GPUCompositing: Remove entire module.
This module has no use now with the new DrawManager and DrawEngines and it is using deprecated paths. Moving gpu_shader_fullscreen_vert.glsl to draw/modes/shaders/common_fullscreen_vert.glsl
This commit is contained in:
parent
6939523a15
commit
47acd706fd
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@ -327,7 +327,6 @@ void BKE_screen_view3d_scene_sync(struct bScreen *sc, struct Scene *scene);
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void BKE_screen_transform_orientation_remove(
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const struct bScreen *screen, const struct WorkSpace *workspace,
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const struct TransformOrientation *orientation) ATTR_NONNULL();
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void BKE_screen_gpu_fx_validate(struct GPUFXSettings *fx_settings);
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bool BKE_screen_is_fullscreen_area(const struct bScreen *screen) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL();
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bool BKE_screen_is_used(const struct bScreen *screen) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL();
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@ -438,7 +438,7 @@ typedef struct ImBuf *(*SequencerDrawView)(
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struct ViewLayer *view_layer, struct Object *camera, int width, int height,
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unsigned int flag, unsigned int draw_flags, int drawtype, int alpha_mode,
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int samples, const char *viewname,
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struct GPUFX *fx, struct GPUOffScreen *ofs, char err_out[256]);
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struct GPUOffScreen *ofs, char err_out[256]);
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extern SequencerDrawView sequencer_view3d_cb;
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/* copy/paste */
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@ -61,8 +61,6 @@
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#include "MEM_guardedalloc.h"
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#include "GPU_compositing.h"
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/****************************** Camera Datablock *****************************/
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void BKE_camera_init(Camera *cam)
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@ -79,8 +77,6 @@ void BKE_camera_init(Camera *cam)
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cam->flag |= CAM_SHOWPASSEPARTOUT;
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cam->passepartalpha = 0.5f;
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GPU_fx_compositor_init_dof_settings(&cam->gpu_dof);
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/* stereoscopy 3d */
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cam->stereo.interocular_distance = 0.065f;
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cam->stereo.convergence_distance = 30.f * 0.065f;
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@ -39,8 +39,6 @@
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#include "MEM_guardedalloc.h"
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#include "GPU_compositing.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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@ -684,29 +682,6 @@ float BKE_screen_view3d_zoom_from_fac(float zoomfac)
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return ((sqrtf(4.0f * zoomfac) - (float)M_SQRT2) * 50.0f);
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}
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void BKE_screen_gpu_fx_validate(GPUFXSettings *fx_settings)
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{
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/* currently we use DOF from the camera _only_,
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* so we never allocate this, only copy from the Camera */
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#if 0
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if ((fx_settings->dof == NULL) &&
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(fx_settings->fx_flag & GPU_FX_FLAG_DOF))
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{
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GPUDOFSettings *fx_dof;
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fx_dof = fx_settings->dof = MEM_callocN(sizeof(GPUDOFSettings), __func__);
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}
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#endif
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if ((fx_settings->ssao == NULL) &&
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(fx_settings->fx_flag & GPU_FX_FLAG_SSAO))
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{
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GPUSSAOSettings *fx_ssao;
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fx_ssao = fx_settings->ssao = MEM_callocN(sizeof(GPUSSAOSettings), __func__);
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GPU_fx_compositor_init_ssao_settings(fx_ssao);
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}
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}
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bool BKE_screen_is_fullscreen_area(const bScreen *screen)
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{
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return ELEM(screen->state, SCREENMAXIMIZED, SCREENFULL);
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@ -3337,7 +3337,7 @@ static ImBuf *seq_render_scene_strip(const SeqRenderData *context, Sequence *seq
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context->eval_ctx, scene, view_layer, camera, width, height, IB_rect,
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draw_flags, context->scene->r.seq_prev_type,
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scene->r.alphamode, context->gpu_samples, viewname,
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context->gpu_fx, context->gpu_offscreen, err_out);
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context->gpu_offscreen, err_out);
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if (ibuf == NULL) {
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fprintf(stderr, "seq_render_scene_strip failed to get opengl buffer: %s\n", err_out);
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}
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@ -208,6 +208,7 @@ data_to_c_simple(engines/eevee/shaders/volumetric_integration_frag.glsl SRC)
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data_to_c_simple(modes/shaders/common_globals_lib.glsl SRC)
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data_to_c_simple(modes/shaders/common_view_lib.glsl SRC)
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data_to_c_simple(modes/shaders/common_fxaa_lib.glsl SRC)
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data_to_c_simple(modes/shaders/common_fullscreen_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_frag.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_vert.glsl SRC)
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data_to_c_simple(modes/shaders/edit_mesh_overlay_geom_tri.glsl SRC)
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@ -76,7 +76,7 @@ extern char datatoc_volumetric_resolve_frag_glsl[];
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extern char datatoc_volumetric_scatter_frag_glsl[];
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extern char datatoc_volumetric_integration_frag_glsl[];
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extern char datatoc_volumetric_lib_glsl[];
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extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
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extern char datatoc_common_fullscreen_vert_glsl[];
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static void eevee_create_shader_volumes(void)
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{
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@ -126,7 +126,7 @@ static void eevee_create_shader_volumes(void)
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datatoc_volumetric_integration_frag_glsl,
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e_data.volumetric_common_lib, NULL);
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e_data.volumetric_resolve_sh = DRW_shader_create_with_lib(
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datatoc_gpu_shader_fullscreen_vert_glsl, NULL,
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datatoc_common_fullscreen_vert_glsl, NULL,
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datatoc_volumetric_resolve_frag_glsl,
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e_data.volumetric_common_lib, NULL);
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}
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@ -45,7 +45,7 @@
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extern char datatoc_gpu_shader_2D_vert_glsl[];
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extern char datatoc_gpu_shader_3D_vert_glsl[];
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extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
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extern char datatoc_common_fullscreen_vert_glsl[];
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/* -------------------------------------------------------------------- */
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@ -297,7 +297,7 @@ GPUShader *DRW_shader_create_3D(const char *frag, const char *defines)
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GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines)
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{
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return GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, frag, NULL, NULL, defines);
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return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines);
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}
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GPUShader *DRW_shader_create_3D_depth_only(void)
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@ -83,7 +83,7 @@ extern char datatoc_object_particle_dot_frag_glsl[];
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extern char datatoc_common_globals_lib_glsl[];
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extern char datatoc_common_fxaa_lib_glsl[];
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extern char datatoc_gpu_shader_flat_color_frag_glsl[];
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extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
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extern char datatoc_common_fullscreen_vert_glsl[];
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extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
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/* *********** LISTS *********** */
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@ -307,7 +307,7 @@ static void OBJECT_engine_init(void *vedata)
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if (!e_data.outline_resolve_aa_sh) {
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e_data.outline_resolve_aa_sh = DRW_shader_create_with_lib(
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datatoc_gpu_shader_fullscreen_vert_glsl, NULL,
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datatoc_common_fullscreen_vert_glsl, NULL,
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datatoc_object_outline_resolve_frag_glsl,
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datatoc_common_fxaa_lib_glsl,
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"#define FXAA_ALPHA\n"
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@ -388,7 +388,7 @@ void ED_view3d_draw_offscreen(
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const struct EvaluationContext *eval_ctx, struct Scene *scene,
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struct ViewLayer *view_layer, struct View3D *v3d, struct ARegion *ar, int winx, int winy, float viewmat[4][4],
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float winmat[4][4], bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
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struct GPUFX *fx, struct GPUFXSettings *fx_settings,
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struct GPUFXSettings *fx_settings,
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struct GPUOffScreen *ofs, struct GPUViewport *viewport);
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void ED_view3d_draw_setup_view(
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struct wmWindow *win, const struct EvaluationContext *eval_ctx, struct Scene *scene, struct ARegion *ar, struct View3D *v3d,
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@ -411,13 +411,13 @@ struct ImBuf *ED_view3d_draw_offscreen_imbuf(
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struct ViewLayer *view_layer, struct View3D *v3d, struct ARegion *ar,
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int sizex, int sizey, unsigned int flag, unsigned int draw_flags,
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int alpha_mode, int samples, const char *viewname,
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struct GPUFX *fx, struct GPUOffScreen *ofs, char err_out[256]);
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struct GPUOffScreen *ofs, char err_out[256]);
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struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
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const struct EvaluationContext *eval_ctx, struct Scene *scene,
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struct ViewLayer *view_layer, struct Object *camera, int width, int height,
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unsigned int flag, unsigned int draw_flags, int drawtype, int alpha_mode,
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int samples, const char *viewname,
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struct GPUFX *fx, struct GPUOffScreen *ofs, char err_out[256]);
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struct GPUOffScreen *ofs, char err_out[256]);
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struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
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void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, bool do_clip);
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@ -74,7 +74,6 @@
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#include "RNA_access.h"
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#include "RNA_define.h"
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#include "GPU_compositing.h"
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#include "GPU_framebuffer.h"
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#include "GPU_glew.h"
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#include "GPU_matrix.h"
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@ -122,7 +121,6 @@ typedef struct OGLRender {
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GPUOffScreen *ofs;
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int ofs_samples;
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bool ofs_full_samples;
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GPUFX *fx;
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int sizex, sizey;
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int write_still;
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@ -365,7 +363,7 @@ static void screen_opengl_render_doit(const bContext *C, OGLRender *oglrender, R
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ibuf_view = ED_view3d_draw_offscreen_imbuf(
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&eval_ctx, scene, view_layer, v3d, ar, sizex, sizey,
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IB_rectfloat, draw_flags, alpha_mode, oglrender->ofs_samples, viewname,
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oglrender->fx, oglrender->ofs, err_out);
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oglrender->ofs, err_out);
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/* for stamp only */
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if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
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@ -378,7 +376,7 @@ static void screen_opengl_render_doit(const bContext *C, OGLRender *oglrender, R
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&eval_ctx, scene, view_layer, scene->camera, oglrender->sizex, oglrender->sizey,
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IB_rectfloat, draw_flags, OB_SOLID,
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alpha_mode, oglrender->ofs_samples, viewname,
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oglrender->fx, oglrender->ofs, err_out);
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oglrender->ofs, err_out);
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camera = scene->camera;
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}
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@ -545,7 +543,6 @@ static void screen_opengl_render_apply(const bContext *C, OGLRender *oglrender)
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for (view_id = 0; view_id < oglrender->views_len; view_id++) {
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context.view_id = view_id;
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context.gpu_offscreen = oglrender->ofs;
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context.gpu_fx = oglrender->fx;
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context.gpu_full_samples = oglrender->ofs_full_samples;
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oglrender->seq_data.ibufs_arr[view_id] = BKE_sequencer_give_ibuf(&context, CFRA, chanshown);
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@ -706,19 +703,6 @@ static bool screen_opengl_render_init(bContext *C, wmOperator *op)
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/* apply immediately in case we're rendering from a script,
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* running notifiers again will overwrite */
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oglrender->scene->customdata_mask |= oglrender->scene->customdata_mask_modal;
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if (oglrender->v3d->fx_settings.fx_flag & (GPU_FX_FLAG_DOF | GPU_FX_FLAG_SSAO)) {
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oglrender->fx = GPU_fx_compositor_create();
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}
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}
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else if (is_sequencer) {
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/* NOTE: We allow animation of DoF setting for flexibility in edits, so
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* we can't check in advance whether we need FX compositor or not.
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* We just always allocated it and make sure it doesn't add extra
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* overhead rather than memory allocation here if it's not really
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* needed.
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*/
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oglrender->fx = GPU_fx_compositor_create();
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}
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/* create render */
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WM_event_add_notifier(C, NC_SCENE | ND_RENDER_RESULT, oglrender->scene);
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if (oglrender->fx)
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GPU_fx_compositor_destroy(oglrender->fx);
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DRW_opengl_context_enable();
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GPU_offscreen_free(oglrender->ofs);
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DRW_opengl_context_disable();
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@ -5478,7 +5478,7 @@ static int texture_paint_image_from_view_exec(bContext *C, wmOperator *op)
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ibuf = ED_view3d_draw_offscreen_imbuf(
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&eval_ctx, scene, view_layer, CTX_wm_view3d(C), CTX_wm_region(C),
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w, h, IB_rect, V3D_OFSDRAW_NONE, R_ALPHAPREMUL, 0, NULL,
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NULL, NULL, err_out);
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NULL, err_out);
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if (!ibuf) {
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/* Mostly happens when OpenGL offscreen buffer was failed to create, */
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/* but could be other reasons. Should be handled in the future. nazgul */
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@ -58,7 +58,6 @@
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#include "BIF_glutil.h"
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#include "GPU_compositing.h"
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#include "GPU_immediate.h"
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#include "GPU_immediate_util.h"
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#include "GPU_matrix.h"
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@ -924,12 +923,6 @@ ImBuf *sequencer_ibuf_get(struct Main *bmain, Scene *scene, SpaceSeq *sseq, int
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rectx, recty, proxy_size,
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&context);
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context.view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
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if (scene->r.seq_flag & R_SEQ_CAMERA_DOF) {
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if (sseq->compositor == NULL) {
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sseq->compositor = GPU_fx_compositor_create();
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}
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context.gpu_fx = sseq->compositor;
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}
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/* sequencer could start rendering, in this case we need to be sure it wouldn't be canceled
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* by Esc pressed somewhere in the past
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@ -60,8 +60,6 @@
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#include "IMB_imbuf.h"
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#include "GPU_compositing.h"
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#include "sequencer_intern.h" // own include
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/**************************** common state *****************************/
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@ -220,11 +218,6 @@ static void sequencer_free(SpaceLink *sl)
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if (scopes->histogram_ibuf)
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IMB_freeImBuf(scopes->histogram_ibuf);
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if (sseq->compositor != NULL) {
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GPU_fx_compositor_destroy(sseq->compositor);
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sseq->compositor = NULL;
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}
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}
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@ -59,7 +59,6 @@
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#include "ED_screen.h"
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#include "ED_transform.h"
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#include "GPU_compositing.h"
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#include "GPU_framebuffer.h"
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#include "GPU_material.h"
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#include "GPU_viewport.h"
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@ -568,11 +567,6 @@ static void view3d_main_region_exit(wmWindowManager *wm, ARegion *ar)
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rv3d->gpuoffscreen = NULL;
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}
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if (rv3d->compositor) {
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GPU_fx_compositor_destroy(rv3d->compositor);
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rv3d->compositor = NULL;
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}
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if (rv3d->viewport) {
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DRW_opengl_context_enable();
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GPU_viewport_free(rv3d->viewport);
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@ -756,9 +750,6 @@ static void view3d_main_region_free(ARegion *ar)
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if (rv3d->gpuoffscreen) {
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GPU_offscreen_free(rv3d->gpuoffscreen);
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}
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if (rv3d->compositor) {
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GPU_fx_compositor_destroy(rv3d->compositor);
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}
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if (rv3d->viewport) {
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DRW_opengl_context_enable();
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GPU_viewport_free(rv3d->viewport);
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@ -78,7 +78,6 @@
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#include "GPU_immediate_util.h"
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#include "GPU_material.h"
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#include "GPU_viewport.h"
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#include "GPU_compositing.h"
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#include "MEM_guardedalloc.h"
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@ -1988,11 +1987,10 @@ void ED_view3d_draw_offscreen(
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const EvaluationContext *eval_ctx, Scene *scene, ViewLayer *view_layer,
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View3D *v3d, ARegion *ar, int winx, int winy,
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float viewmat[4][4], float winmat[4][4],
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bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
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GPUFX *fx, GPUFXSettings *fx_settings,
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bool do_bgpic, bool do_sky, bool UNUSED(is_persp), const char *viewname,
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GPUFXSettings *UNUSED(fx_settings),
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GPUOffScreen *ofs, GPUViewport *viewport)
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{
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bool do_compositing = false;
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RegionView3D *rv3d = ar->regiondata;
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/* set temporary new size */
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@ -2035,30 +2033,7 @@ void ED_view3d_draw_offscreen(
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/* main drawing call */
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RenderEngineType *engine_type = eval_ctx->engine_type;
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if (engine_type->flag & RE_USE_LEGACY_PIPELINE) {
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/* framebuffer fx needed, we need to draw offscreen first */
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if (v3d->fx_settings.fx_flag && fx) {
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GPUSSAOSettings *ssao = NULL;
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if (v3d->drawtype < OB_SOLID) {
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ssao = v3d->fx_settings.ssao;
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v3d->fx_settings.ssao = NULL;
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}
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do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
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if (ssao)
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v3d->fx_settings.ssao = ssao;
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}
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|
||||
VP_deprecated_view3d_draw_objects(NULL, eval_ctx, scene, v3d, ar, NULL, do_bgpic, true, do_compositing ? fx : NULL);
|
||||
|
||||
/* post process */
|
||||
if (do_compositing) {
|
||||
if (!winmat)
|
||||
is_persp = rv3d->is_persp;
|
||||
GPU_fx_do_composite_pass(fx, winmat, is_persp, scene, ofs);
|
||||
}
|
||||
VP_deprecated_view3d_draw_objects(NULL, eval_ctx, scene, v3d, ar, NULL, do_bgpic, true);
|
||||
|
||||
if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
|
||||
/* draw grease-pencil stuff */
|
||||
|
@ -2104,7 +2079,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
|
|||
unsigned int flag, unsigned int draw_flags,
|
||||
int alpha_mode, int samples, const char *viewname,
|
||||
/* output vars */
|
||||
GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
|
||||
GPUOffScreen *ofs, char err_out[256])
|
||||
{
|
||||
const Depsgraph *depsgraph = eval_ctx->depsgraph;
|
||||
RegionView3D *rv3d = ar->regiondata;
|
||||
|
@ -2178,7 +2153,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
|
|||
ED_view3d_draw_offscreen(
|
||||
eval_ctx, scene, view_layer, v3d, ar, sizex, sizey, NULL, winmat,
|
||||
draw_background, draw_sky, !is_ortho, viewname,
|
||||
fx, &fx_settings, ofs, NULL);
|
||||
&fx_settings, ofs, NULL);
|
||||
|
||||
if (ibuf->rect_float) {
|
||||
GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
|
||||
|
@ -2202,7 +2177,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
|
|||
ED_view3d_draw_offscreen(
|
||||
eval_ctx, scene, view_layer, v3d, ar, sizex, sizey, NULL, winmat,
|
||||
draw_background, draw_sky, !is_ortho, viewname,
|
||||
fx, &fx_settings, ofs, viewport);
|
||||
&fx_settings, ofs, viewport);
|
||||
GPU_offscreen_read_pixels(ofs, GL_FLOAT, accum_buffer);
|
||||
|
||||
/* skip the first sample */
|
||||
|
@ -2216,7 +2191,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
|
|||
ED_view3d_draw_offscreen(
|
||||
eval_ctx, scene, view_layer, v3d, ar, sizex, sizey, NULL, winmat_jitter,
|
||||
draw_background, draw_sky, !is_ortho, viewname,
|
||||
fx, &fx_settings, ofs, viewport);
|
||||
&fx_settings, ofs, viewport);
|
||||
GPU_offscreen_read_pixels(ofs, GL_FLOAT, rect_temp);
|
||||
|
||||
unsigned int i = sizex * sizey * 4;
|
||||
|
@ -2281,7 +2256,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
|
|||
Object *camera, int width, int height,
|
||||
unsigned int flag, unsigned int draw_flags, int drawtype,
|
||||
int alpha_mode, int samples, const char *viewname,
|
||||
GPUFX *fx, GPUOffScreen *ofs, char err_out[256])
|
||||
GPUOffScreen *ofs, char err_out[256])
|
||||
{
|
||||
View3D v3d = {NULL};
|
||||
ARegion ar = {NULL};
|
||||
|
@ -2340,7 +2315,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
|
|||
|
||||
return ED_view3d_draw_offscreen_imbuf(
|
||||
eval_ctx, scene, view_layer, &v3d, &ar, width, height, flag,
|
||||
draw_flags, alpha_mode, samples, viewname, fx, ofs, err_out);
|
||||
draw_flags, alpha_mode, samples, viewname, ofs, err_out);
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
|
|
@ -100,7 +100,6 @@
|
|||
#include "GPU_framebuffer.h"
|
||||
#include "GPU_lamp.h"
|
||||
#include "GPU_material.h"
|
||||
#include "GPU_compositing.h"
|
||||
#include "GPU_extensions.h"
|
||||
#include "GPU_immediate.h"
|
||||
#include "GPU_immediate_util.h"
|
||||
|
@ -1425,7 +1424,7 @@ static void gpu_update_lamps_shadows_world(const EvaluationContext *eval_ctx, Sc
|
|||
ED_view3d_draw_offscreen(
|
||||
eval_ctx, scene, eval_ctx->view_layer, v3d, &ar, winsize, winsize, viewmat, winmat,
|
||||
false, false, true,
|
||||
NULL, NULL, NULL, NULL, NULL);
|
||||
NULL, NULL, NULL, NULL);
|
||||
GPU_lamp_shadow_buffer_unbind(shadow->lamp);
|
||||
|
||||
v3d->drawtype = drawtype;
|
||||
|
@ -1499,7 +1498,7 @@ static void view3d_draw_objects(
|
|||
const EvaluationContext *eval_ctx,
|
||||
Scene *scene, View3D *v3d, ARegion *ar,
|
||||
const char **grid_unit,
|
||||
const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
|
||||
const bool do_bgpic, const bool draw_offscreen)
|
||||
{
|
||||
ViewLayer *view_layer = C ? CTX_data_view_layer(C) : BKE_view_layer_from_scene_get(scene);
|
||||
Depsgraph *depsgraph = CTX_data_depsgraph(C);
|
||||
|
@ -1510,8 +1509,7 @@ static void view3d_draw_objects(
|
|||
const bool draw_grids = !draw_offscreen && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0;
|
||||
const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
|
||||
/* only draw grids after in solid modes, else it hovers over mesh wires */
|
||||
const bool draw_grids_after = draw_grids && draw_floor && (v3d->drawtype > OB_WIRE) && fx;
|
||||
bool do_composite_xray = false;
|
||||
const bool draw_grids_after = draw_grids && draw_floor && (v3d->drawtype > OB_WIRE);
|
||||
bool xrayclear = true;
|
||||
|
||||
if (!draw_offscreen) {
|
||||
|
@ -1636,19 +1634,9 @@ static void view3d_draw_objects(
|
|||
/* transp and X-ray afterdraw stuff */
|
||||
if (v3d->afterdraw_transp.first) view3d_draw_transp(eval_ctx, scene, view_layer, ar, v3d);
|
||||
|
||||
/* always do that here to cleanup depth buffers if none needed */
|
||||
if (fx) {
|
||||
do_composite_xray = v3d->zbuf && (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first);
|
||||
GPU_fx_compositor_setup_XRay_pass(fx, do_composite_xray);
|
||||
}
|
||||
|
||||
if (v3d->afterdraw_xray.first) view3d_draw_xray(eval_ctx, scene, view_layer, ar, v3d, &xrayclear);
|
||||
if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(eval_ctx, scene, view_layer, ar, v3d, xrayclear);
|
||||
|
||||
if (fx && do_composite_xray) {
|
||||
GPU_fx_compositor_XRay_resolve(fx);
|
||||
}
|
||||
|
||||
if (!draw_offscreen) {
|
||||
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
|
||||
}
|
||||
|
@ -1957,9 +1945,6 @@ static void view3d_main_region_draw_objects(
|
|||
|
||||
CTX_data_eval_ctx(C, &eval_ctx);
|
||||
|
||||
/* post processing */
|
||||
bool do_compositing = false;
|
||||
|
||||
/* shadow buffers, before we setup matrices */
|
||||
if (draw_glsl_material(&eval_ctx, scene, view_layer, NULL, v3d, v3d->drawtype))
|
||||
gpu_update_lamps_shadows_world(&eval_ctx, scene, v3d);
|
||||
|
@ -1987,30 +1972,9 @@ static void view3d_main_region_draw_objects(
|
|||
update_lods(scene, rv3d->viewinv[3]);
|
||||
}
|
||||
#endif
|
||||
|
||||
/* framebuffer fx needed, we need to draw offscreen first */
|
||||
if (v3d->fx_settings.fx_flag && v3d->drawtype >= OB_SOLID) {
|
||||
BKE_screen_gpu_fx_validate(&v3d->fx_settings);
|
||||
GPUFXSettings fx_settings = v3d->fx_settings;
|
||||
if (!rv3d->compositor)
|
||||
rv3d->compositor = GPU_fx_compositor_create();
|
||||
|
||||
if (rv3d->persp == RV3D_CAMOB && v3d->camera)
|
||||
BKE_camera_to_gpu_dof(v3d->camera, &fx_settings);
|
||||
else {
|
||||
fx_settings.dof = NULL;
|
||||
}
|
||||
|
||||
do_compositing = GPU_fx_compositor_initialize_passes(rv3d->compositor, &ar->winrct, &ar->drawrct, &fx_settings);
|
||||
}
|
||||
|
||||
/* main drawing call */
|
||||
view3d_draw_objects(C, &eval_ctx, scene, v3d, ar, grid_unit, true, false, do_compositing ? rv3d->compositor : NULL);
|
||||
|
||||
/* post process */
|
||||
if (do_compositing) {
|
||||
GPU_fx_do_composite_pass(rv3d->compositor, rv3d->winmat, rv3d->is_persp, scene, NULL);
|
||||
}
|
||||
view3d_draw_objects(C, &eval_ctx, scene, v3d, ar, grid_unit, true, false);
|
||||
|
||||
if (v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */
|
||||
/* find header and force tag redraw */
|
||||
|
@ -2170,9 +2134,9 @@ void VP_deprecated_view3d_draw_objects(
|
|||
const EvaluationContext *eval_ctx,
|
||||
Scene *scene, View3D *v3d, ARegion *ar,
|
||||
const char **grid_unit,
|
||||
const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
|
||||
const bool do_bgpic, const bool draw_offscreen)
|
||||
{
|
||||
view3d_draw_objects(C, eval_ctx, scene, v3d, ar, grid_unit, do_bgpic, draw_offscreen, fx);
|
||||
view3d_draw_objects(C, eval_ctx, scene, v3d, ar, grid_unit, do_bgpic, draw_offscreen);
|
||||
}
|
||||
|
||||
void VP_deprecated_gpu_update_lamps_shadows_world(const EvaluationContext *eval_ctx, Scene *scene, View3D *v3d)
|
||||
|
|
|
@ -402,6 +402,6 @@ void VP_deprecated_view3d_draw_objects(
|
|||
const struct EvaluationContext *eval_ctx,
|
||||
Scene *scene, View3D *v3d, ARegion *ar,
|
||||
const char **grid_unit,
|
||||
const bool do_bgpic, const bool draw_offscreen, struct GPUFX *fx);
|
||||
const bool do_bgpic, const bool draw_offscreen);
|
||||
|
||||
#endif /* __VIEW3D_INTERN_H__ */
|
||||
|
|
|
@ -55,7 +55,6 @@ set(SRC
|
|||
intern/gpu_batch_presets.c
|
||||
intern/gpu_buffers.c
|
||||
intern/gpu_codegen.c
|
||||
intern/gpu_compositing.c
|
||||
intern/gpu_debug.c
|
||||
intern/gpu_draw.c
|
||||
intern/gpu_extensions.c
|
||||
|
@ -99,7 +98,6 @@ set(SRC
|
|||
GPU_basic_shader.h
|
||||
GPU_batch.h
|
||||
GPU_buffers.h
|
||||
GPU_compositing.h
|
||||
GPU_debug.h
|
||||
GPU_draw.h
|
||||
GPU_extensions.h
|
||||
|
@ -222,15 +220,6 @@ data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
|
|||
data_to_c_simple(shaders/gpu_shader_vertex_world.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_fullscreen_vert.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_fx_ssao_frag.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_fx_dof_frag.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_fx_dof_vert.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_fx_dof_hq_frag.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_fx_dof_hq_vert.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_fx_dof_hq_geo.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_fx_depth_resolve.glsl SRC)
|
||||
data_to_c_simple(shaders/gpu_shader_fx_lib.glsl SRC)
|
||||
|
||||
if(WITH_GAMEENGINE)
|
||||
add_definitions(-DWITH_GAMEENGINE)
|
||||
|
|
|
@ -1,106 +0,0 @@
|
|||
/*
|
||||
* ***** 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) 2005 Blender Foundation.
|
||||
* All rights reserved.
|
||||
*
|
||||
* The Original Code is: all of this file.
|
||||
*
|
||||
* Contributor(s): Antony Riakiotakis.
|
||||
*
|
||||
* ***** END GPL LICENSE BLOCK *****
|
||||
*/
|
||||
|
||||
/** \file GPU_compositing.h
|
||||
* \ingroup gpu
|
||||
*/
|
||||
|
||||
#ifndef __GPU_COMPOSITING_H__
|
||||
#define __GPU_COMPOSITING_H__
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/* opaque handle for framebuffer compositing effects (defined in gpu_compositing.c )*/
|
||||
typedef struct GPUFX GPUFX;
|
||||
struct GPUDOFSettings;
|
||||
struct GPUSSAOSettings;
|
||||
struct GPUOffScreen;
|
||||
struct GPUFXSettings;
|
||||
struct rcti;
|
||||
struct Scene;
|
||||
struct GPUShader;
|
||||
enum eGPUFXFlags;
|
||||
|
||||
/**** Public API *****/
|
||||
|
||||
typedef enum GPUFXShaderEffect {
|
||||
/* Screen space ambient occlusion shader */
|
||||
GPU_SHADER_FX_SSAO = 1,
|
||||
|
||||
/* depth of field passes. Yep, quite a complex effect */
|
||||
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE = 2,
|
||||
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO = 3,
|
||||
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE = 4,
|
||||
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR = 5,
|
||||
GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE = 6,
|
||||
|
||||
/* high quality */
|
||||
GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE = 7,
|
||||
GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO = 8,
|
||||
GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE = 9,
|
||||
|
||||
GPU_SHADER_FX_DEPTH_RESOLVE = 10,
|
||||
} GPUFXShaderEffect;
|
||||
|
||||
/* keep in synch with enum above! */
|
||||
#define MAX_FX_SHADERS 11
|
||||
|
||||
/* generate a new FX compositor */
|
||||
GPUFX *GPU_fx_compositor_create(void);
|
||||
|
||||
/* destroy a text compositor */
|
||||
void GPU_fx_compositor_destroy(GPUFX *fx);
|
||||
|
||||
/* initialize a framebuffer with size taken from the viewport */
|
||||
bool GPU_fx_compositor_initialize_passes(
|
||||
GPUFX *fx, const struct rcti *rect, const struct rcti *scissor_rect,
|
||||
const struct GPUFXSettings *fx_settings);
|
||||
|
||||
/* do compositing on the fx passes that have been initialized */
|
||||
bool GPU_fx_do_composite_pass(
|
||||
GPUFX *fx, float projmat[4][4], bool is_persp,
|
||||
struct Scene *scene, struct GPUOffScreen *ofs);
|
||||
|
||||
/* bind new depth buffer for XRay pass */
|
||||
void GPU_fx_compositor_setup_XRay_pass(GPUFX *fx, bool do_xray);
|
||||
|
||||
/* resolve a final depth buffer by compositing the XRay and normal depth buffers */
|
||||
void GPU_fx_compositor_XRay_resolve(GPUFX *fx);
|
||||
|
||||
void GPU_fx_compositor_init_dof_settings(struct GPUDOFSettings *dof);
|
||||
void GPU_fx_compositor_init_ssao_settings(struct GPUSSAOSettings *ssao);
|
||||
|
||||
|
||||
/* initialize and cache the shader unform interface for effects */
|
||||
void GPU_fx_shader_init_interface(struct GPUShader *shader, GPUFXShaderEffect effect);
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // __GPU_COMPOSITING_H__
|
|
@ -72,9 +72,6 @@ int GPU_shader_get_program(GPUShader *shader);
|
|||
|
||||
void *GPU_shader_get_interface(GPUShader *shader);
|
||||
|
||||
void *GPU_fx_shader_get_interface(GPUShader *shader);
|
||||
void GPU_fx_shader_set_interface(GPUShader *shader, void *interface);
|
||||
|
||||
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
|
||||
int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
|
||||
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
|
||||
|
@ -191,7 +188,6 @@ typedef enum GPUInterlaceShader {
|
|||
} GPUInterlaceShader;
|
||||
|
||||
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
|
||||
GPUShader *GPU_shader_get_builtin_fx_shader(int effects, bool persp);
|
||||
|
||||
void GPU_shader_free_builtin_shaders(void);
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -37,7 +37,6 @@
|
|||
|
||||
#include "DNA_space_types.h"
|
||||
|
||||
#include "GPU_compositing.h"
|
||||
#include "GPU_extensions.h"
|
||||
#include "GPU_matrix.h"
|
||||
#include "GPU_shader.h"
|
||||
|
@ -145,22 +144,10 @@ extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
|
|||
extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
|
||||
extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
|
||||
extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
|
||||
extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
|
||||
extern char datatoc_gpu_shader_fx_ssao_frag_glsl[];
|
||||
extern char datatoc_gpu_shader_fx_dof_frag_glsl[];
|
||||
extern char datatoc_gpu_shader_fx_dof_vert_glsl[];
|
||||
extern char datatoc_gpu_shader_fx_dof_hq_frag_glsl[];
|
||||
extern char datatoc_gpu_shader_fx_dof_hq_vert_glsl[];
|
||||
extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[];
|
||||
extern char datatoc_gpu_shader_fx_depth_resolve_glsl[];
|
||||
extern char datatoc_gpu_shader_fx_lib_glsl[];
|
||||
|
||||
/* cache of built-in shaders (each is created on first use) */
|
||||
static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL };
|
||||
|
||||
/* cache for shader fx. Those can exist in combinations so store them here */
|
||||
static GPUShader *fx_shaders[MAX_FX_SHADERS * 2] = { NULL };
|
||||
|
||||
typedef struct {
|
||||
const char *vert;
|
||||
const char *frag;
|
||||
|
@ -574,11 +561,6 @@ int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
|
|||
return ubo ? ubo->location : -1;
|
||||
}
|
||||
|
||||
void *GPU_fx_shader_get_interface(GPUShader *shader)
|
||||
{
|
||||
return shader->uniform_interface;
|
||||
}
|
||||
|
||||
void *GPU_shader_get_interface(GPUShader *shader)
|
||||
{
|
||||
return shader->interface;
|
||||
|
@ -590,11 +572,6 @@ int GPU_shader_get_program(GPUShader *shader)
|
|||
return (int)shader->program;
|
||||
}
|
||||
|
||||
void GPU_fx_shader_set_interface(GPUShader *shader, void *interface)
|
||||
{
|
||||
shader->uniform_interface = interface;
|
||||
}
|
||||
|
||||
void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
|
||||
{
|
||||
if (location == -1 || value == NULL)
|
||||
|
@ -641,32 +618,17 @@ void GPU_shader_uniform_buffer(GPUShader *shader, int location, GPUUniformBuffer
|
|||
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
|
||||
{
|
||||
int number = GPU_texture_bound_number(tex);
|
||||
int bindcode = GPU_texture_opengl_bindcode(tex);
|
||||
int target = GPU_texture_target(tex);
|
||||
|
||||
if (number >= GPU_max_textures()) {
|
||||
fprintf(stderr, "Not enough texture slots.\n");
|
||||
if (number == -1) {
|
||||
fprintf(stderr, "Texture is not bound.\n");
|
||||
BLI_assert(0);
|
||||
return;
|
||||
}
|
||||
|
||||
if (number == -1)
|
||||
return;
|
||||
|
||||
if (location == -1)
|
||||
return;
|
||||
|
||||
if (number != 0)
|
||||
glActiveTexture(GL_TEXTURE0 + number);
|
||||
|
||||
if (bindcode != 0)
|
||||
glBindTexture(target, bindcode);
|
||||
else
|
||||
GPU_invalid_tex_bind(target);
|
||||
|
||||
glUniform1i(location, number);
|
||||
|
||||
if (number != 0)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
int GPU_shader_get_attribute(GPUShader *shader, const char *name)
|
||||
|
@ -885,82 +847,6 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
|
|||
|
||||
#define MAX_DEFINES 100
|
||||
|
||||
GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
|
||||
{
|
||||
int offset;
|
||||
char defines[MAX_DEFINES] = "";
|
||||
/* avoid shaders out of range */
|
||||
if (effect >= MAX_FX_SHADERS)
|
||||
return NULL;
|
||||
|
||||
offset = 2 * effect;
|
||||
|
||||
if (persp) {
|
||||
offset += 1;
|
||||
strcat(defines, "#define PERSP_MATRIX\n");
|
||||
}
|
||||
|
||||
if (!fx_shaders[offset]) {
|
||||
GPUShader *shader = NULL;
|
||||
|
||||
switch (effect) {
|
||||
case GPU_SHADER_FX_SSAO:
|
||||
shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
|
||||
break;
|
||||
|
||||
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
|
||||
strcat(defines, "#define FIRST_PASS\n");
|
||||
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
|
||||
break;
|
||||
|
||||
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO:
|
||||
strcat(defines, "#define SECOND_PASS\n");
|
||||
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
|
||||
break;
|
||||
|
||||
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE:
|
||||
strcat(defines, "#define THIRD_PASS\n");
|
||||
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
|
||||
break;
|
||||
|
||||
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR:
|
||||
strcat(defines, "#define FOURTH_PASS\n");
|
||||
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
|
||||
break;
|
||||
|
||||
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE:
|
||||
strcat(defines, "#define FIFTH_PASS\n");
|
||||
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
|
||||
break;
|
||||
|
||||
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE:
|
||||
strcat(defines, "#define FIRST_PASS\n");
|
||||
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
|
||||
break;
|
||||
|
||||
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO:
|
||||
strcat(defines, "#define SECOND_PASS\n");
|
||||
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, datatoc_gpu_shader_fx_dof_hq_geo_glsl, datatoc_gpu_shader_fx_lib_glsl, defines);
|
||||
break;
|
||||
|
||||
case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE:
|
||||
strcat(defines, "#define THIRD_PASS\n");
|
||||
shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines);
|
||||
break;
|
||||
|
||||
case GPU_SHADER_FX_DEPTH_RESOLVE:
|
||||
shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines);
|
||||
break;
|
||||
}
|
||||
|
||||
fx_shaders[offset] = shader;
|
||||
GPU_fx_shader_init_interface(shader, effect);
|
||||
}
|
||||
|
||||
return fx_shaders[offset];
|
||||
}
|
||||
|
||||
|
||||
void GPU_shader_free_builtin_shaders(void)
|
||||
{
|
||||
for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; ++i) {
|
||||
|
@ -969,11 +855,4 @@ void GPU_shader_free_builtin_shaders(void)
|
|||
builtin_shaders[i] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
|
||||
if (fx_shaders[i]) {
|
||||
GPU_shader_free(fx_shaders[i]);
|
||||
fx_shaders[i] = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1925,13 +1925,6 @@ char *rna_GPUDOF_path(PointerRNA *ptr)
|
|||
return BLI_strdup("");
|
||||
}
|
||||
|
||||
static void rna_GPUFXSettings_fx_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr)
|
||||
{
|
||||
GPUFXSettings *fx_settings = ptr->data;
|
||||
|
||||
BKE_screen_gpu_fx_validate(fx_settings);
|
||||
}
|
||||
|
||||
static void rna_GPUDOFSettings_blades_set(PointerRNA *ptr, const int value)
|
||||
{
|
||||
GPUDOFSettings *dofsettings = (GPUDOFSettings *)ptr->data;
|
||||
|
@ -4839,7 +4832,7 @@ static void rna_def_gpu_fx(BlenderRNA *brna)
|
|||
RNA_def_property_boolean_sdna(prop, NULL, "fx_flag", GPU_FX_FLAG_DOF);
|
||||
RNA_def_property_ui_text(prop, "Depth Of Field",
|
||||
"Use depth of field on viewport using the values from active camera");
|
||||
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_GPUFXSettings_fx_update");
|
||||
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
|
||||
|
||||
|
||||
prop = RNA_def_property(srna, "ssao", PROP_POINTER, PROP_NONE);
|
||||
|
@ -4850,7 +4843,7 @@ static void rna_def_gpu_fx(BlenderRNA *brna)
|
|||
prop = RNA_def_property(srna, "use_ssao", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_sdna(prop, NULL, "fx_flag", GPU_FX_FLAG_SSAO);
|
||||
RNA_def_property_ui_text(prop, "SSAO", "Use screen space ambient occlusion of field on viewport");
|
||||
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, "rna_GPUFXSettings_fx_update");
|
||||
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
|
||||
}
|
||||
|
||||
static void rna_def_view_layers(BlenderRNA *brna, PropertyRNA *cprop)
|
||||
|
|
|
@ -37,7 +37,6 @@
|
|||
|
||||
#include "ED_screen.h"
|
||||
|
||||
#include "GPU_compositing.h"
|
||||
#include "GPU_framebuffer.h"
|
||||
#include "GPU_texture.h"
|
||||
|
||||
|
|
|
@ -1046,14 +1046,14 @@ static ImBuf *blend_file_thumb(const bContext *C, Scene *scene, ViewLayer *view_
|
|||
&eval_ctx, scene, view_layer, scene->camera,
|
||||
BLEN_THUMB_SIZE * 2, BLEN_THUMB_SIZE * 2,
|
||||
IB_rect, V3D_OFSDRAW_NONE, OB_SOLID, R_ALPHAPREMUL, 0, NULL,
|
||||
NULL, NULL, err_out);
|
||||
NULL, err_out);
|
||||
}
|
||||
else {
|
||||
ibuf = ED_view3d_draw_offscreen_imbuf(
|
||||
&eval_ctx, scene, view_layer, v3d, ar,
|
||||
BLEN_THUMB_SIZE * 2, BLEN_THUMB_SIZE * 2,
|
||||
IB_rect, V3D_OFSDRAW_NONE, R_ALPHAPREMUL, 0, NULL,
|
||||
NULL, NULL, err_out);
|
||||
NULL, err_out);
|
||||
}
|
||||
|
||||
if (ibuf) {
|
||||
|
|
Loading…
Reference in New Issue