128 lines
3.5 KiB
C++
128 lines
3.5 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2021 Blender Foundation. */
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/** \file
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* \ingroup draw_engine
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*/
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#pragma once
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#include "image_batches.hh"
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#include "image_partial_updater.hh"
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#include "image_private.hh"
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#include "image_shader_params.hh"
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#include "image_texture_info.hh"
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#include "image_wrappers.hh"
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#include "DRW_render.h"
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/**
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* \brief max allowed textures to use by the ScreenSpaceDrawingMode.
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*
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* 4 textures are used to reduce uploading screen space textures when translating the image.
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*/
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constexpr int SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN = 1;
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struct IMAGE_InstanceData {
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struct Image *image;
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/** Copy of the last image user to detect iuser differences that require a full update. */
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struct ImageUser last_image_user;
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PartialImageUpdater partial_update;
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struct DRWView *view;
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ShaderParameters sh_params;
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struct {
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/**
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* \brief should we perform tiled drawing (wrap repeat).
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*
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* Option is true when image is capable of tile drawing (image is not tile) and the tiled
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* option is set in the space.
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*/
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bool do_tile_drawing : 1;
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} flags;
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struct {
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DRWPass *image_pass;
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DRWPass *depth_pass;
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} passes;
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/** \brief Transform matrix to convert a normalized screen space coordinates to texture space. */
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float ss_to_texture[4][4];
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TextureInfo texture_infos[SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN];
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public:
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void clear_dirty_flag()
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{
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reset_dirty_flag(false);
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}
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void mark_all_texture_slots_dirty()
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{
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reset_dirty_flag(true);
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}
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void update_gpu_texture_allocations()
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{
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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TextureInfo &info = texture_infos[i];
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const bool is_allocated = info.texture != nullptr;
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const bool is_visible = info.visible;
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const bool should_be_freed = !is_visible && is_allocated;
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const bool should_be_created = is_visible && !is_allocated;
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if (should_be_freed) {
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GPU_texture_free(info.texture);
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info.texture = nullptr;
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}
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if (should_be_created) {
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DRW_texture_ensure_fullscreen_2d(
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&info.texture, GPU_RGBA16F, static_cast<DRWTextureFlag>(0));
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}
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info.dirty |= should_be_created;
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}
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}
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void update_batches()
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{
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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TextureInfo &info = texture_infos[i];
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if (!info.dirty) {
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continue;
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}
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BatchUpdater batch_updater(info);
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batch_updater.update_batch();
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}
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}
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void update_image_user(const ImageUser *image_user)
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{
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short requested_pass = image_user ? image_user->pass : 0;
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short requested_layer = image_user ? image_user->layer : 0;
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short requested_view = image_user ? image_user->multi_index : 0;
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/* There is room for 2 multiview textures. When a higher number is requested we should always
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* target the first view slot. This is fine as multi view images aren't used together. */
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if (requested_view > 1) {
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requested_view = 0;
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}
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if (last_image_user.pass != requested_pass || last_image_user.layer != requested_layer ||
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last_image_user.multi_index != requested_view) {
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last_image_user.pass = requested_pass;
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last_image_user.layer = requested_layer;
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last_image_user.multi_index = requested_view;
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reset_dirty_flag(true);
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}
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}
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private:
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/** \brief Set dirty flag of all texture slots to the given value. */
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void reset_dirty_flag(bool new_value)
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{
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for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
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texture_infos[i].dirty = new_value;
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}
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}
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};
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