Files
test2/source/blender/windowmanager/intern/wm_draw.c
Brecht Van Lommel c43443d530 Workspaces: store view layer per main window, instead of per workspace.
It was a bit odd that the scene was stored per window but not the view
layer. The reasoning was that you would use different view layers for
different tasks. This is still possible, but it's more predictable to
switch them both explicitly, and with child window support manually
syncing the view layers between multiple windows is no longer needed
as often.
2018-07-04 18:40:33 +02:00

855 lines
22 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_main.h"
#include "BKE_screen.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_framebuffer.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_texture.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
/* ******************* paint cursor *************** */
static void wm_paintcursor_draw(bContext *C, ARegion *ar)
{
wmWindowManager *wm = CTX_wm_manager(C);
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)) {
/* Prevent drawing outside region. */
GLint scissor[4];
glGetIntegerv(GL_SCISSOR_BOX, scissor);
glScissor(ar->winrct.xmin,
ar->winrct.ymin,
BLI_rcti_size_x(&ar->winrct) + 1,
BLI_rcti_size_y(&ar->winrct) + 1);
if (ELEM(win->grabcursor, GHOST_kGrabWrap, GHOST_kGrabHide)) {
int x = 0, y = 0;
wm_get_cursor_position(win, &x, &y);
pc->draw(C, x, y, pc->customdata);
}
else {
pc->draw(C, win->eventstate->x, win->eventstate->y, pc->customdata);
}
glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
}
}
}
}
static bool wm_draw_region_stereo_set(Main *bmain, ScrArea *sa, ARegion *ar, eStereoViews sview)
{
/* We could detect better when stereo is actually needed, by inspecting the
* image in the image editor and sequencer. */
if (ar->regiontype != RGN_TYPE_WINDOW) {
return false;
}
switch (sa->spacetype) {
case SPACE_IMAGE:
{
SpaceImage *sima = sa->spacedata.first;
sima->iuser.multiview_eye = sview;
return true;
}
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;
return true;
}
return false;
}
case SPACE_NODE:
{
SpaceNode *snode = sa->spacedata.first;
if ((snode->flag & SNODE_BACKDRAW) && ED_node_is_compositor(snode)) {
Image *ima = BKE_image_verify_viewer(bmain, IMA_TYPE_COMPOSITE, "Viewer Node");
ima->eye = sview;
return true;
}
return false;
}
case SPACE_SEQ:
{
SpaceSeq *sseq = sa->spacedata.first;
sseq->multiview_eye = sview;
return true;
}
}
return false;
}
/* ********************* drawing ****************** */
static void wm_area_mark_invalid_backbuf(ScrArea *sa)
{
if (sa->spacetype == SPACE_VIEW3D)
((View3D *)sa->spacedata.first)->flag |= V3D_INVALID_BACKBUF;
}
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 && ar->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = ar->regiondata;
RenderEngine *engine = rv3d->render_engine;
GPUViewport *viewport = WM_draw_region_get_viewport(ar, 0);
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);
}
}
}
static bool wm_region_use_viewport(ScrArea *sa, ARegion *ar)
{
return (sa->spacetype == SPACE_VIEW3D && ar->regiontype == RGN_TYPE_WINDOW);
}
/********************** 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);
}
}
/************************* Region drawing. ********************************
*
* Each region draws into its own framebuffer, which is then blit on the
* window draw buffer. This helps with fast redrawing if only some regions
* change. It also means we can share a single context for multiple windows,
* so that for example VAOs can be shared between windows. */
static void wm_draw_region_buffer_free(ARegion *ar)
{
if (ar->draw_buffer) {
for (int view = 0; view < 2; view++) {
if (ar->draw_buffer->offscreen[view]) {
GPU_offscreen_free(ar->draw_buffer->offscreen[view]);
}
if (ar->draw_buffer->viewport[view]) {
GPU_viewport_free(ar->draw_buffer->viewport[view]);
}
}
MEM_freeN(ar->draw_buffer);
ar->draw_buffer = NULL;
}
}
static void wm_draw_offscreen_texture_parameters(GPUOffScreen *offscreen)
{
/* Setup offscreen color texture for drawing. */
GPUTexture *texture = GPU_offscreen_color_texture(offscreen);
/* We don't support multisample textures here. */
BLI_assert(GPU_texture_target(texture) == GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(texture));
/* No mipmaps or filtering. */
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);
glBindTexture(GL_TEXTURE_2D, 0);
}
static void wm_draw_region_buffer_create(ARegion *ar, bool stereo, bool use_viewport)
{
if (ar->draw_buffer) {
if (ar->draw_buffer->stereo != stereo) {
/* Free draw buffer on stereo changes. */
wm_draw_region_buffer_free(ar);
}
else {
/* Free offscreen buffer on size changes. Viewport auto resizes. */
GPUOffScreen *offscreen = ar->draw_buffer->offscreen[0];
if (offscreen && (GPU_offscreen_width(offscreen) != ar->winx ||
GPU_offscreen_height(offscreen) != ar->winy))
{
wm_draw_region_buffer_free(ar);
}
}
}
if (!ar->draw_buffer) {
if (use_viewport) {
/* Allocate viewport which includes an offscreen buffer with depth
* multisample, etc. */
ar->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
ar->draw_buffer->viewport[0] = GPU_viewport_create();
ar->draw_buffer->viewport[1] = (stereo) ? GPU_viewport_create() : NULL;
}
else {
/* Allocate offscreen buffer if it does not exist. This one has no
* depth or multisample buffers. 3D view creates own buffers with
* the data it needs. */
GPUOffScreen *offscreen = GPU_offscreen_create(ar->winx, ar->winy, 0, false, false, NULL);
if (!offscreen) {
return;
}
wm_draw_offscreen_texture_parameters(offscreen);
GPUOffScreen *offscreen_right = NULL;
if (stereo) {
offscreen_right = GPU_offscreen_create(ar->winx, ar->winy, 0, false, false, NULL);
if (!offscreen_right) {
GPU_offscreen_free(offscreen);
return;
}
wm_draw_offscreen_texture_parameters(offscreen_right);
}
ar->draw_buffer = MEM_callocN(sizeof(wmDrawBuffer), "wmDrawBuffer");
ar->draw_buffer->offscreen[0] = offscreen;
ar->draw_buffer->offscreen[1] = offscreen_right;
}
ar->draw_buffer->bound_view = -1;
ar->draw_buffer->stereo = stereo;
}
}
static void wm_draw_region_bind(ARegion *ar, int view)
{
if (!ar->draw_buffer) {
return;
}
if (ar->draw_buffer->viewport[view]) {
GPU_viewport_bind(ar->draw_buffer->viewport[view], &ar->winrct);
}
else {
GPU_offscreen_bind(ar->draw_buffer->offscreen[view], false);
/* For now scissor is expected by region drawing, we could disable it
* and do the enable/disable in the specific cases that setup scissor. */
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, ar->winx, ar->winy);
}
ar->draw_buffer->bound_view = view;
}
static void wm_draw_region_unbind(ARegion *ar, int view)
{
if (!ar->draw_buffer) {
return;
}
ar->draw_buffer->bound_view = -1;
if (ar->draw_buffer->viewport[view]) {
GPU_viewport_unbind(ar->draw_buffer->viewport[view]);
}
else {
glDisable(GL_SCISSOR_TEST);
GPU_offscreen_unbind(ar->draw_buffer->offscreen[view], false);
}
}
static void wm_draw_region_blit(ARegion *ar, int view)
{
if (!ar->draw_buffer) {
return;
}
if (ar->draw_buffer->viewport[view]) {
GPU_viewport_draw_to_screen(ar->draw_buffer->viewport[view], &ar->winrct);
}
else {
GPU_offscreen_draw_to_screen(ar->draw_buffer->offscreen[view], ar->winrct.xmin, ar->winrct.ymin);
}
}
GPUTexture *wm_draw_region_texture(ARegion *ar, int view)
{
if (!ar->draw_buffer) {
return NULL;
}
if (ar->draw_buffer->viewport[view]) {
return GPU_viewport_color_texture(ar->draw_buffer->viewport[view]);
}
else {
return GPU_offscreen_color_texture(ar->draw_buffer->offscreen[view]);
}
}
void wm_draw_region_blend(ARegion *ar, int view, bool blend)
{
if (!ar->draw_buffer) {
return;
}
/* Alpha is always 1, except when blend timer is running. */
float alpha = ED_region_blend_alpha(ar);
if (alpha <= 0.0f) {
return;
}
if (!blend) {
alpha = 1.0f;
}
/* setup actual texture */
GPUTexture *texture = wm_draw_region_texture(ar, view);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(texture));
/* wmOrtho for the screen has this same offset */
const float halfx = GLA_PIXEL_OFS / (BLI_rcti_size_x(&ar->winrct) + 1);
const float halfy = GLA_PIXEL_OFS / (BLI_rcti_size_y(&ar->winrct) + 1);
if (blend) {
/* GL_ONE because regions drawn offscreen have premultiplied alpha. */
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE_RECT_COLOR);
GPU_shader_bind(shader);
glUniform1i(GPU_shader_get_uniform(shader, "image"), 0);
glUniform4f(GPU_shader_get_uniform(shader, "rect_icon"), halfx, halfy, 1.0f + halfx, 1.0f + halfy);
glUniform4f(GPU_shader_get_uniform(shader, "rect_geom"), ar->winrct.xmin, ar->winrct.ymin, ar->winrct.xmax + 1, ar->winrct.ymax + 1);
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);
if (blend) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
}
}
GPUViewport *WM_draw_region_get_viewport(ARegion *ar, int view)
{
if (!ar->draw_buffer) {
return NULL;
}
return ar->draw_buffer->viewport[view];
}
GPUViewport *WM_draw_region_get_bound_viewport(ARegion *ar)
{
if (!ar->draw_buffer || ar->draw_buffer->bound_view == -1) {
return NULL;
}
int view = ar->draw_buffer->bound_view;
return ar->draw_buffer->viewport[view];
}
static void wm_draw_window_offscreen(bContext *C, wmWindow *win, bool stereo)
{
Main *bmain = CTX_data_main(C);
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
/* Draw screen areas into own frame buffer. */
ED_screen_areas_iter(win, screen, sa) {
CTX_wm_area_set(C, sa);
/* Compute UI layouts for dynamically size regions. */
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->do_draw && ar->type && ar->type->layout) {
CTX_wm_region_set(C, ar);
ED_region_do_layout(C, ar);
CTX_wm_region_set(C, NULL);
}
}
ED_area_update_region_sizes(wm, win, sa);
/* Then do actual drawing of regions. */
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->do_draw) {
CTX_wm_region_set(C, ar);
bool use_viewport = wm_region_use_viewport(sa, ar);
if (stereo && wm_draw_region_stereo_set(bmain, sa, ar, STEREO_LEFT_ID)) {
wm_draw_region_buffer_create(ar, true, use_viewport);
for (int view = 0; view < 2; view++) {
eStereoViews sview;
if (view == 0) {
sview = STEREO_LEFT_ID;
}
else {
sview = STEREO_RIGHT_ID;
wm_draw_region_stereo_set(bmain, sa, ar, sview);
}
wm_draw_region_bind(ar, view);
ED_region_do_draw(C, ar);
wm_draw_region_unbind(ar, view);
}
}
else {
wm_draw_region_buffer_create(ar, false, use_viewport);
wm_draw_region_bind(ar, 0);
ED_region_do_draw(C, ar);
wm_draw_region_unbind(ar, 0);
}
ar->do_draw = false;
CTX_wm_region_set(C, NULL);
}
}
wm_area_mark_invalid_backbuf(sa);
CTX_wm_area_set(C, NULL);
}
/* Draw menus into their own framebuffer. */
for (ARegion *ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->visible) {
CTX_wm_menu_set(C, ar);
if (ar->type && ar->type->layout) {
/* UI code reads the OpenGL state, but we have to refesh
* the UI layout beforehand in case the menu size changes. */
wmViewport(&ar->winrct);
ar->type->layout(C, ar);
}
wm_draw_region_buffer_create(ar, false, false);
wm_draw_region_bind(ar, 0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
ED_region_do_draw(C, ar);
wm_draw_region_unbind(ar, 0);
ar->do_draw = false;
CTX_wm_menu_set(C, NULL);
}
}
}
static void wm_draw_window_onscreen(bContext *C, wmWindow *win, int view)
{
wmWindowManager *wm = CTX_wm_manager(C);
bScreen *screen = WM_window_get_active_screen(win);
/* Draw into the window framebuffer, in full window coordinates. */
wmWindowViewport(win);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
/* Blit non-overlapping area regions. */
ED_screen_areas_iter(win, screen, sa) {
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->overlap == false) {
if (view == -1 && ar->draw_buffer && ar->draw_buffer->stereo) {
/* Stereo drawing from textures. */
if (win->stereo3d_format->display_mode == S3D_DISPLAY_ANAGLYPH) {
wm_stereo3d_draw_anaglyph(win, ar);
}
else {
wm_stereo3d_draw_interlace(win, ar);
}
}
else {
/* Blit from offscreen buffer. */
wm_draw_region_blit(ar, 0);
}
}
}
}
/* Draw paint cursors. */
if (wm->paintcursors.first) {
ED_screen_areas_iter(win, screen, sa) {
for (ARegion *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 */
wm_paintcursor_draw(C, ar);
CTX_wm_region_set(C, NULL);
CTX_wm_area_set(C, NULL);
}
}
}
wmWindowViewport(win);
}
/* Blend in overlapping area regions */
ED_screen_areas_iter(win, screen, sa) {
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->visible && ar->overlap) {
wm_draw_region_blend(ar, 0, true);
}
}
}
/* After area regions so we can do area 'overlay' drawing. */
ED_screen_draw_edges(win);
wm_draw_callbacks(win);
/* Blend in floating regions (menus). */
for (ARegion *ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->visible) {
wm_draw_region_blend(ar, 0, true);
}
}
/* 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_draw_window(bContext *C, wmWindow *win)
{
bScreen *screen = WM_window_get_active_screen(win);
bool stereo = WM_stereo3d_enabled(win, false);
/* Draw area regions into their own framebuffer. This way we can redraw
* the areas that need it, and blit the rest from existing framebuffers. */
wm_draw_window_offscreen(C, win, stereo);
/* Now we draw into the window framebuffer, in full window coordinates. */
if (!stereo) {
/* Regular mono drawing. */
wm_draw_window_onscreen(C, win, -1);
}
else if (win->stereo3d_format->display_mode == S3D_DISPLAY_PAGEFLIP) {
/* For pageflip we simply draw to both back buffers. */
glDrawBuffer(GL_BACK_LEFT);
wm_draw_window_onscreen(C, win, 0);
glDrawBuffer(GL_BACK_RIGHT);
wm_draw_window_onscreen(C, win, 1);
glDrawBuffer(GL_BACK);
}
else if (ELEM(win->stereo3d_format->display_mode, S3D_DISPLAY_ANAGLYPH, S3D_DISPLAY_INTERLACE)) {
/* For anaglyph and interlace, we draw individual regions with
* stereo framebuffers using different shaders. */
wm_draw_window_onscreen(C, win, -1);
}
else {
/* For side-by-side and top-bottom, we need to render each view to an
* an offscreen texture and then draw it. This used to happen for all
* stereo methods, but it's less efficient than drawing directly. */
const int width = WM_window_pixels_x(win);
const int height = WM_window_pixels_y(win);
GPUOffScreen *offscreen = GPU_offscreen_create(width, height, 0, false, false, NULL);
if (offscreen) {
GPUTexture *texture = GPU_offscreen_color_texture(offscreen);
wm_draw_offscreen_texture_parameters(offscreen);
for (int view = 0; view < 2; view++) {
/* Draw view into offscreen buffer. */
GPU_offscreen_bind(offscreen, false);
wm_draw_window_onscreen(C, win, view);
GPU_offscreen_unbind(offscreen, false);
/* Draw offscreen buffer to screen. */
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(texture));
if (win->stereo3d_format->display_mode == S3D_DISPLAY_SIDEBYSIDE) {
wm_stereo3d_draw_sidebyside(win, view);
}
else {
wm_stereo3d_draw_topbottom(win, view);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
GPU_offscreen_free(offscreen);
}
else {
/* Still draw something in case of allocation failure. */
wm_draw_window_onscreen(C, win, 0);
}
}
screen->do_draw = false;
}
/****************** main update call **********************/
/* quick test to prevent changing window drawable */
static bool wm_draw_update_test_window(wmWindow *win)
{
Scene *scene = WM_window_get_active_scene(win);
ViewLayer *view_layer = WM_window_get_active_view_layer(win);
struct Depsgraph *depsgraph = BKE_scene_get_depsgraph(scene, view_layer, true);
bScreen *screen = WM_window_get_active_screen(win);
ARegion *ar;
bool do_draw = false;
for (ar = screen->regionbase.first; ar; ar = ar->next) {
if (ar->do_draw_overlay) {
screen->do_draw_paintcursor = true;
ar->do_draw_overlay = false;
}
if (ar->visible && ar->do_draw)
do_draw = true;
}
ED_screen_areas_iter(win, screen, sa) {
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;
}
void WM_paint_cursor_tag_redraw(wmWindow *win, ARegion *UNUSED(ar))
{
if (win) {
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw_paintcursor = true;
}
}
void wm_draw_update(bContext *C)
{
Main *bmain = CTX_data_main(C);
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win;
#ifdef WITH_OPENSUBDIV
BKE_subsurf_free_unused_buffers();
#endif
GPU_free_unused_buffers(bmain);
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 (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 */
ED_screen_ensure_updated(wm, win, screen);
wm_draw_window(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_region_clear(wmWindow *win, ARegion *UNUSED(ar))
{
bScreen *screen = WM_window_get_active_screen(win);
screen->do_draw = true;
}
void WM_draw_region_free(ARegion *ar)
{
wm_draw_region_buffer_free(ar);
ar->visible = 0;
}
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);
}