Cleanup: GPU: Encapsulate glViewport calls

This commit is contained in:
Clément Foucault 2020-07-17 19:03:30 +02:00
parent 35f1b3e43b
commit a6bd7777c2
9 changed files with 26 additions and 20 deletions

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@ -1793,9 +1793,6 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
ViewportEngineData *data = drw_viewport_engine_data_ensure(draw_engine_type);
/* set default viewport */
glViewport(0, 0, size[0], size[1]);
/* Main rendering. */
rctf view_rect;
rcti render_rect;
@ -1809,12 +1806,15 @@ void DRW_render_to_image(RenderEngine *engine, struct Depsgraph *depsgraph)
/* Reset state before drawing */
DRW_state_reset();
/* set default viewport */
GPU_viewport(0, 0, size[0], size[1]);
/* Init render result. */
RenderResult *render_result = RE_engine_begin_result(engine,
0,
0,
(int)size[0],
(int)size[1],
size[0],
size[1],
view_layer->name,
/* RR_ALL_VIEWS */ NULL);

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@ -1772,7 +1772,7 @@ void ED_gpencil_brush_draw_eraser(Brush *brush, int x, int y)
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniformColor4f(1.0f, 0.39f, 0.39f, 0.78f);

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@ -63,6 +63,7 @@ void GPU_program_point_size(bool enable);
void GPU_scissor(int x, int y, int width, int height);
void GPU_scissor_get_f(float coords[4]);
void GPU_scissor_get_i(int coords[4]);
void GPU_viewport(int x, int y, int width, int height);
void GPU_viewport_size_get_f(float coords[4]);
void GPU_viewport_size_get_i(int coords[4]);
void GPU_color_mask(bool r, bool g, bool b, bool a);

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@ -320,7 +320,7 @@ void gpu_select_pick_begin(uint (*buffer)[4], uint bufsize, const rcti *input, c
glDepthFunc(GL_LEQUAL);
float viewport[4];
glGetFloatv(GL_VIEWPORT, viewport);
GPU_viewport_size_get_f(viewport);
ps->src.clip_rect = *input;
ps->src.rect_len = rect_len;
@ -330,7 +330,7 @@ void gpu_select_pick_begin(uint (*buffer)[4], uint bufsize, const rcti *input, c
ps->gl.clip_readpixels[2] = BLI_rcti_size_x(&ps->src.clip_rect);
ps->gl.clip_readpixels[3] = BLI_rcti_size_y(&ps->src.clip_rect);
glViewport(UNPACK4(ps->gl.clip_readpixels));
GPU_viewport(UNPACK4(ps->gl.clip_readpixels));
/* It's possible we don't want to clear depth buffer,
* so existing elements are masked by current z-buffer. */

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@ -94,8 +94,8 @@ void gpu_select_query_begin(
* We need to get the region of the viewport so that our geometry doesn't
* get rejected before the depth test. Should probably cull rect against
* the viewport but this is a rare case I think */
glGetFloatv(GL_VIEWPORT, viewport);
glViewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input));
GPU_viewport_size_get_f(viewport);
GPU_viewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input));
/* occlusion queries operates on fragments that pass tests and since we are interested on all
* objects in the view frustum independently of their order, we need to disable the depth test */

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@ -151,6 +151,11 @@ void GPU_scissor(int x, int y, int width, int height)
glScissor(x, y, width, height);
}
void GPU_viewport(int x, int y, int width, int height)
{
glViewport(x, y, width, height);
}
void GPU_scissor_get_f(float coords[4])
{
glGetFloatv(GL_SCISSOR_BOX, coords);

View File

@ -209,7 +209,7 @@ static void wm_gesture_draw_line(wmGesture *gt)
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("colors_len", 2); /* "advanced" mode */
@ -252,7 +252,7 @@ static void wm_gesture_draw_rect(wmGesture *gt)
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("colors_len", 2); /* "advanced" mode */
@ -291,7 +291,7 @@ static void wm_gesture_draw_circle(wmGesture *gt)
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("colors_len", 2); /* "advanced" mode */
@ -408,7 +408,7 @@ static void wm_gesture_draw_lasso(wmGesture *gt, bool filled)
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("colors_len", 2); /* "advanced" mode */
@ -442,7 +442,7 @@ static void wm_gesture_draw_cross(wmWindow *win, wmGesture *gt)
immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
glGetFloatv(GL_VIEWPORT, viewport_size);
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1i("colors_len", 2); /* "advanced" mode */

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@ -1060,7 +1060,7 @@ static int ghost_event_proc(GHOST_EventHandle evt, GHOST_TUserDataPtr ps_void)
/* zoom always show entire image */
ps->zoom = MIN2(zoomx, zoomy);
glViewport(0, 0, ps->win_x, ps->win_y);
GPU_viewport(0, 0, ps->win_x, ps->win_y);
glScissor(0, 0, ps->win_x, ps->win_y);
playanim_gl_matrix();
@ -1322,7 +1322,7 @@ static char *wm_main_playanim_intern(int argc, const char **argv)
int win_x, win_y;
playanim_window_get_size(&win_x, &win_y);
glViewport(0, 0, win_x, win_y);
GPU_viewport(0, 0, win_x, win_y);
glScissor(0, 0, win_x, win_y);
playanim_gl_matrix();

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@ -40,7 +40,7 @@ void wmViewport(const rcti *winrct)
int width = BLI_rcti_size_x(winrct) + 1;
int height = BLI_rcti_size_y(winrct) + 1;
glViewport(winrct->xmin, winrct->ymin, width, height);
GPU_viewport(winrct->xmin, winrct->ymin, width, height);
glScissor(winrct->xmin, winrct->ymin, width, height);
wmOrtho2_pixelspace(width, height);
@ -79,7 +79,7 @@ void wmPartialViewport(rcti *drawrct, const rcti *winrct, const rcti *partialrct
scissor_height += 1;
}
glViewport(0, 0, width, height);
GPU_viewport(0, 0, width, height);
glScissor(x, y, scissor_width, scissor_height);
wmOrtho2_pixelspace(width, height);
@ -91,7 +91,7 @@ void wmWindowViewport(wmWindow *win)
int width = WM_window_pixels_x(win);
int height = WM_window_pixels_y(win);
glViewport(0, 0, width, height);
GPU_viewport(0, 0, width, height);
glScissor(0, 0, width, height);
wmOrtho2_pixelspace(width, height);