text: /*
   * 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.
   *
   * Copyright 2016, Blender Foundation.
   */
  
  /** \file
   * \ingroup draw_engine
   */
  
  #include "ED_screen.h"
  
  #include "workbench_private.h"
  
  void workbench_aa_create_pass(WORKBENCH_Data *vedata, GPUTexture **tx)
  {
    WORKBENCH_StorageList *stl = vedata->stl;
    WORKBENCH_PrivateData *wpd = stl->g_data;
    WORKBENCH_PassList *psl = vedata->psl;
    WORKBENCH_EffectInfo *effect_info = stl->effects;
    const DRWContextState *draw_ctx = DRW_context_state_get();
  
    if (draw_ctx->evil_C != NULL) {
      struct wmWindowManager *wm = CTX_wm_manager(draw_ctx->evil_C);
      wpd->is_playback = ED_screen_animation_playing(wm) != NULL;
    }
    else {
      wpd->is_playback = false;
    }
  
    if (TAA_ENABLED(wpd)) {
      psl->effect_aa_pass = workbench_taa_create_pass(vedata, tx);
    }
    else if (FXAA_ENABLED(wpd)) {
      psl->effect_aa_pass = workbench_fxaa_create_pass(tx);
      effect_info->jitter_index = 0;
    }
    else {
      psl->effect_aa_pass = NULL;
    }
  }
  
  static void workspace_aa_draw_transform(GPUTexture *tx, WORKBENCH_PrivateData *wpd)
  {
    if (DRW_state_is_image_render()) {
      /* Linear result for render. */
      DRW_transform_none(tx);
    }
    else {
      /* Display space result for viewport. */
      DRW_transform_to_display(tx, wpd->use_color_render_settings, wpd->use_color_render_settings);
    }
  }
  
  void workbench_aa_draw_pass(WORKBENCH_Data *vedata, GPUTexture *tx)
  {
    WORKBENCH_StorageList *stl = vedata->stl;
    WORKBENCH_PrivateData *wpd = stl->g_data;
    WORKBENCH_FramebufferList *fbl = vedata->fbl;
    WORKBENCH_PassList *psl = vedata->psl;
    WORKBENCH_EffectInfo *effect_info = stl->effects;
  
    DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
    if (FXAA_ENABLED(wpd)) {
      GPU_framebuffer_bind(fbl->effect_fb);
      workspace_aa_draw_transform(tx, wpd);
      GPU_framebuffer_bind(dfbl->color_only_fb);
      DRW_draw_pass(psl->effect_aa_pass);
    }
    else if (TAA_ENABLED(wpd)) {
      /*
       * when drawing the first TAA frame, we transform directly to the
       * color_only_fb as the TAA shader is just performing a direct copy.
       * the workbench_taa_draw_screen_end will fill the history buffer
       * for the other iterations.
       */
      if (effect_info->jitter_index == 1) {
        GPU_framebuffer_bind(dfbl->color_only_fb);
        workspace_aa_draw_transform(tx, wpd);
      }
      else {
        GPU_framebuffer_bind(fbl->effect_fb);
        workspace_aa_draw_transform(tx, wpd);
        GPU_framebuffer_bind(dfbl->color_only_fb);
        DRW_draw_pass(psl->effect_aa_pass);
      }
      workbench_taa_draw_scene_end(vedata);
    }
    else {
      GPU_framebuffer_bind(dfbl->color_only_fb);
      workspace_aa_draw_transform(tx, wpd);
    }
  }
  