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source/blender/draw/DRW_engine_types.h
| Show All 29 Lines | |||||
| /* Buffer and textures used by the viewport by default */ | /* Buffer and textures used by the viewport by default */ | ||||
| typedef struct DefaultFramebufferList { | typedef struct DefaultFramebufferList { | ||||
| struct GPUFrameBuffer *default_fb; | struct GPUFrameBuffer *default_fb; | ||||
| struct GPUFrameBuffer *overlay_fb; | struct GPUFrameBuffer *overlay_fb; | ||||
| struct GPUFrameBuffer *in_front_fb; | struct GPUFrameBuffer *in_front_fb; | ||||
| struct GPUFrameBuffer *color_only_fb; | struct GPUFrameBuffer *color_only_fb; | ||||
| struct GPUFrameBuffer *depth_only_fb; | struct GPUFrameBuffer *depth_only_fb; | ||||
| struct GPUFrameBuffer *overlay_only_fb; | struct GPUFrameBuffer *overlay_only_fb; | ||||
| struct GPUFrameBuffer *stereo_comp_fb; | |||||
| } DefaultFramebufferList; | } DefaultFramebufferList; | ||||
| typedef struct DefaultTextureList { | typedef struct DefaultTextureList { | ||||
| struct GPUTexture *color; | struct GPUTexture *color; | ||||
| struct GPUTexture *color_overlay; | struct GPUTexture *color_overlay; | ||||
| struct GPUTexture *color_stereo; | |||||
| struct GPUTexture *color_overlay_stereo; | |||||
| struct GPUTexture *depth; | struct GPUTexture *depth; | ||||
| struct GPUTexture *depth_in_front; | struct GPUTexture *depth_in_front; | ||||
brecht: Doesn't depth need to be different for each eye as well? Or is that only for selection? | |||||
Done Inline ActionsWe render the left and right eye in serial so we can reuse the depth buffers. We need to keep the color textures around for the color management pipeline. jbakker: We render the left and right eye in serial so we can reuse the depth buffers. We need to keep… | |||||
| } DefaultTextureList; | } DefaultTextureList; | ||||
Done Inline ActionsDo we really need to use GPU memory for this, can't we always composite when drawing? brecht: Do we really need to use GPU memory for this, can't we always composite when drawing? | |||||
Done Inline ActionsI updated the patch to use blending/pixel discarding to implement the Anaglyph/Interlaced rendering. The other Stereo pipelines cannot be done in the shader as they are only compatible with full screen buffers. jbakker: I updated the patch to use blending/pixel discarding to implement the Anaglyph/Interlaced… | |||||
| #ifdef __cplusplus | #ifdef __cplusplus | ||||
| } | } | ||||
| #endif | #endif | ||||
| #endif /* __DRW_ENGINE_H__ */ | #endif /* __DRW_ENGINE_H__ */ | ||||
Doesn't depth need to be different for each eye as well? Or is that only for selection?