327 lines
8.8 KiB
C++
327 lines
8.8 KiB
C++
/* SPDX-FileCopyrightText: 2017 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup draw_engine
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*
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* Base engine for external render engines.
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* We use it for depth and non-mesh objects.
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*/
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#include "DRW_engine.hh"
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#include "DRW_render.hh"
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#include "BLI_string.h"
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#include "BLT_translation.hh"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "ED_image.hh"
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#include "ED_screen.hh"
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#include "GPU_debug.hh"
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#include "GPU_matrix.hh"
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#include "GPU_state.hh"
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#include "RE_engine.h"
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#include "RE_pipeline.h"
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#include "draw_command.hh"
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#include "draw_view.hh"
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#include "draw_view_data.hh"
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#include "external_engine.h" /* own include */
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/* Shaders */
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#define EXTERNAL_ENGINE "BLENDER_EXTERNAL"
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struct EXTERNAL_Data {
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void *engine_type;
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void *instance_data;
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char info[GPU_INFO_SIZE];
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};
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/* Functions */
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static void external_draw_scene_do_v3d(void *vedata)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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RegionView3D *rv3d = draw_ctx->rv3d;
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ARegion *region = draw_ctx->region;
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blender::draw::command::StateSet::set(DRW_STATE_WRITE_COLOR);
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/* The external engine can use the OpenGL rendering API directly, so make sure the state is
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* already applied. */
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GPU_apply_state();
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/* Create render engine. */
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RenderEngine *render_engine = nullptr;
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if (!rv3d->view_render) {
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RenderEngineType *engine_type = draw_ctx->engine_type;
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if (!(engine_type->view_update && engine_type->view_draw)) {
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return;
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}
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rv3d->view_render = RE_NewViewRender(engine_type);
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render_engine = RE_view_engine_get(rv3d->view_render);
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engine_type->view_update(render_engine, draw_ctx->evil_C, draw_ctx->depsgraph);
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}
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else {
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render_engine = RE_view_engine_get(rv3d->view_render);
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}
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/* Rendered draw. */
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GPU_matrix_push_projection();
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GPU_matrix_push();
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ED_region_pixelspace(region);
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/* Render result draw. */
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const RenderEngineType *type = render_engine->type;
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type->view_draw(render_engine, draw_ctx->evil_C, draw_ctx->depsgraph);
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GPU_bgl_end();
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GPU_matrix_pop();
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GPU_matrix_pop_projection();
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/* Set render info. */
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EXTERNAL_Data *data = static_cast<EXTERNAL_Data *>(vedata);
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if (render_engine->text[0] != '\0') {
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STRNCPY(data->info, render_engine->text);
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}
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else {
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data->info[0] = '\0';
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}
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}
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/* Configure current matrix stack so that the external engine can use the same drawing code for
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* both viewport and image editor drawing.
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*
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* The engine draws result in the pixel space, and is applying render offset. For image editor we
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* need to switch from normalized space to pixel space, and "un-apply" offset. */
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static void external_image_space_matrix_set(const RenderEngine *engine)
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{
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BLI_assert(engine != nullptr);
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const DRWContextState *draw_ctx = DRW_context_state_get();
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SpaceImage *space_image = (SpaceImage *)draw_ctx->space_data;
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/* Apply current view as transformation matrix.
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* This will configure drawing for normalized space with current zoom and pan applied. */
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float4x4 view_matrix = blender::draw::View::default_get().viewmat();
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float4x4 projection_matrix = blender::draw::View::default_get().winmat();
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GPU_matrix_projection_set(projection_matrix.ptr());
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GPU_matrix_set(view_matrix.ptr());
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/* Switch from normalized space to pixel space. */
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{
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int width, height;
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ED_space_image_get_size(space_image, &width, &height);
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const float width_inv = width ? 1.0f / width : 0.0f;
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const float height_inv = height ? 1.0f / height : 0.0f;
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GPU_matrix_scale_2f(width_inv, height_inv);
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}
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/* Un-apply render offset. */
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{
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Render *render = engine->re;
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rctf view_rect;
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rcti render_rect;
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RE_GetViewPlane(render, &view_rect, &render_rect);
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GPU_matrix_translate_2f(-render_rect.xmin, -render_rect.ymin);
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}
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}
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static void external_draw_scene_do_image(void * /*vedata*/)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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Scene *scene = draw_ctx->scene;
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Render *re = RE_GetSceneRender(scene);
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RenderEngine *engine = RE_engine_get(re);
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/* Is tested before enabling the drawing engine. */
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BLI_assert(re != nullptr);
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BLI_assert(engine != nullptr);
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blender::draw::command::StateSet::set(DRW_STATE_WRITE_COLOR);
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/* The external engine can use the OpenGL rendering API directly, so make sure the state is
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* already applied. */
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GPU_apply_state();
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const DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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/* Clear the depth buffer to the value used by the background overlay so that the overlay is not
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* happening outside of the drawn image.
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*
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* NOTE: The external engine only draws color. The depth is taken care of using the depth pass
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* which initialized the depth to the values expected by the background overlay. */
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GPU_framebuffer_clear_depth(dfbl->default_fb, 1.0f);
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GPU_matrix_push_projection();
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GPU_matrix_push();
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external_image_space_matrix_set(engine);
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GPU_debug_group_begin("External Engine");
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const RenderEngineType *engine_type = engine->type;
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BLI_assert(engine_type != nullptr);
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BLI_assert(engine_type->draw != nullptr);
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engine_type->draw(engine, draw_ctx->evil_C, draw_ctx->depsgraph);
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GPU_debug_group_end();
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GPU_matrix_pop();
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GPU_matrix_pop_projection();
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blender::draw::command::StateSet::set();
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GPU_bgl_end();
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RE_engine_draw_release(re);
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}
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static void external_draw_scene_do(void *vedata)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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if (draw_ctx->v3d != nullptr) {
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external_draw_scene_do_v3d(vedata);
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return;
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}
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if (draw_ctx->space_data == nullptr) {
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return;
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}
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const eSpace_Type space_type = eSpace_Type(draw_ctx->space_data->spacetype);
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if (space_type == SPACE_IMAGE) {
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external_draw_scene_do_image(vedata);
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return;
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}
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}
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static void external_draw_scene(void *vedata)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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/* Will be nullptr during OpenGL render.
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* OpenGL render is used for quick preview (thumbnails or sequencer preview)
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* where using the rendering engine to preview doesn't make so much sense. */
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if (draw_ctx->evil_C) {
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const float clear_col[4] = {0, 0, 0, 0};
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/* This is to keep compatibility with external engine. */
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/* TODO(fclem): remove it eventually. */
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GPU_framebuffer_bind(dfbl->default_fb);
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GPU_framebuffer_clear_color(dfbl->default_fb, clear_col);
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external_draw_scene_do(vedata);
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}
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}
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DrawEngineType draw_engine_external_type = {
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/*next*/ nullptr,
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/*prev*/ nullptr,
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/*idname*/ N_("External"),
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/*engine_init*/ nullptr,
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/*engine_free*/ nullptr,
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/*instance_free*/ nullptr,
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/*cache_init*/ nullptr,
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/*cache_populate*/ nullptr,
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/*cache_finish*/ nullptr,
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/*draw_scene*/ &external_draw_scene,
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/*view_update*/ nullptr,
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/*id_update*/ nullptr,
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/*render_to_image*/ nullptr,
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/*store_metadata*/ nullptr,
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};
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/* NOTE: currently unused,
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* we should not register unless we want to see this when debugging the view. */
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RenderEngineType DRW_engine_viewport_external_type = {
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/*next*/ nullptr,
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/*prev*/ nullptr,
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/*idname*/ EXTERNAL_ENGINE,
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/*name*/ N_("External"),
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/*flag*/ RE_INTERNAL | RE_USE_STEREO_VIEWPORT,
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/*update*/ nullptr,
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/*render*/ nullptr,
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/*render_frame_finish*/ nullptr,
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/*draw*/ nullptr,
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/*bake*/ nullptr,
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/*view_update*/ nullptr,
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/*view_draw*/ nullptr,
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/*update_script_node*/ nullptr,
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/*update_render_passes*/ nullptr,
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/*draw_engine*/ &draw_engine_external_type,
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/*rna_ext*/
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{
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/*data*/ nullptr,
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/*srna*/ nullptr,
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/*call*/ nullptr,
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},
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};
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bool DRW_engine_external_acquire_for_image_editor()
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const SpaceLink *space_data = draw_ctx->space_data;
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Scene *scene = draw_ctx->scene;
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if (space_data == nullptr) {
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return false;
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}
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const eSpace_Type space_type = eSpace_Type(draw_ctx->space_data->spacetype);
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if (space_type != SPACE_IMAGE) {
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return false;
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}
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SpaceImage *space_image = (SpaceImage *)space_data;
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const Image *image = ED_space_image(space_image);
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if (image == nullptr || image->type != IMA_TYPE_R_RESULT) {
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return false;
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}
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if (image->render_slot != image->last_render_slot) {
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return false;
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}
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/* Render is allocated on main thread, so it is safe to access it from here. */
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Render *re = RE_GetSceneRender(scene);
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if (re == nullptr) {
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return false;
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}
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return RE_engine_draw_acquire(re);
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}
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void DRW_engine_external_free(RegionView3D *rv3d)
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{
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if (rv3d->view_render) {
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/* Free engine with DRW context enabled, as this may clean up per-context
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* resources like VAOs. */
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DRW_gpu_context_enable_ex(true);
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RE_FreeViewRender(rv3d->view_render);
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rv3d->view_render = nullptr;
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DRW_gpu_context_disable_ex(true);
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}
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}
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#undef EXTERNAL_ENGINE
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