/* setup callbacks */
{
BKE_curve_batch_cache_dirty_tag_cb = DRW_curve_batch_cache_dirty_tag;
BKE_curve_batch_cache_free_cb = DRW_curve_batch_cache_free;
BKE_mesh_batch_cache_dirty_tag_cb = DRW_mesh_batch_cache_dirty_tag;
BKE_mesh_batch_cache_free_cb = DRW_mesh_batch_cache_free;
BKE_lattice_batch_cache_dirty_tag_cb = DRW_lattice_batch_cache_dirty_tag;
BKE_lattice_batch_cache_free_cb = DRW_lattice_batch_cache_free;
BKE_particle_batch_cache_dirty_tag_cb = DRW_particle_batch_cache_dirty_tag;
BKE_particle_batch_cache_free_cb = DRW_particle_batch_cache_free;
BKE_curves_batch_cache_dirty_tag_cb = DRW_curves_batch_cache_dirty_tag;
BKE_curves_batch_cache_free_cb = DRW_curves_batch_cache_free;
BKE_pointcloud_batch_cache_dirty_tag_cb = DRW_pointcloud_batch_cache_dirty_tag;
BKE_pointcloud_batch_cache_free_cb = DRW_pointcloud_batch_cache_free;
BKE_volume_batch_cache_dirty_tag_cb = DRW_volume_batch_cache_dirty_tag;
BKE_volume_batch_cache_free_cb = DRW_volume_batch_cache_free;
BKE_grease_pencil_batch_cache_dirty_tag_cb = DRW_grease_pencil_batch_cache_dirty_tag;
BKE_grease_pencil_batch_cache_free_cb = DRW_grease_pencil_batch_cache_free;
BKE_subsurf_modifier_free_gpu_cache_cb = DRW_subdiv_cache_free;
}
}
static void drw_registered_engines_free()
{
DRWRegisteredDrawEngine *next;
for (DRWRegisteredDrawEngine *type =
static_cast<DRWRegisteredDrawEngine *>(g_registered_engines.engines.first);
type;
type = next)
{
next = static_cast<DRWRegisteredDrawEngine *>(type->next);
BLI_remlink(&R_engines, type);
if (type->draw_engine->engine_free) {
type->draw_engine->engine_free();
}
MEM_freeN(type);
}
BLI_listbase_clear(&g_registered_engines.engines);
g_registered_engines.len = 0;
}
void DRW_engines_free()
{
using namespace blender::draw;
drw_registered_engines_free();
if (system_gpu_context == nullptr) {
/* Nothing has been setup. Nothing to clear.
* Otherwise, DRW_gpu_context_enable can
* create a context in background mode. (see #62355) */
return;
}
DRW_gpu_context_enable();
GPU_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth);
GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer_depth_only);
DRW_shaders_free();
drw_debug_module_free(drw_get().debug);
drw_get().debug = nullptr;
DRW_gpu_context_disable();
}
void DRW_render_context_enable(Render *render)
{
if (G.background && system_gpu_context == nullptr) {
WM_init_gpu();
}
GPU_render_begin();
if (GPU_use_main_context_workaround()) {
GPU_context_main_lock();
DRW_gpu_context_enable();
return;
}
void *re_system_gpu_context = RE_system_gpu_context_get(render);
/* Changing Context */
if (re_system_gpu_context != nullptr) {
DRW_system_gpu_render_context_enable(re_system_gpu_context);
/* We need to query gpu context after a gl context has been bound. */
void *re_blender_gpu_context = RE_blender_gpu_context_ensure(render);
DRW_blender_gpu_render_context_enable(re_blender_gpu_context);
}
else {
DRW_gpu_context_enable();
}
}
void DRW_render_context_disable(Render *render)
{
if (GPU_use_main_context_workaround()) {
DRW_gpu_context_disable();
GPU_render_end();
GPU_context_main_unlock();
return;
}
void *re_system_gpu_context = RE_system_gpu_context_get(render);
if (re_system_gpu_context != nullptr) {
void *re_blender_gpu_context = RE_blender_gpu_context_ensure(render);
/* GPU rendering may occur during context disable. */
DRW_blender_gpu_render_context_disable(re_blender_gpu_context);
GPU_render_end();
DRW_system_gpu_render_context_disable(re_system_gpu_context);
}
else {
DRW_gpu_context_disable();
GPU_render_end();
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Init/Exit (DRW_gpu_ctx)
* \{ */
void DRW_gpu_context_create()
{
BLI_assert(system_gpu_context == nullptr); /* Ensure it's called once */
/* Setup compilation context. Called first as it changes the active GPUContext. */
DRW_shader_init();
system_gpu_context_mutex = BLI_ticket_mutex_alloc();
/* This changes the active context. */
system_gpu_context = WM_system_gpu_context_create();
WM_system_gpu_context_activate(system_gpu_context);
/* Be sure to create blender_gpu_context too. */
blender_gpu_context = GPU_context_create(nullptr, system_gpu_context);
/* Some part of the code assumes no context is left bound. */
GPU_context_active_set(nullptr);
WM_system_gpu_context_release(system_gpu_context);
/* Activate the window's context if any. */
wm_window_reset_drawable();
}
void DRW_gpu_context_destroy()
{
BLI_assert(BLI_thread_is_main());
if (system_gpu_context != nullptr) {
DRW_shader_exit();
WM_system_gpu_context_activate(system_gpu_context);
GPU_context_active_set(blender_gpu_context);
GPU_context_discard(blender_gpu_context);
WM_system_gpu_context_dispose(system_gpu_context);
BLI_ticket_mutex_free(system_gpu_context_mutex);
}
}
void DRW_gpu_context_enable_ex(bool /*restore*/)
{
if (system_gpu_context != nullptr) {
/* IMPORTANT: We don't support immediate mode in render mode!
* This shall remain in effect until immediate mode supports
* multiple threads. */
BLI_ticket_mutex_lock(system_gpu_context_mutex);
GPU_render_begin();
WM_system_gpu_context_activate(system_gpu_context);
GPU_context_active_set(blender_gpu_context);
GPU_context_begin_frame(blender_gpu_context);
}
}
void DRW_gpu_context_disable_ex(bool restore)
{
if (system_gpu_context != nullptr) {
GPU_context_end_frame(blender_gpu_context);
if (BLI_thread_is_main() && restore) {
wm_window_reset_drawable();
}
else {
WM_system_gpu_context_release(system_gpu_context);
GPU_context_active_set(nullptr);
}
/* Render boundaries are opened and closed here as this may be
* called outside of an existing render loop. */
GPU_render_end();
BLI_ticket_mutex_unlock(system_gpu_context_mutex);
}
}
void DRW_gpu_context_enable()
{
/* TODO: should be replace by a more elegant alternative. */
if (G.background && system_gpu_context == nullptr) {
WM_init_gpu();
}
DRW_gpu_context_enable_ex(true);
}
void DRW_gpu_context_disable()
{
DRW_gpu_context_disable_ex(true);
}
void DRW_system_gpu_render_context_enable(void *re_system_gpu_context)
{
/* If thread is main you should use DRW_gpu_context_enable(). */
BLI_assert(!BLI_thread_is_main());
BLI_ticket_mutex_lock(system_gpu_context_mutex);
WM_system_gpu_context_activate(re_system_gpu_context);
}
void DRW_system_gpu_render_context_disable(void *re_system_gpu_context)
{
WM_system_gpu_context_release(re_system_gpu_context);
BLI_ticket_mutex_unlock(system_gpu_context_mutex);
}
void DRW_blender_gpu_render_context_enable(void *re_gpu_context)
{
/* If thread is main you should use DRW_gpu_context_enable(). */
BLI_assert(!BLI_thread_is_main());
GPU_context_active_set(static_cast<GPUContext *>(re_gpu_context));
}
void DRW_blender_gpu_render_context_disable(void * /*re_gpu_context*/)
{
GPU_flush();
GPU_context_active_set(nullptr);
}
/** \} */
#ifdef WITH_XR_OPENXR
void *DRW_system_gpu_context_get()
{
/* XXX: There should really be no such getter, but for VR we currently can't easily avoid it.
* OpenXR needs some low level info for the GPU context that will be used for submitting the
* final frame-buffer. VR could in theory create its own context, but that would mean we have to
* switch to it just to submit the final frame, which has notable performance impact.
*
* We could "inject" a context through DRW_system_gpu_render_context_enable(), but that would
* have to work from the main thread, which is tricky to get working too. The preferable solution
* would be using a separate thread for VR drawing where a single context can stay active. */
return system_gpu_context;
}
void *DRW_xr_blender_gpu_context_get()
{
/* XXX: See comment on #DRW_system_gpu_context_get(). */
return blender_gpu_context;
}
void DRW_xr_drawing_begin()
{
/* XXX: See comment on #DRW_system_gpu_context_get(). */
BLI_ticket_mutex_lock(system_gpu_context_mutex);
}
void DRW_xr_drawing_end()
{
/* XXX: See comment on #DRW_system_gpu_context_get(). */
BLI_ticket_mutex_unlock(system_gpu_context_mutex);
}
#endif
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal testing API for gtests
* \{ */
#ifdef WITH_GPU_DRAW_TESTS
void DRW_draw_state_init_gtests(eGPUShaderConfig sh_cfg)
{
drw_get().draw_ctx.sh_cfg = sh_cfg;
}
#endif
/** \} */
/* -------------------------------------------------------------------- */
/** \name Draw manager context release/activation
*
* These functions are used in cases when an GPU context creation is needed during the draw.
* This happens, for example, when an external engine needs to create its own GPU context from
* the engine initialization.
*
* Example of context creation:
*
* const bool drw_state = DRW_gpu_context_release();
* system_gpu_context = WM_system_gpu_context_create();
* DRW_gpu_context_activate(drw_state);
*
* Example of context destruction:
*
* const bool drw_state = DRW_gpu_context_release();
* WM_system_gpu_context_activate(system_gpu_context);
* WM_system_gpu_context_dispose(system_gpu_context);
* DRW_gpu_context_activate(drw_state);
*
*
* NOTE: Will only perform context modification when on main thread. This way these functions can
* be used in an engine without check on whether it is a draw manager which manages GPU context
* on the current thread. The downside of this is that if the engine performs GPU creation from
* a non-main thread, that thread is supposed to not have GPU context ever bound by Blender.
*
* \{ */
bool DRW_gpu_context_release()
{
if (!BLI_thread_is_main()) {
return false;
}
if (GPU_context_active_get() != blender_gpu_context) {
/* Context release is requested from the outside of the draw manager main draw loop, indicate
* this to the `DRW_gpu_context_activate()` so that it restores drawable of the window.
*/
return false;
}
GPU_context_active_set(nullptr);
WM_system_gpu_context_release(system_gpu_context);
return true;
}
void DRW_gpu_context_activate(bool drw_state)
{
if (!BLI_thread_is_main()) {
return;
}
if (drw_state) {
WM_system_gpu_context_activate(system_gpu_context);
GPU_context_active_set(blender_gpu_context);
}
else {
wm_window_reset_drawable();
}
}
/** \} */