For Blender 2.8 we had to be compatible with very old OpenGL versions, and triple buffer was designed to work without offscreen rendering, by copying the the backbuffer to a texture right before swapping. This way we could avoid redrawing unchanged regions by copying them from this texture on the next redraws. Triple buffer used to suffer from poor performance and driver bugs on specific cards, so alternative draw methods remained available. Now that we require newer OpenGL, we can have just a single draw method that draw each region into an offscreen buffer, and then draws those to the screen. This has some advantages: * Poor 3D view performance when using Region Overlap should be solved now, since we can also cache overlapping regions in offscreen buffers. * Page flip, anaglyph and interlace stereo drawing can be a little faster by avoiding a copy to an intermediate texture. * The new 3D view drawing already writes to an offscreen buffer, which we can draw from directly instead of duplicating it to another buffer. * Eventually we will be able to remove depth and stencil buffers from the window and save memory, though at the moment there are still some tools using it so it's not possible yet. * This also fixes a bug with Eevee sampling not progressing with stereo drawing in the 3D viewport. Differential Revision: https://developer.blender.org/D3061
529 lines
15 KiB
C
529 lines
15 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2015 by Blender Foundation
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Dalai Felinto
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/windowmanager/intern/wm_stereo.c
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* \ingroup wm
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*/
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#include <stdlib.h>
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#include <string.h>
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#include "DNA_listBase.h"
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#include "RNA_access.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_listbase.h"
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#include "BLI_utildefines.h"
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#include "BIF_gl.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_report.h"
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#include "GHOST_C-api.h"
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#include "ED_screen.h"
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#include "GPU_immediate.h"
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "wm.h"
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#include "wm_draw.h"
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#include "wm_window.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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static GPUInterlaceShader interlace_gpu_id_from_type(eStereo3dInterlaceType interlace_type)
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{
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switch (interlace_type) {
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case S3D_INTERLACE_ROW:
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return GPU_SHADER_INTERLACE_ROW;
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case S3D_INTERLACE_COLUMN:
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return GPU_SHADER_INTERLACE_COLUMN;
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case S3D_INTERLACE_CHECKERBOARD:
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default:
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return GPU_SHADER_INTERLACE_CHECKER;
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}
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}
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void wm_stereo3d_draw_interlace(wmWindow *win, ARegion *ar)
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{
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bool swap = (win->stereo3d_format->flag & S3D_INTERLACE_SWAP) != 0;
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enum eStereo3dInterlaceType interlace_type = win->stereo3d_format->interlace_type;
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/* wmOrtho for the screen has this same offset */
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float halfx = GLA_PIXEL_OFS / ar->winx;
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float halfy = GLA_PIXEL_OFS / ar->winy;
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Gwn_VertFormat *format = immVertexFormat();
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unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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/* leave GL_TEXTURE0 as the latest active texture */
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for (int view = 1; view >= 0; view--) {
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GPUTexture *texture = wm_draw_region_texture(ar, view);
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glActiveTexture(GL_TEXTURE0 + view);
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glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(texture));
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}
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immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_INTERLACE);
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immUniform1i("image_a", (swap)? 1: 0);
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immUniform1i("image_b", (swap)? 0: 1);
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immUniform1i("interlace_id", interlace_gpu_id_from_type(interlace_type));
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immBegin(GWN_PRIM_TRI_FAN, 4);
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immAttrib2f(texcoord, halfx, halfy);
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immVertex2f(pos, ar->winrct.xmin, ar->winrct.ymin);
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immAttrib2f(texcoord, 1.0f + halfx, halfy);
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immVertex2f(pos, ar->winrct.xmax + 1, ar->winrct.ymin);
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immAttrib2f(texcoord, 1.0f + halfx, 1.0f + halfy);
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immVertex2f(pos, ar->winrct.xmax + 1, ar->winrct.ymax + 1);
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immAttrib2f(texcoord, halfx, 1.0f + halfy);
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immVertex2f(pos, ar->winrct.xmin, ar->winrct.ymax + 1);
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immEnd();
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immUnbindProgram();
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for (int view = 1; view >= 0; view--) {
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glActiveTexture(GL_TEXTURE0 + view);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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void wm_stereo3d_draw_anaglyph(wmWindow *win, ARegion *ar)
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{
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for (int view = 0; view < 2; view ++) {
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int bit = view + 1;
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switch (win->stereo3d_format->anaglyph_type) {
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case S3D_ANAGLYPH_REDCYAN:
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glColorMask((1&bit) ? GL_TRUE : GL_FALSE,
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(2&bit) ? GL_TRUE : GL_FALSE,
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(2&bit) ? GL_TRUE : GL_FALSE,
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GL_FALSE);
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break;
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case S3D_ANAGLYPH_GREENMAGENTA:
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glColorMask((2&bit) ? GL_TRUE : GL_FALSE,
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(1&bit) ? GL_TRUE : GL_FALSE,
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(2&bit) ? GL_TRUE : GL_FALSE,
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GL_FALSE);
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break;
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case S3D_ANAGLYPH_YELLOWBLUE:
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glColorMask((1&bit) ? GL_TRUE : GL_FALSE,
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(1&bit) ? GL_TRUE : GL_FALSE,
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(2&bit) ? GL_TRUE : GL_FALSE,
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GL_FALSE);
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break;
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}
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wm_draw_region_blend(ar, view, false);
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}
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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void wm_stereo3d_draw_sidebyside(wmWindow *win, int view)
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{
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bool cross_eyed = (win->stereo3d_format->flag & S3D_SIDEBYSIDE_CROSSEYED) != 0;
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Gwn_VertFormat *format = immVertexFormat();
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unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_IMAGE);
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int soffx = WM_window_pixels_x(win) * 0.5f;
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if (view == STEREO_LEFT_ID) {
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if (!cross_eyed)
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soffx = 0;
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}
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else { //RIGHT_LEFT_ID
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if (cross_eyed)
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soffx = 0;
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}
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const int sizex = WM_window_pixels_x(win);
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const int sizey = WM_window_pixels_y(win);
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/* wmOrtho for the screen has this same offset */
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const float halfx = GLA_PIXEL_OFS / sizex;
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const float halfy = GLA_PIXEL_OFS / sizex;
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immUniform1i("image", 0); /* texture is already bound to GL_TEXTURE0 unit */
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immBegin(GWN_PRIM_TRI_FAN, 4);
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immAttrib2f(texcoord, halfx, halfy);
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immVertex2f(pos, soffx, 0.0f);
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immAttrib2f(texcoord, 1.0f + halfx, halfy);
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immVertex2f(pos, soffx + (sizex * 0.5f), 0.0f);
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immAttrib2f(texcoord, 1.0f + halfx, 1.0f + halfy);
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immVertex2f(pos, soffx + (sizex * 0.5f), sizey);
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immAttrib2f(texcoord, halfx, 1.0f + halfy);
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immVertex2f(pos, soffx, sizey);
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immEnd();
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immUnbindProgram();
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}
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void wm_stereo3d_draw_topbottom(wmWindow *win, int view)
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{
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Gwn_VertFormat *format = immVertexFormat();
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unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_IMAGE);
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int soffy;
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if (view == STEREO_LEFT_ID) {
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soffy = WM_window_pixels_y(win) * 0.5f;
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}
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else { /* STEREO_RIGHT_ID */
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soffy = 0;
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}
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const int sizex = WM_window_pixels_x(win);
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const int sizey = WM_window_pixels_y(win);
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/* wmOrtho for the screen has this same offset */
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const float halfx = GLA_PIXEL_OFS / sizex;
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const float halfy = GLA_PIXEL_OFS / sizex;
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immUniform1i("image", 0); /* texture is already bound to GL_TEXTURE0 unit */
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immBegin(GWN_PRIM_TRI_FAN, 4);
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immAttrib2f(texcoord, halfx, halfy);
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immVertex2f(pos, 0.0f, soffy);
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immAttrib2f(texcoord, 1.0f + halfx, halfy);
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immVertex2f(pos, sizex, soffy);
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immAttrib2f(texcoord, 1.0f + halfx, 1.0f + halfy);
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immVertex2f(pos, sizex, soffy + (sizey * 0.5f));
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immAttrib2f(texcoord, halfx, 1.0f + halfy);
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immVertex2f(pos, 0.0f, soffy + (sizey * 0.5f));
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immEnd();
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immUnbindProgram();
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}
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static bool wm_stereo3d_quadbuffer_supported(void)
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{
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GLboolean stereo = GL_FALSE;
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glGetBooleanv(GL_STEREO, &stereo);
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return stereo == GL_TRUE;
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}
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static bool wm_stereo3d_is_fullscreen_required(eStereoDisplayMode stereo_display)
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{
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return ELEM(stereo_display,
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S3D_DISPLAY_SIDEBYSIDE,
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S3D_DISPLAY_TOPBOTTOM);
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}
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bool WM_stereo3d_enabled(wmWindow *win, bool skip_stereo3d_check)
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{
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const bScreen *screen = WM_window_get_active_screen(win);
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const Scene *scene = WM_window_get_active_scene(win);
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/* some 3d methods change the window arrangement, thus they shouldn't
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* toggle on/off just because there is no 3d elements being drawn */
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if (wm_stereo3d_is_fullscreen_required(win->stereo3d_format->display_mode)) {
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return GHOST_GetWindowState(win->ghostwin) == GHOST_kWindowStateFullScreen;
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}
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if ((skip_stereo3d_check == false) && (ED_screen_stereo3d_required(screen, scene) == false)) {
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return false;
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}
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/* some 3d methods change the window arrangement, thus they shouldn't
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* toggle on/off just because there is no 3d elements being drawn */
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if (wm_stereo3d_is_fullscreen_required(win->stereo3d_format->display_mode)) {
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return GHOST_GetWindowState(win->ghostwin) == GHOST_kWindowStateFullScreen;
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}
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return true;
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}
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/**
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* If needed, this adjusts \a r_mouse_xy so that drawn cursor and handled mouse position are matching visually.
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*/
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void wm_stereo3d_mouse_offset_apply(wmWindow *win, int *r_mouse_xy)
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{
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if (!WM_stereo3d_enabled(win, false))
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return;
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if (win->stereo3d_format->display_mode == S3D_DISPLAY_SIDEBYSIDE) {
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const int half_x = win->sizex / 2;
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/* right half of the screen */
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if (r_mouse_xy[0] > half_x) {
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r_mouse_xy[0] -= half_x;
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}
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r_mouse_xy[0] *= 2;
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}
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else if (win->stereo3d_format->display_mode == S3D_DISPLAY_TOPBOTTOM) {
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const int half_y = win->sizey / 2;
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/* upper half of the screen */
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if (r_mouse_xy[1] > half_y) {
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r_mouse_xy[1] -= half_y;
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}
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r_mouse_xy[1] *= 2;
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}
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}
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/************************** Stereo 3D operator **********************************/
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typedef struct Stereo3dData {
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Stereo3dFormat stereo3d_format;
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} Stereo3dData;
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static bool wm_stereo3d_set_properties(bContext *UNUSED(C), wmOperator *op)
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{
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Stereo3dData *s3dd = op->customdata;
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Stereo3dFormat *s3d = &s3dd->stereo3d_format;
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PropertyRNA *prop;
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bool is_set = false;
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prop = RNA_struct_find_property(op->ptr, "display_mode");
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if (RNA_property_is_set(op->ptr, prop)) {
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s3d->display_mode = RNA_property_enum_get(op->ptr, prop);
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is_set = true;
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}
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prop = RNA_struct_find_property(op->ptr, "anaglyph_type");
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if (RNA_property_is_set(op->ptr, prop)) {
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s3d->anaglyph_type = RNA_property_enum_get(op->ptr, prop);
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is_set = true;
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}
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prop = RNA_struct_find_property(op->ptr, "interlace_type");
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if (RNA_property_is_set(op->ptr, prop)) {
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s3d->interlace_type = RNA_property_enum_get(op->ptr, prop);
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is_set = true;
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}
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prop = RNA_struct_find_property(op->ptr, "use_interlace_swap");
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if (RNA_property_is_set(op->ptr, prop)) {
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if (RNA_property_boolean_get(op->ptr, prop))
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s3d->flag |= S3D_INTERLACE_SWAP;
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else
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s3d->flag &= ~S3D_INTERLACE_SWAP;
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is_set = true;
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}
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prop = RNA_struct_find_property(op->ptr, "use_sidebyside_crosseyed");
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if (RNA_property_is_set(op->ptr, prop)) {
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if (RNA_property_boolean_get(op->ptr, prop))
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s3d->flag |= S3D_SIDEBYSIDE_CROSSEYED;
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else
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s3d->flag &= ~S3D_SIDEBYSIDE_CROSSEYED;
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is_set = true;
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}
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return is_set;
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}
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static void wm_stereo3d_set_init(bContext *C, wmOperator *op)
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{
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Stereo3dData *s3dd;
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wmWindow *win = CTX_wm_window(C);
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op->customdata = s3dd = MEM_callocN(sizeof(Stereo3dData), __func__);
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/* store the original win stereo 3d settings in case of cancel */
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s3dd->stereo3d_format = *win->stereo3d_format;
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}
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int wm_stereo3d_set_exec(bContext *C, wmOperator *op)
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{
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wmWindowManager *wm = CTX_wm_manager(C);
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wmWindow *win_src = CTX_wm_window(C);
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wmWindow *win_dst = NULL;
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const bool is_fullscreen = WM_window_is_fullscreen(win_src);
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char prev_display_mode = win_src->stereo3d_format->display_mode;
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Stereo3dData *s3dd;
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bool ok = true;
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if (G.background)
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return OPERATOR_CANCELLED;
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if (op->customdata == NULL) {
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/* no invoke means we need to set the operator properties here */
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wm_stereo3d_set_init(C, op);
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wm_stereo3d_set_properties(C, op);
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}
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s3dd = op->customdata;
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*win_src->stereo3d_format = s3dd->stereo3d_format;
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if (prev_display_mode == S3D_DISPLAY_PAGEFLIP &&
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prev_display_mode != win_src->stereo3d_format->display_mode)
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{
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/* in case the hardward supports pageflip but not the display */
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if ((win_dst = wm_window_copy_test(C, win_src, false))) {
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/* pass */
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}
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else {
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BKE_report(op->reports, RPT_ERROR,
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"Failed to create a window without quad-buffer support, you may experience flickering");
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ok = false;
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}
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}
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else if (win_src->stereo3d_format->display_mode == S3D_DISPLAY_PAGEFLIP) {
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const bScreen *screen = WM_window_get_active_screen(win_src);
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/* ED_workspace_layout_duplicate() can't handle other cases yet T44688 */
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if (screen->state != SCREENNORMAL) {
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BKE_report(op->reports, RPT_ERROR,
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"Failed to switch to Time Sequential mode when in fullscreen");
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ok = false;
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}
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/* pageflip requires a new window to be created with the proper OS flags */
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else if ((win_dst = wm_window_copy_test(C, win_src, false))) {
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if (wm_stereo3d_quadbuffer_supported()) {
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BKE_report(op->reports, RPT_INFO, "Quad-buffer window successfully created");
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}
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else {
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wm_window_close(C, wm, win_dst);
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win_dst = NULL;
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BKE_report(op->reports, RPT_ERROR, "Quad-buffer not supported by the system");
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ok = false;
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}
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}
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else {
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BKE_report(op->reports, RPT_ERROR,
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"Failed to create a window compatible with the time sequential display method");
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ok = false;
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}
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}
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if (wm_stereo3d_is_fullscreen_required(s3dd->stereo3d_format.display_mode)) {
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if (!is_fullscreen) {
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BKE_report(op->reports, RPT_INFO, "Stereo 3D Mode requires the window to be fullscreen");
|
|
}
|
|
}
|
|
|
|
MEM_freeN(op->customdata);
|
|
|
|
if (ok) {
|
|
if (win_dst) {
|
|
wm_window_close(C, wm, win_src);
|
|
}
|
|
|
|
WM_event_add_notifier(C, NC_WINDOW, NULL);
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
else {
|
|
/* without this, the popup won't be freed freed properly T44688 */
|
|
CTX_wm_window_set(C, win_src);
|
|
win_src->stereo3d_format->display_mode = prev_display_mode;
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
}
|
|
|
|
int wm_stereo3d_set_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
|
|
{
|
|
wm_stereo3d_set_init(C, op);
|
|
|
|
if (wm_stereo3d_set_properties(C, op))
|
|
return wm_stereo3d_set_exec(C, op);
|
|
else
|
|
return WM_operator_props_dialog_popup(C, op, 250, 100);
|
|
}
|
|
|
|
void wm_stereo3d_set_draw(bContext *UNUSED(C), wmOperator *op)
|
|
{
|
|
Stereo3dData *s3dd = op->customdata;
|
|
PointerRNA stereo3d_format_ptr;
|
|
uiLayout *layout = op->layout;
|
|
uiLayout *col;
|
|
|
|
RNA_pointer_create(NULL, &RNA_Stereo3dDisplay, &s3dd->stereo3d_format, &stereo3d_format_ptr);
|
|
|
|
col = uiLayoutColumn(layout, false);
|
|
uiItemR(col, &stereo3d_format_ptr, "display_mode", 0, NULL, ICON_NONE);
|
|
|
|
switch (s3dd->stereo3d_format.display_mode) {
|
|
case S3D_DISPLAY_ANAGLYPH:
|
|
{
|
|
uiItemR(col, &stereo3d_format_ptr, "anaglyph_type", 0, NULL, ICON_NONE);
|
|
break;
|
|
}
|
|
case S3D_DISPLAY_INTERLACE:
|
|
{
|
|
uiItemR(col, &stereo3d_format_ptr, "interlace_type", 0, NULL, ICON_NONE);
|
|
uiItemR(col, &stereo3d_format_ptr, "use_interlace_swap", 0, NULL, ICON_NONE);
|
|
break;
|
|
}
|
|
case S3D_DISPLAY_SIDEBYSIDE:
|
|
{
|
|
uiItemR(col, &stereo3d_format_ptr, "use_sidebyside_crosseyed", 0, NULL, ICON_NONE);
|
|
/* fall-through */
|
|
}
|
|
case S3D_DISPLAY_PAGEFLIP:
|
|
case S3D_DISPLAY_TOPBOTTOM:
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool wm_stereo3d_set_check(bContext *UNUSED(C), wmOperator *UNUSED(op))
|
|
{
|
|
/* the check function guarantees that the menu is updated to show the
|
|
* sub-options when an enum change (e.g., it shows the anaglyph options
|
|
* when anaglyph is on, and the interlace options when this is on */
|
|
return true;
|
|
}
|
|
|
|
void wm_stereo3d_set_cancel(bContext *UNUSED(C), wmOperator *op)
|
|
{
|
|
MEM_freeN(op->customdata);
|
|
op->customdata = NULL;
|
|
}
|