Merge branch 'master' into blender2.8
[blender.git] / source / blender / editors / space_view3d / view3d_draw.c
index d8247ca..5cd36cc 100644 (file)
  *  \ingroup spview3d
  */
 
-#include <string.h>
-#include <stdio.h>
 #include <math.h>
 
-#include "DNA_armature_types.h"
-#include "DNA_camera_types.h"
-#include "DNA_customdata_types.h"
-#include "DNA_object_types.h"
-#include "DNA_group_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_key_types.h"
-#include "DNA_lamp_types.h"
-#include "DNA_scene_types.h"
-#include "DNA_world_types.h"
-#include "DNA_brush_types.h"
-
-#include "MEM_guardedalloc.h"
-
-#include "BLI_blenlib.h"
+#include "BLI_listbase.h"
 #include "BLI_math.h"
-#include "BLI_jitter_2d.h"
-#include "BLI_utildefines.h"
-#include "BLI_endian_switch.h"
+#include "BLI_rect.h"
+#include "BLI_string.h"
 #include "BLI_threads.h"
+#include "BLI_jitter_2d.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
 
-#include "BKE_anim.h"
 #include "BKE_camera.h"
 #include "BKE_context.h"
-#include "BKE_customdata.h"
-#include "BKE_DerivedMesh.h"
-#include "BKE_image.h"
+#include "BKE_global.h"
 #include "BKE_key.h"
-#include "BKE_main.h"
+#include "BKE_scene.h"
 #include "BKE_object.h"
-#include "BKE_global.h"
 #include "BKE_paint.h"
-#include "BKE_scene.h"
-#include "BKE_screen.h"
 #include "BKE_unit.h"
-#include "BKE_movieclip.h"
-
-#include "RE_engine.h"
 
-#include "IMB_imbuf_types.h"
-#include "IMB_imbuf.h"
-#include "IMB_colormanagement.h"
+#include "BLF_api.h"
 
-#include "BIF_gl.h"
-#include "BIF_glutil.h"
+#include "BLT_translation.h"
 
-#include "WM_api.h"
+#include "DNA_armature_types.h"
+#include "DNA_brush_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_key_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_object_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_windowmanager_types.h"
 
-#include "BLF_api.h"
-#include "BLT_translation.h"
+#include "DRW_engine.h"
 
 #include "ED_armature.h"
 #include "ED_keyframing.h"
 #include "ED_gpencil.h"
 #include "ED_screen.h"
-#include "ED_space_api.h"
-#include "ED_screen_types.h"
 #include "ED_transform.h"
 
-#include "UI_interface.h"
-#include "UI_interface_icons.h"
-#include "UI_resources.h"
+#include "DEG_depsgraph_query.h"
 
+#include "GPU_batch.h"
 #include "GPU_draw.h"
-#include "GPU_framebuffer.h"
+#include "GPU_matrix.h"
+#include "GPU_immediate.h"
+#include "GPU_immediate_util.h"
 #include "GPU_material.h"
-#include "GPU_compositing.h"
-#include "GPU_extensions.h"
-#include "GPU_select.h"
-
-#include "view3d_intern.h"  /* own include */
+#include "GPU_viewport.h"
 
-/* prototypes */
-static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d);
-static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect);
-static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
-                                            float winmat[4][4], const char *viewname);
-
-/* handy utility for drawing shapes in the viewport for arbitrary code.
- * could add lines and points too */
-// #define DEBUG_DRAW
-#ifdef DEBUG_DRAW
-static void bl_debug_draw(void);
-/* add these locally when using these functions for testing */
-extern void bl_debug_draw_quad_clear(void);
-extern void bl_debug_draw_quad_add(const float v0[3], const float v1[3], const float v2[3], const float v3[3]);
-extern void bl_debug_draw_edge_add(const float v0[3], const float v1[3]);
-extern void bl_debug_color_set(const unsigned int col);
-#endif
+#include "MEM_guardedalloc.h"
 
-void circf(float x, float y, float rad)
-{
-       GLUquadricObj *qobj = gluNewQuadric();
+#include "UI_interface.h"
+#include "UI_resources.h"
 
-       gluQuadricDrawStyle(qobj, GLU_FILL);
+#include "RE_engine.h"
 
-       glPushMatrix();
+#include "WM_api.h"
+#include "WM_types.h"
 
-       glTranslatef(x, y, 0.0);
+#include "RNA_access.h"
 
-       gluDisk(qobj, 0.0,  rad, 32, 1);
+#include "IMB_imbuf.h"
+#include "IMB_imbuf_types.h"
 
-       glPopMatrix();
+#include "view3d_intern.h"  /* own include */
 
-       gluDeleteQuadric(qobj);
-}
+/* ******************** general functions ***************** */
 
-void circ(float x, float y, float rad)
+/**
+ * \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
+ */
+void ED_view3d_update_viewmat(
+        Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar,
+        float viewmat[4][4], float winmat[4][4], const rcti *rect)
 {
-       GLUquadricObj *qobj = gluNewQuadric();
+       RegionView3D *rv3d = ar->regiondata;
+
+       /* setup window matrices */
+       if (winmat)
+               copy_m4_m4(rv3d->winmat, winmat);
+       else
+               view3d_winmatrix_set(depsgraph, ar, v3d, rect);
 
-       gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
+       /* setup view matrix */
+       if (viewmat) {
+               copy_m4_m4(rv3d->viewmat, viewmat);
+       }
+       else {
+               float rect_scale[2];
+               if (rect) {
+                       rect_scale[0] = (float)BLI_rcti_size_x(rect) / (float)ar->winx;
+                       rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)ar->winy;
+               }
+               /* note: calls BKE_object_where_is_calc for camera... */
+               view3d_viewmatrix_set(depsgraph, scene, v3d, rv3d, rect ? rect_scale : NULL);
+       }
+       /* update utility matrices */
+       mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
+       invert_m4_m4(rv3d->persinv, rv3d->persmat);
+       invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
 
-       glPushMatrix();
+       /* calculate GLSL view dependent values */
 
-       glTranslatef(x, y, 0.0);
+       /* store window coordinates scaling/offset */
+       if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
+               rctf cameraborder;
+               ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &cameraborder, false);
+               rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
+               rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
 
-       gluDisk(qobj, 0.0,  rad, 32, 1);
+               rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
+               rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
+       }
+       else {
+               rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
+               rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
+       }
 
-       glPopMatrix();
+       /* calculate pixelsize factor once, is used for lamps and obcenters */
+       {
+               /* note:  '1.0f / len_v3(v1)'  replaced  'len_v3(rv3d->viewmat[0])'
+                * because of float point precision problems at large values [#23908] */
+               float v1[3], v2[3];
+               float len_px, len_sc;
 
-       gluDeleteQuadric(qobj);
-}
+               v1[0] = rv3d->persmat[0][0];
+               v1[1] = rv3d->persmat[1][0];
+               v1[2] = rv3d->persmat[2][0];
 
+               v2[0] = rv3d->persmat[0][1];
+               v2[1] = rv3d->persmat[1][1];
+               v2[2] = rv3d->persmat[2][1];
 
-/* ********* custom clipping *********** */
+               len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
+               len_sc = (float)MAX2(ar->winx, ar->winy);
 
-static void view3d_draw_clipping(RegionView3D *rv3d)
-{
-       BoundBox *bb = rv3d->clipbb;
-
-       if (bb) {
-               const unsigned int clipping_index[6][4] = {
-                       {0, 1, 2, 3},
-                       {0, 4, 5, 1},
-                       {4, 7, 6, 5},
-                       {7, 3, 2, 6},
-                       {1, 5, 6, 2},
-                       {7, 4, 0, 3}
-               };
-
-               /* fill in zero alpha for rendering & re-projection [#31530] */
-               unsigned char col[4];
-               UI_GetThemeColor4ubv(TH_V3D_CLIPPING_BORDER, col);
-               glColor4ubv(col);
-
-               glEnable(GL_BLEND);
-               glEnableClientState(GL_VERTEX_ARRAY);
-               glVertexPointer(3, GL_FLOAT, 0, bb->vec);
-               glDrawElements(GL_QUADS, sizeof(clipping_index) / sizeof(unsigned int), GL_UNSIGNED_INT, clipping_index);
-               glDisableClientState(GL_VERTEX_ARRAY);
-               glDisable(GL_BLEND);
+               rv3d->pixsize = len_px / len_sc;
        }
 }
 
-void ED_view3d_clipping_set(RegionView3D *rv3d)
+static void view3d_main_region_setup_view(
+        Depsgraph *depsgraph, Scene *scene,
+        View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
 {
-       double plane[4];
-       const unsigned int tot = (rv3d->viewlock & RV3D_BOXCLIP) ? 4 : 6;
-       unsigned int a;
-
-       for (a = 0; a < tot; a++) {
-               copy_v4db_v4fl(plane, rv3d->clip[a]);
-               glClipPlane(GL_CLIP_PLANE0 + a, plane);
-               glEnable(GL_CLIP_PLANE0 + a);
-       }
-}
+       RegionView3D *rv3d = ar->regiondata;
 
-/* use these to temp disable/enable clipping when 'rv3d->rflag & RV3D_CLIPPING' is set */
-void ED_view3d_clipping_disable(void)
-{
-       unsigned int a;
+       ED_view3d_update_viewmat(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
 
-       for (a = 0; a < 6; a++) {
-               glDisable(GL_CLIP_PLANE0 + a);
-       }
+       /* set for opengl */
+       gpuLoadProjectionMatrix(rv3d->winmat);
+       gpuLoadMatrix(rv3d->viewmat);
 }
-void ED_view3d_clipping_enable(void)
-{
-       unsigned int a;
 
-       for (a = 0; a < 6; a++) {
-               glEnable(GL_CLIP_PLANE0 + a);
+static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d)
+{
+       if ((scene->r.scemode & R_MULTIVIEW) == 0) {
+               return false;
        }
-}
 
-static bool view3d_clipping_test(const float co[3], const float clip[6][4])
-{
-       if (plane_point_side_v3(clip[0], co) > 0.0f)
-               if (plane_point_side_v3(clip[1], co) > 0.0f)
-                       if (plane_point_side_v3(clip[2], co) > 0.0f)
-                               if (plane_point_side_v3(clip[3], co) > 0.0f)
-                                       return false;
+       if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) {
+               return false;
+       }
 
+       switch (v3d->stereo3d_camera) {
+               case STEREO_MONO_ID:
+                       return false;
+                       break;
+               case STEREO_3D_ID:
+                       /* win will be NULL when calling this from the selection or draw loop. */
+                       if ((win == NULL) || (WM_stereo3d_enabled(win, true) == false)) {
+                               return false;
+                       }
+                       if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) &&
+                           !BKE_scene_multiview_is_stereo3d(&scene->r))
+                       {
+                               return false;
+                       }
+                       break;
+               /* We always need the stereo calculation for left and right cameras. */
+               case STEREO_LEFT_ID:
+               case STEREO_RIGHT_ID:
+               default:
+                       break;
+       }
        return true;
 }
 
-/* for 'local' ED_view3d_clipping_local must run first
- * then all comparisons can be done in localspace */
-bool ED_view3d_clipping_test(const RegionView3D *rv3d, const float co[3], const bool is_local)
+
+/* setup the view and win matrices for the multiview cameras
+ *
+ * unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
+ * we have no winmatrix (i.e., projection matrix) defined at that time.
+ * Since the camera and the camera shift are needed for the winmat calculation
+ * we do a small hack to replace it temporarily so we don't need to change the
+ * view3d)main_region_setup_view() code to account for that.
+ */
+static void view3d_stereo3d_setup(
+        Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
 {
-       return view3d_clipping_test(co, is_local ? rv3d->clip_local : rv3d->clip);
-}
+       bool is_left;
+       const char *names[2] = { STEREO_LEFT_NAME, STEREO_RIGHT_NAME };
+       const char *viewname;
 
-/* ********* end custom clipping *********** */
+       /* show only left or right camera */
+       if (v3d->stereo3d_camera != STEREO_3D_ID)
+               v3d->multiview_eye = v3d->stereo3d_camera;
 
+       is_left = v3d->multiview_eye == STEREO_LEFT_ID;
+       viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
 
-static void drawgrid_draw(ARegion *ar, double wx, double wy, double x, double y, double dx)
-{
-       double verts[2][2];
+       /* update the viewport matrices with the new camera */
+       if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
+               Camera *data;
+               float viewmat[4][4];
+               float shiftx;
 
-       x += (wx);
-       y += (wy);
+               data = (Camera *)v3d->camera->data;
+               shiftx = data->shiftx;
 
-       /* set fixed 'Y' */
-       verts[0][1] = 0.0f;
-       verts[1][1] = (double)ar->winy;
+               BLI_thread_lock(LOCK_VIEW3D);
+               data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
 
-       /* iter over 'X' */
-       verts[0][0] = verts[1][0] = x - dx * floor(x / dx);
-       glEnableClientState(GL_VERTEX_ARRAY);
-       glVertexPointer(2, GL_DOUBLE, 0, verts);
+               BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
+               view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
 
-       while (verts[0][0] < ar->winx) {
-               glDrawArrays(GL_LINES, 0, 2);
-               verts[0][0] = verts[1][0] = verts[0][0] + dx;
+               data->shiftx = shiftx;
+               BLI_thread_unlock(LOCK_VIEW3D);
        }
+       else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
+               float viewmat[4][4];
+               Object *view_ob = v3d->camera;
+               Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
 
-       /* set fixed 'X' */
-       verts[0][0] = 0.0f;
-       verts[1][0] = (double)ar->winx;
+               BLI_thread_lock(LOCK_VIEW3D);
+               v3d->camera = camera;
 
-       /* iter over 'Y' */
-       verts[0][1] = verts[1][1] = y - dx * floor(y / dx);
-       while (verts[0][1] < ar->winy) {
-               glDrawArrays(GL_LINES, 0, 2);
-               verts[0][1] = verts[1][1] = verts[0][1] + dx;
-       }
+               BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
+               view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, NULL, rect);
 
-       glDisableClientState(GL_VERTEX_ARRAY);
+               v3d->camera = view_ob;
+               BLI_thread_unlock(LOCK_VIEW3D);
+       }
 }
 
-#define GRID_MIN_PX_D   6.0
-#define GRID_MIN_PX_F 6.0f
-
-static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit)
+/**
+ * Set the correct matrices
+ */
+void ED_view3d_draw_setup_view(
+        wmWindow *win, Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d,
+        float viewmat[4][4], float winmat[4][4], const rcti *rect)
 {
-       /* extern short bgpicmode; */
        RegionView3D *rv3d = ar->regiondata;
-       double wx, wy, x, y, fw, fx, fy, dx;
-       double vec4[4];
-       unsigned char col[3], col2[3];
 
-       fx = rv3d->persmat[3][0];
-       fy = rv3d->persmat[3][1];
-       fw = rv3d->persmat[3][3];
+       /* Setup the view matrix. */
+       if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
+               view3d_stereo3d_setup(depsgraph, scene, v3d, ar, rect);
+       }
+       else {
+               view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, rect);
+       }
+}
+
+/* ******************** view border ***************** */
+
+static void view3d_camera_border(
+        const Scene *scene, struct Depsgraph *depsgraph,
+        const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
+        rctf *r_viewborder, const bool no_shift, const bool no_zoom)
+{
+       CameraParams params;
+       rctf rect_view, rect_camera;
+       Object *camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
 
-       wx = (ar->winx / 2.0); /* because of rounding errors, grid at wrong location */
-       wy = (ar->winy / 2.0);
+       /* get viewport viewplane */
+       BKE_camera_params_init(&params);
+       BKE_camera_params_from_view3d(&params, depsgraph, v3d, rv3d);
+       if (no_zoom)
+               params.zoom = 1.0f;
+       BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
+       rect_view = params.viewplane;
 
-       x = (wx) * fx / fw;
-       y = (wy) * fy / fw;
+       /* get camera viewplane */
+       BKE_camera_params_init(&params);
+       /* fallback for non camera objects */
+       params.clipsta = v3d->near;
+       params.clipend = v3d->far;
+       BKE_camera_params_from_object(&params, camera_eval);
+       if (no_shift) {
+               params.shiftx = 0.0f;
+               params.shifty = 0.0f;
+       }
+       BKE_camera_params_compute_viewplane(&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
+       rect_camera = params.viewplane;
 
-       vec4[0] = vec4[1] = v3d->grid;
+       /* get camera border within viewport */
+       r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
+       r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
+       r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
+       r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
+}
 
-       vec4[2] = 0.0;
-       vec4[3] = 1.0;
-       mul_m4_v4d(rv3d->persmat, vec4);
-       fx = vec4[0];
-       fy = vec4[1];
-       fw = vec4[3];
+void ED_view3d_calc_camera_border_size(
+        const Scene *scene, Depsgraph *depsgraph,
+        const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
+        float r_size[2])
+{
+       rctf viewborder;
 
-       dx = fabs(x - (wx) * fx / fw);
-       if (dx == 0) dx = fabs(y - (wy) * fy / fw);
+       view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, true, true);
+       r_size[0] = BLI_rctf_size_x(&viewborder);
+       r_size[1] = BLI_rctf_size_y(&viewborder);
+}
 
-       glLineWidth(1.0f);
+void ED_view3d_calc_camera_border(
+        const Scene *scene, Depsgraph *depsgraph,
+        const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
+        rctf *r_viewborder, const bool no_shift)
+{
+       view3d_camera_border(scene, depsgraph, ar, v3d, rv3d, r_viewborder, no_shift, false);
+}
 
-       glDepthMask(GL_FALSE);     /* disable write in zbuffer */
+static void drawviewborder_grid3(uint shdr_pos, float x1, float x2, float y1, float y2, float fac)
+{
+       float x3, y3, x4, y4;
 
-       /* check zoom out */
-       UI_ThemeColor(TH_GRID);
+       x3 = x1 + fac * (x2 - x1);
+       y3 = y1 + fac * (y2 - y1);
+       x4 = x1 + (1.0f - fac) * (x2 - x1);
+       y4 = y1 + (1.0f - fac) * (y2 - y1);
 
-       if (unit->system) {
-               /* Use GRID_MIN_PX * 2 for units because very very small grid
-                * items are less useful when dealing with units */
-               const void *usys;
-               int len, i;
-               double dx_scalar;
-               float blend_fac;
+       immBegin(GWN_PRIM_LINES, 8);
 
-               bUnit_GetSystem(unit->system, B_UNIT_LENGTH, &usys, &len);
+       immVertex2f(shdr_pos, x1, y3);
+       immVertex2f(shdr_pos, x2, y3);
 
-               if (usys) {
-                       i = len;
-                       while (i--) {
-                               double scalar = bUnit_GetScaler(usys, i);
+       immVertex2f(shdr_pos, x1, y4);
+       immVertex2f(shdr_pos, x2, y4);
 
-                               dx_scalar = dx * scalar / (double)unit->scale_length;
-                               if (dx_scalar < (GRID_MIN_PX_D * 2.0))
-                                       continue;
+       immVertex2f(shdr_pos, x3, y1);
+       immVertex2f(shdr_pos, x3, y2);
 
-                               /* Store the smallest drawn grid size units name so users know how big each grid cell is */
-                               if (*grid_unit == NULL) {
-                                       *grid_unit = bUnit_GetNameDisplay(usys, i);
-                                       rv3d->gridview = (float)((scalar * (double)v3d->grid) / (double)unit->scale_length);
-                               }
-                               blend_fac = 1.0f - ((GRID_MIN_PX_F * 2.0f) / (float)dx_scalar);
+       immVertex2f(shdr_pos, x4, y1);
+       immVertex2f(shdr_pos, x4, y2);
 
-                               /* tweak to have the fade a bit nicer */
-                               blend_fac = (blend_fac * blend_fac) * 2.0f;
-                               CLAMP(blend_fac, 0.3f, 1.0f);
+       immEnd();
+}
 
+/* harmonious triangle */
+static void drawviewborder_triangle(
+        uint shdr_pos, float x1, float x2, float y1, float y2, const char golden, const char dir)
+{
+       float ofs;
+       float w = x2 - x1;
+       float h = y2 - y1;
 
-                               UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, blend_fac);
+       immBegin(GWN_PRIM_LINES, 6);
 
-                               drawgrid_draw(ar, wx, wy, x, y, dx_scalar);
-                       }
-               }
-       }
-       else {
-               const double sublines    = v3d->gridsubdiv;
-               const float  sublines_fl = v3d->gridsubdiv;
-
-               if (dx < GRID_MIN_PX_D) {
-                       rv3d->gridview *= sublines_fl;
-                       dx *= sublines;
-
-                       if (dx < GRID_MIN_PX_D) {
-                               rv3d->gridview *= sublines_fl;
-                               dx *= sublines;
-
-                               if (dx < GRID_MIN_PX_D) {
-                                       rv3d->gridview *= sublines_fl;
-                                       dx *= sublines;
-                                       if (dx < GRID_MIN_PX_D) {
-                                               /* pass */
-                                       }
-                                       else {
-                                               UI_ThemeColor(TH_GRID);
-                                               drawgrid_draw(ar, wx, wy, x, y, dx);
-                                       }
-                               }
-                               else {  /* start blending out */
-                                       UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
-                                       drawgrid_draw(ar, wx, wy, x, y, dx);
-
-                                       UI_ThemeColor(TH_GRID);
-                                       drawgrid_draw(ar, wx, wy, x, y, sublines * dx);
-                               }
-                       }
-                       else {  /* start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX * 10)) */
-                               UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
-                               drawgrid_draw(ar, wx, wy, x, y, dx);
-
-                               UI_ThemeColor(TH_GRID);
-                               drawgrid_draw(ar, wx, wy, x, y, sublines * dx);
-                       }
+       if (w > h) {
+               if (golden) {
+                       ofs = w * (1.0f - (1.0f / 1.61803399f));
                }
                else {
-                       if (dx > (GRID_MIN_PX_D * 10.0)) {  /* start blending in */
-                               rv3d->gridview /= sublines_fl;
-                               dx /= sublines;
-                               if (dx > (GRID_MIN_PX_D * 10.0)) {  /* start blending in */
-                                       rv3d->gridview /= sublines_fl;
-                                       dx /= sublines;
-                                       if (dx > (GRID_MIN_PX_D * 10.0)) {
-                                               UI_ThemeColor(TH_GRID);
-                                               drawgrid_draw(ar, wx, wy, x, y, dx);
-                                       }
-                                       else {
-                                               UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
-                                               drawgrid_draw(ar, wx, wy, x, y, dx);
-                                               UI_ThemeColor(TH_GRID);
-                                               drawgrid_draw(ar, wx, wy, x, y, dx * sublines);
-                                       }
-                               }
-                               else {
-                                       UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
-                                       drawgrid_draw(ar, wx, wy, x, y, dx);
-                                       UI_ThemeColor(TH_GRID);
-                                       drawgrid_draw(ar, wx, wy, x, y, dx * sublines);
-                               }
-                       }
-                       else {
-                               UI_ThemeColorBlend(TH_HIGH_GRAD, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
-                               drawgrid_draw(ar, wx, wy, x, y, dx);
-                               UI_ThemeColor(TH_GRID);
-                               drawgrid_draw(ar, wx, wy, x, y, dx * sublines);
-                       }
+                       ofs = h * (h / w);
                }
-       }
-
+               if (dir == 'B') SWAP(float, y1, y2);
 
-       x += (wx);
-       y += (wy);
-       UI_GetThemeColor3ubv(TH_GRID, col);
+               immVertex2f(shdr_pos, x1, y1);
+               immVertex2f(shdr_pos, x2, y2);
 
-       setlinestyle(0);
+               immVertex2f(shdr_pos, x2, y1);
+               immVertex2f(shdr_pos, x1 + (w - ofs), y2);
 
-       /* center cross */
-       /* horizontal line */
-       if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
-               UI_make_axis_color(col, col2, 'Y');
-       else UI_make_axis_color(col, col2, 'X');
-       glColor3ubv(col2);
+               immVertex2f(shdr_pos, x1, y2);
+               immVertex2f(shdr_pos, x1 + ofs, y1);
+       }
+       else {
+               if (golden) {
+                       ofs = h * (1.0f - (1.0f / 1.61803399f));
+               }
+               else {
+                       ofs = w * (w / h);
+               }
+               if (dir == 'B') SWAP(float, x1, x2);
 
-       fdrawline(0.0,  y,  (float)ar->winx,  y);
+               immVertex2f(shdr_pos, x1, y1);
+               immVertex2f(shdr_pos, x2, y2);
 
-       /* vertical line */
-       if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
-               UI_make_axis_color(col, col2, 'Y');
-       else UI_make_axis_color(col, col2, 'Z');
-       glColor3ubv(col2);
+               immVertex2f(shdr_pos, x2, y1);
+               immVertex2f(shdr_pos, x1, y1 + ofs);
 
-       fdrawline(x, 0.0, x, (float)ar->winy);
+               immVertex2f(shdr_pos, x1, y2);
+               immVertex2f(shdr_pos, x2, y1 + (h - ofs));
+       }
 
-       glDepthMask(GL_TRUE);  /* enable write in zbuffer */
+       immEnd();
 }
-#undef GRID_MIN_PX
 
-/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
-float ED_scene_grid_scale(Scene *scene, const char **grid_unit)
+static void drawviewborder(Scene *scene, Depsgraph *depsgraph, ARegion *ar, View3D *v3d)
 {
-       /* apply units */
-       if (scene->unit.system) {
-               const void *usys;
-               int len;
+       float x1, x2, y1, y2;
+       float x1i, x2i, y1i, y2i;
 
-               bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
+       rctf viewborder;
+       Camera *ca = NULL;
+       RegionView3D *rv3d = ar->regiondata;
 
-               if (usys) {
-                       int i = bUnit_GetBaseUnit(usys);
-                       if (grid_unit)
-                               *grid_unit = bUnit_GetNameDisplay(usys, i);
-                       return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
-               }
-       }
+       if (v3d->camera == NULL)
+               return;
+       if (v3d->camera->type == OB_CAMERA)
+               ca = v3d->camera->data;
 
-       return 1.0f;
-}
+       ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &viewborder, false);
+       /* the offsets */
+       x1 = viewborder.xmin;
+       y1 = viewborder.ymin;
+       x2 = viewborder.xmax;
+       y2 = viewborder.ymax;
 
-float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
-{
-       return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
-}
+       glLineWidth(1.0f);
 
-static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth)
-{
-       float grid, grid_scale;
-       unsigned char col_grid[3];
-       const int gridlines = v3d->gridlines / 2;
+       /* apply offsets so the real 3D camera shows through */
 
-       if (v3d->gridlines < 3) return;
+       /* note: quite un-scientific but without this bit extra
+        * 0.0001 on the lower left the 2D border sometimes
+        * obscures the 3D camera border */
+       /* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
+        * but keep it here in case we need to remove the workaround */
+       x1i = (int)(x1 - 1.0001f);
+       y1i = (int)(y1 - 1.0001f);
+       x2i = (int)(x2 + (1.0f - 0.0001f));
+       y2i = (int)(y2 + (1.0f - 0.0001f));
 
-       /* use 'grid_scale' instead of 'v3d->grid' from now on */
-       grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
-       grid = gridlines * grid_scale;
+       uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
 
-       if (!write_depth)
-               glDepthMask(GL_FALSE);
+       /* First, solid lines. */
+       {
+               immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
 
-       UI_GetThemeColor3ubv(TH_GRID, col_grid);
+               /* passepartout, specified in camera edit buttons */
+               if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
+                       const float winx = (ar->winx + 1);
+                       const float winy = (ar->winy + 1);
 
-       glLineWidth(1);
+                       float alpha = 1.0f;
 
-       /* draw the Y axis and/or grid lines */
-       if (v3d->gridflag & V3D_SHOW_FLOOR) {
-               const int sublines = v3d->gridsubdiv;
-               float vert[4][3] = {{0.0f}};
-               unsigned char col_bg[3];
-               unsigned char col_grid_emphasise[3], col_grid_light[3];
-               int a;
-               int prev_emphasise = -1;
+                       if (ca->passepartalpha != 1.0f) {
+                               glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+                               glEnable(GL_BLEND);
+                               alpha = ca->passepartalpha;
+                       }
 
-               UI_GetThemeColor3ubv(TH_BACK, col_bg);
+                       immUniformColor4f(0.0f, 0.0f, 0.0f, alpha);
 
-               /* emphasise division lines lighter instead of darker, if background is darker than grid */
-               UI_GetColorPtrShade3ubv(col_grid, col_grid_light, 10);
-               UI_GetColorPtrShade3ubv(col_grid, col_grid_emphasise,
-                                       (((col_grid[0] + col_grid[1] + col_grid[2]) + 30) >
-                                        (col_bg[0] + col_bg[1] + col_bg[2])) ? 20 : -10);
+                       if (x1i > 0.0f)
+                               immRectf(shdr_pos, 0.0f, winy, x1i, 0.0f);
+                       if (x2i < winx)
+                               immRectf(shdr_pos, x2i, winy, winx, 0.0f);
+                       if (y2i < winy)
+                               immRectf(shdr_pos, x1i, winy, x2i, y2i);
+                       if (y2i > 0.0f)
+                               immRectf(shdr_pos, x1i, y1i, x2i, 0.0f);
 
-               /* set fixed axis */
-               vert[0][0] = vert[2][1] = grid;
-               vert[1][0] = vert[3][1] = -grid;
+                       glDisable(GL_BLEND);
+               }
 
-               glEnableClientState(GL_VERTEX_ARRAY);
-               glVertexPointer(3, GL_FLOAT, 0, vert);
+               immUniformThemeColor(TH_BACK);
+               imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
 
-               for (a = -gridlines; a <= gridlines; a++) {
-                       const float line = a * grid_scale;
-                       const int is_emphasise = (a % sublines) == 0;
+#ifdef VIEW3D_CAMERA_BORDER_HACK
+               if (view3d_camera_border_hack_test == true) {
+                       immUniformColor3ubv(view3d_camera_border_hack_col);
+                       imm_draw_box_wire_2d(shdr_pos, x1i + 1, y1i + 1, x2i - 1, y2i - 1);
+                       view3d_camera_border_hack_test = false;
+               }
+#endif
 
-                       if (is_emphasise != prev_emphasise) {
-                               glColor3ubv(is_emphasise ? col_grid_emphasise : col_grid_light);
-                               prev_emphasise = is_emphasise;
-                       }
+               immUnbindProgram();
+       }
 
-                       /* set variable axis */
-                       vert[0][1] = vert[1][1] = vert[2][0] = vert[3][0] = line;
+       /* And now, the dashed lines! */
+       immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
 
-                       glDrawArrays(GL_LINES, 0, 4);
-               }
+       {
+               float viewport_size[4];
+               glGetFloatv(GL_VIEWPORT, viewport_size);
+               immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
 
-               glDisableClientState(GL_VERTEX_ARRAY);
-       }
+               immUniform1i("num_colors", 0);  /* "simple" mode */
+               immUniform1f("dash_width", 6.0f);
+               immUniform1f("dash_factor", 0.5f);
 
-       /* draw the Z axis line */
-       /* check for the 'show Z axis' preference */
-       if (v3d->gridflag & (V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
-               glBegin(GL_LINES);
-               int axis;
-               for (axis = 0; axis < 3; axis++) {
-                       if (v3d->gridflag & (V3D_SHOW_X << axis)) {
-                               float vert[3];
-                               unsigned char tcol[3];
-
-                               UI_make_axis_color(col_grid, tcol, 'X' + axis);
-                               glColor3ubv(tcol);
-
-                               zero_v3(vert);
-                               vert[axis] = grid;
-                               glVertex3fv(vert);
-                               vert[axis] = -grid;
-                               glVertex3fv(vert);
-                       }
+               /* outer line not to confuse with object selection */
+               if (v3d->flag2 & V3D_LOCK_CAMERA) {
+                       immUniformThemeColor(TH_REDALERT);
+                       imm_draw_box_wire_2d(shdr_pos, x1i - 1, y1i - 1, x2i + 1, y2i + 1);
                }
-               glEnd();
+
+               immUniformThemeColor(TH_VIEW_OVERLAY);
+               imm_draw_box_wire_2d(shdr_pos, x1i, y1i, x2i, y2i);
        }
 
-       glDepthMask(GL_TRUE);
-}
+       /* border */
+       if (scene->r.mode & R_BORDER) {
+               float x3, y3, x4, y4;
 
+               x3 = floorf(x1 + (scene->r.border.xmin * (x2 - x1))) - 1;
+               y3 = floorf(y1 + (scene->r.border.ymin * (y2 - y1))) - 1;
+               x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1);
+               y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
 
-static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
-{
-       int co[2];
-
-       /* we don't want the clipping for cursor */
-       if (ED_view3d_project_int_global(ar, ED_view3d_cursor3d_get(scene, v3d), co, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) {
-               const float f5 = 0.25f * U.widget_unit;
-               const float f10 = 0.5f * U.widget_unit;
-               const float f20 = U.widget_unit;
-
-               glLineWidth(1);
-               setlinestyle(0);
-               cpack(0xFF);
-               circ((float)co[0], (float)co[1], f10);
-               setlinestyle(4);
-               cpack(0xFFFFFF);
-               circ((float)co[0], (float)co[1], f10);
-               setlinestyle(0);
-
-               UI_ThemeColor(TH_VIEW_OVERLAY);
-               sdrawline(co[0] - f20, co[1], co[0] - f5, co[1]);
-               sdrawline(co[0] + f5, co[1], co[0] + f20, co[1]);
-               sdrawline(co[0], co[1] - f20, co[0], co[1] - f5);
-               sdrawline(co[0], co[1] + f5, co[0], co[1] + f20);
+               immUniformColor3f(1.0f, 0.25f, 0.25f);
+               imm_draw_box_wire_2d(shdr_pos, x3, y3, x4, y4);
        }
-}
 
-/* Draw a live substitute of the view icon, which is always shown
- * colors copied from transform_manipulator.c, we should keep these matching. */
-static void draw_view_axis(RegionView3D *rv3d, rcti *rect)
-{
-       const float k = U.rvisize * U.pixelsize;   /* axis size */
-       const float toll = 0.5;      /* used to see when view is quasi-orthogonal */
-       float startx = k + 1.0f; /* axis center in screen coordinates, x=y */
-       float starty = k + 1.0f;
-       float ydisp = 0.0;          /* vertical displacement to allow obj info text */
-       int bright = - 20 * (10 - U.rvibright); /* axis alpha offset (rvibright has range 0-10) */
-       float vec[3];
-       float dx, dy;
+       /* safety border */
+       if (ca) {
+               immUniformThemeColorBlend(TH_VIEW_OVERLAY, TH_BACK, 0.25f);
 
-       int axis_order[3] = {0, 1, 2};
-       int axis_i;
+               if (ca->dtx & CAM_DTX_CENTER) {
+                       float x3, y3;
 
-       startx += rect->xmin;
-       starty += rect->ymin;
+                       x3 = x1 + 0.5f * (x2 - x1);
+                       y3 = y1 + 0.5f * (y2 - y1);
 
-       axis_sort_v3(rv3d->viewinv[2], axis_order);
+                       immBegin(GWN_PRIM_LINES, 4);
 
-       /* thickness of lines is proportional to k */
-       glLineWidth(2);
+                       immVertex2f(shdr_pos, x1, y3);
+                       immVertex2f(shdr_pos, x2, y3);
 
-       glEnable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       immVertex2f(shdr_pos, x3, y1);
+                       immVertex2f(shdr_pos, x3, y2);
 
-       for (axis_i = 0; axis_i < 3; axis_i++) {
-               int i = axis_order[axis_i];
-               const char axis_text[2] = {'x' + i, '\0'};
+                       immEnd();
+               }
 
-               zero_v3(vec);
-               vec[i] = 1.0f;
-               mul_qt_v3(rv3d->viewquat, vec);
-               dx = vec[0] * k;
-               dy = vec[1] * k;
+               if (ca->dtx & CAM_DTX_CENTER_DIAG) {
+                       immBegin(GWN_PRIM_LINES, 4);
 
-               UI_ThemeColorShadeAlpha(TH_AXIS_X + i, 0, bright);
-               glBegin(GL_LINES);
-               glVertex2f(startx, starty + ydisp);
-               glVertex2f(startx + dx, starty + dy + ydisp);
-               glEnd();
+                       immVertex2f(shdr_pos, x1, y1);
+                       immVertex2f(shdr_pos, x2, y2);
 
-               if (fabsf(dx) > toll || fabsf(dy) > toll) {
-                       BLF_draw_default_ascii(startx + dx + 2, starty + dy + ydisp + 2, 0.0f, axis_text, 1);
+                       immVertex2f(shdr_pos, x1, y2);
+                       immVertex2f(shdr_pos, x2, y1);
 
-                       /* BLF_draw_default disables blending */
-                       glEnable(GL_BLEND);
+                       immEnd();
                }
-       }
-
-       glDisable(GL_BLEND);
-}
-
-#ifdef WITH_INPUT_NDOF
-/* draw center and axis of rotation for ongoing 3D mouse navigation */
-static void draw_rotation_guide(RegionView3D *rv3d)
-{
-       float o[3];    /* center of rotation */
-       float end[3];  /* endpoints for drawing */
 
-       float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f};  /* bright blue so it matches device LEDs */
-
-       negate_v3_v3(o, rv3d->ofs);
+               if (ca->dtx & CAM_DTX_THIRDS) {
+                       drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f / 3.0f);
+               }
 
-       glEnable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glPointSize(5);
-       glEnable(GL_POINT_SMOOTH);
-       glDepthMask(0);  /* don't overwrite zbuf */
+               if (ca->dtx & CAM_DTX_GOLDEN) {
+                       drawviewborder_grid3(shdr_pos, x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
+               }
 
-       if (rv3d->rot_angle != 0.0f) {
-               /* -- draw rotation axis -- */
-               float scaled_axis[3];
-               const float scale = rv3d->dist;
-               mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
+               if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
+                       drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'A');
+               }
 
+               if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
+                       drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 0, 'B');
+               }
 
-               glBegin(GL_LINE_STRIP);
-               color[3] = 0.0f;  /* more transparent toward the ends */
-               glColor4fv(color);
-               add_v3_v3v3(end, o, scaled_axis);
-               glVertex3fv(end);
+               if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
+                       drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'A');
+               }
 
-#if 0
-               color[3] = 0.2f + fabsf(rv3d->rot_angle);  /* modulate opacity with angle */
-               /* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
-#endif
+               if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
+                       drawviewborder_triangle(shdr_pos, x1, x2, y1, y2, 1, 'B');
+               }
 
-               color[3] = 0.5f;  /* more opaque toward the center */
-               glColor4fv(color);
-               glVertex3fv(o);
+               if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
+                       UI_draw_safe_areas(
+                               shdr_pos, x1, x2, y1, y2,
+                               scene->safe_areas.title, scene->safe_areas.action);
 
-               color[3] = 0.0f;
-               glColor4fv(color);
-               sub_v3_v3v3(end, o, scaled_axis);
-               glVertex3fv(end);
-               glEnd();
+                       if (ca->flag & CAM_SHOW_SAFE_CENTER) {
+                               UI_draw_safe_areas(
+                                       shdr_pos, x1, x2, y1, y2,
+                                       scene->safe_areas.title_center, scene->safe_areas.action_center);
+                       }
+               }
 
-               /* -- draw ring around rotation center -- */
-               {
-#define     ROT_AXIS_DETAIL 13
+               if (ca->flag & CAM_SHOWSENSOR) {
+                       /* determine sensor fit, and get sensor x/y, for auto fit we
+                        * assume and square sensor and only use sensor_x */
+                       float sizex = scene->r.xsch * scene->r.xasp;
+                       float sizey = scene->r.ysch * scene->r.yasp;
+                       int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey);
+                       float sensor_x = ca->sensor_x;
+                       float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y;
 
-                       const float s = 0.05f * scale;
-                       const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
-                       float angle;
-                       int i;
+                       /* determine sensor plane */
+                       rctf rect;
 
-                       float q[4];  /* rotate ring so it's perpendicular to axis */
-                       const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
-                       if (!upright) {
-                               const float up[3] = {0.0f, 0.0f, 1.0f};
-                               float vis_angle, vis_axis[3];
+                       if (sensor_fit == CAMERA_SENSOR_FIT_HOR) {
+                               float sensor_scale = (x2i - x1i) / sensor_x;
+                               float sensor_height = sensor_scale * sensor_y;
 
-                               cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
-                               vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
-                               axis_angle_to_quat(q, vis_axis, vis_angle);
+                               rect.xmin = x1i;
+                               rect.xmax = x2i;
+                               rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f;
+                               rect.ymax = rect.ymin + sensor_height;
                        }
+                       else {
+                               float sensor_scale = (y2i - y1i) / sensor_y;
+                               float sensor_width = sensor_scale * sensor_x;
 
-                       color[3] = 0.25f;  /* somewhat faint */
-                       glColor4fv(color);
-                       glBegin(GL_LINE_LOOP);
-                       for (i = 0, angle = 0.0f; i < ROT_AXIS_DETAIL; ++i, angle += step) {
-                               float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
-
-                               if (!upright) {
-                                       mul_qt_v3(q, p);
-                               }
-
-                               add_v3_v3(p, o);
-                               glVertex3fv(p);
+                               rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f;
+                               rect.xmax = rect.xmin + sensor_width;
+                               rect.ymin = y1i;
+                               rect.ymax = y2i;
                        }
-                       glEnd();
 
-#undef      ROT_AXIS_DETAIL
-               }
+                       /* draw */
+                       immUniformThemeColorShade(TH_VIEW_OVERLAY, 100);
 
-               color[3] = 1.0f;  /* solid dot */
+                       /* TODO Was using UI_draw_roundbox_4fv(false, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f, color).
+                        * We'll probably need a new imm_draw_line_roundbox_dashed dor that - though in practice the
+                        * 2.0f round corner effect was nearly not visible anyway... */
+                       imm_draw_box_wire_2d(shdr_pos, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+               }
        }
-       else
-               color[3] = 0.5f;  /* see-through dot */
-
-       /* -- draw rotation center -- */
-       glColor4fv(color);
-       glBegin(GL_POINTS);
-       glVertex3fv(o);
-       glEnd();
 
-#if 0
-       /* find screen coordinates for rotation center, then draw pretty icon */
-       mul_m4_v3(rv3d->persinv, rot_center);
-       UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
-       /* ^^ just playing around, does not work */
-#endif
+       immUnbindProgram();
+       /* end dashed lines */
 
-       glDisable(GL_BLEND);
-       glDisable(GL_POINT_SMOOTH);
-       glDepthMask(1);
+       /* camera name - draw in highlighted text color */
+       if (ca && (ca->flag & CAM_SHOWNAME)) {
+               UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
+               BLF_draw_default(
+                       x1i, y1i - (0.7f * U.widget_unit), 0.0f,
+                       v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2);
+       }
 }
-#endif /* WITH_INPUT_NDOF */
 
-static void draw_view_icon(RegionView3D *rv3d, rcti *rect)
+static void drawrenderborder(ARegion *ar, View3D *v3d)
 {
-       BIFIconID icon;
+       /* use the same program for everything */
+       uint shdr_pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
 
-       if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM))
-               icon = ICON_AXIS_TOP;
-       else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK))
-               icon = ICON_AXIS_FRONT;
-       else if (ELEM(rv3d->view, RV3D_VIEW_RIGHT, RV3D_VIEW_LEFT))
-               icon = ICON_AXIS_SIDE;
-       else return;
+       glLineWidth(1.0f);
 
-       glEnable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA,  GL_ONE_MINUS_SRC_ALPHA);
+       immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
 
-       UI_icon_draw(5.0 + rect->xmin, 5.0 + rect->ymin, icon);
+       float viewport_size[4];
+       glGetFloatv(GL_VIEWPORT, viewport_size);
+       immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
 
-       glDisable(GL_BLEND);
+       immUniform1i("num_colors", 0);  /* "simple" mode */
+       immUniform4f("color", 1.0f, 0.25f, 0.25f, 1.0f);
+       immUniform1f("dash_width", 6.0f);
+       immUniform1f("dash_factor", 0.5f);
+
+       imm_draw_box_wire_2d(shdr_pos,
+                         v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy,
+                         v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);
+
+       immUnbindProgram();
 }
 
-static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
+void ED_view3d_draw_depth(
+        Depsgraph *depsgraph,
+        ARegion *ar, View3D *v3d, bool alphaoverride)
 {
-       const char *name = NULL;
+       struct bThemeState theme_state;
+       Scene *scene = DEG_get_evaluated_scene(depsgraph);
+       RegionView3D *rv3d = ar->regiondata;
 
-       switch (rv3d->view) {
-               case RV3D_VIEW_FRONT:
-                       if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Front Ortho");
-                       else name = IFACE_("Front Persp");
-                       break;
-               case RV3D_VIEW_BACK:
-                       if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Back Ortho");
-                       else name = IFACE_("Back Persp");
-                       break;
-               case RV3D_VIEW_TOP:
-                       if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Top Ortho");
-                       else name = IFACE_("Top Persp");
-                       break;
-               case RV3D_VIEW_BOTTOM:
-                       if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Bottom Ortho");
-                       else name = IFACE_("Bottom Persp");
-                       break;
-               case RV3D_VIEW_RIGHT:
+       short zbuf = v3d->zbuf;
+       short flag = v3d->flag;
+       float glalphaclip = U.glalphaclip;
+       int obcenter_dia = U.obcenter_dia;
+       /* temp set drawtype to solid */
+       /* Setting these temporarily is not nice */
+       v3d->flag &= ~V3D_SELECT_OUTLINE;
+       U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */
+       U.obcenter_dia = 0;
+
+       /* Tools may request depth outside of regular drawing code. */
+       UI_Theme_Store(&theme_state);
+       UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
+
+       ED_view3d_draw_setup_view(NULL, depsgraph, scene, ar, v3d, NULL, NULL, NULL);
+
+       glClear(GL_DEPTH_BUFFER_BIT);
+
+       if (rv3d->rflag & RV3D_CLIPPING) {
+               ED_view3d_clipping_set(rv3d);
+       }
+       /* get surface depth without bias */
+       rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
+
+       v3d->zbuf = true;
+       glEnable(GL_DEPTH_TEST);
+
+       DRW_draw_depth_loop(depsgraph, ar, v3d);
+
+       if (rv3d->rflag & RV3D_CLIPPING) {
+               ED_view3d_clipping_disable();
+       }
+       rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
+
+       v3d->zbuf = zbuf;
+       if (!v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+       U.glalphaclip = glalphaclip;
+       v3d->flag = flag;
+       U.obcenter_dia = obcenter_dia;
+
+       UI_Theme_Restore(&theme_state);
+}
+
+/* ******************** other elements ***************** */
+
+/** could move this elsewhere, but tied into #ED_view3d_grid_scale */
+float ED_scene_grid_scale(Scene *scene, const char **grid_unit)
+{
+       /* apply units */
+       if (scene->unit.system) {
+               const void *usys;
+               int len;
+
+               bUnit_GetSystem(scene->unit.system, B_UNIT_LENGTH, &usys, &len);
+
+               if (usys) {
+                       int i = bUnit_GetBaseUnit(usys);
+                       if (grid_unit)
+                               *grid_unit = bUnit_GetNameDisplay(usys, i);
+                       return (float)bUnit_GetScaler(usys, i) / scene->unit.scale_length;
+               }
+       }
+
+       return 1.0f;
+}
+
+float ED_view3d_grid_scale(Scene *scene, View3D *v3d, const char **grid_unit)
+{
+       return v3d->grid * ED_scene_grid_scale(scene, grid_unit);
+}
+
+static void draw_view_axis(RegionView3D *rv3d, const rcti *rect)
+{
+       const float k = U.rvisize * U.pixelsize;  /* axis size */
+       const int bright = - 20 * (10 - U.rvibright);  /* axis alpha offset (rvibright has range 0-10) */
+
+       const float startx = rect->xmin + k + 1.0f;  /* axis center in screen coordinates, x=y */
+       const float starty = rect->ymin + k + 1.0f;
+
+       float axis_pos[3][2];
+       unsigned char axis_col[3][4];
+
+       int axis_order[3] = {0, 1, 2};
+       axis_sort_v3(rv3d->viewinv[2], axis_order);
+
+       for (int axis_i = 0; axis_i < 3; axis_i++) {
+               int i = axis_order[axis_i];
+
+               /* get position of each axis tip on screen */
+               float vec[3] = { 0.0f };
+               vec[i] = 1.0f;
+               mul_qt_v3(rv3d->viewquat, vec);
+               axis_pos[i][0] = startx + vec[0] * k;
+               axis_pos[i][1] = starty + vec[1] * k;
+
+               /* get color of each axis */
+               UI_GetThemeColorShade3ubv(TH_AXIS_X + i, bright, axis_col[i]); /* rgb */
+               axis_col[i][3] = 255 * hypotf(vec[0], vec[1]); /* alpha */
+       }
+
+       /* draw axis lines */
+       glLineWidth(2.0f);
+       glEnable(GL_LINE_SMOOTH);
+       glEnable(GL_BLEND);
+       glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+       Gwn_VertFormat *format = immVertexFormat();
+       unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+       unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
+
+       immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+       immBegin(GWN_PRIM_LINES, 6);
+
+       for (int axis_i = 0; axis_i < 3; axis_i++) {
+               int i = axis_order[axis_i];
+
+               immAttrib4ubv(col, axis_col[i]);
+               immVertex2f(pos, startx, starty);
+               immAttrib4ubv(col, axis_col[i]);
+               immVertex2fv(pos, axis_pos[i]);
+       }
+
+       immEnd();
+       immUnbindProgram();
+       glDisable(GL_LINE_SMOOTH);
+
+       /* draw axis names */
+       for (int axis_i = 0; axis_i < 3; axis_i++) {
+               int i = axis_order[axis_i];
+
+               const char axis_text[2] = {'x' + i, '\0'};
+               BLF_color4ubv(BLF_default(), axis_col[i]);
+               BLF_draw_default_ascii(axis_pos[i][0] + 2, axis_pos[i][1] + 2, 0.0f, axis_text, 1);
+       }
+}
+
+#ifdef WITH_INPUT_NDOF
+/* draw center and axis of rotation for ongoing 3D mouse navigation */
+static void UNUSED_FUNCTION(draw_rotation_guide)(RegionView3D *rv3d)
+{
+       float o[3];    /* center of rotation */
+       float end[3];  /* endpoints for drawing */
+
+       GLubyte color[4] = {0, 108, 255, 255};  /* bright blue so it matches device LEDs */
+
+       negate_v3_v3(o, rv3d->ofs);
+
+       glEnable(GL_BLEND);
+       glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+       glDepthMask(GL_FALSE);  /* don't overwrite zbuf */
+
+       Gwn_VertFormat *format = immVertexFormat();
+       unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+       unsigned int col = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 4, GWN_FETCH_INT_TO_FLOAT_UNIT);
+
+       immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
+
+       if (rv3d->rot_angle != 0.0f) {
+               /* -- draw rotation axis -- */
+               float scaled_axis[3];
+               const float scale = rv3d->dist;
+               mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
+
+
+               immBegin(GWN_PRIM_LINE_STRIP, 3);
+               color[3] = 0; /* more transparent toward the ends */
+               immAttrib4ubv(col, color);
+               add_v3_v3v3(end, o, scaled_axis);
+               immVertex3fv(pos, end);
+
+#if 0
+               color[3] = 0.2f + fabsf(rv3d->rot_angle);  /* modulate opacity with angle */
+               /* ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2 */
+#endif
+
+               color[3] = 127; /* more opaque toward the center */
+               immAttrib4ubv(col, color);
+               immVertex3fv(pos, o);
+
+               color[3] = 0;
+               immAttrib4ubv(col, color);
+               sub_v3_v3v3(end, o, scaled_axis);
+               immVertex3fv(pos, end);
+               immEnd();
+
+               /* -- draw ring around rotation center -- */
+               {
+#define     ROT_AXIS_DETAIL 13
+
+                       const float s = 0.05f * scale;
+                       const float step = 2.0f * (float)(M_PI / ROT_AXIS_DETAIL);
+
+                       float q[4];  /* rotate ring so it's perpendicular to axis */
+                       const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
+                       if (!upright) {
+                               const float up[3] = {0.0f, 0.0f, 1.0f};
+                               float vis_angle, vis_axis[3];
+
+                               cross_v3_v3v3(vis_axis, up, rv3d->rot_axis);
+                               vis_angle = acosf(dot_v3v3(up, rv3d->rot_axis));
+                               axis_angle_to_quat(q, vis_axis, vis_angle);
+                       }
+
+                       immBegin(GWN_PRIM_LINE_LOOP, ROT_AXIS_DETAIL);
+                       color[3] = 63; /* somewhat faint */
+                       immAttrib4ubv(col, color);
+                       float angle = 0.0f;
+                       for (int i = 0; i < ROT_AXIS_DETAIL; ++i, angle += step) {
+                               float p[3] = {s * cosf(angle), s * sinf(angle), 0.0f};
+
+                               if (!upright) {
+                                       mul_qt_v3(q, p);
+                               }
+
+                               add_v3_v3(p, o);
+                               immVertex3fv(pos, p);
+                       }
+                       immEnd();
+
+#undef      ROT_AXIS_DETAIL
+               }
+
+               color[3] = 255;  /* solid dot */
+       }
+       else
+               color[3] = 127;  /* see-through dot */
+
+       immUnbindProgram();
+
+       /* -- draw rotation center -- */
+       immBindBuiltinProgram(GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR);
+       glPointSize(5.0f);
+       immBegin(GWN_PRIM_POINTS, 1);
+       immAttrib4ubv(col, color);
+       immVertex3fv(pos, o);
+       immEnd();
+       immUnbindProgram();
+
+#if 0
+       /* find screen coordinates for rotation center, then draw pretty icon */
+       mul_m4_v3(rv3d->persinv, rot_center);
+       UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
+       /* ^^ just playing around, does not work */
+#endif
+
+       glDisable(GL_BLEND);
+       glDepthMask(GL_TRUE);
+}
+#endif /* WITH_INPUT_NDOF */
+
+/* ******************** info ***************** */
+
+/**
+* Render and camera border
+*/
+static void view3d_draw_border(const bContext *C, ARegion *ar)
+{
+       Scene *scene = CTX_data_scene(C);
+       Depsgraph *depsgraph = CTX_data_depsgraph(C);
+       RegionView3D *rv3d = ar->regiondata;
+       View3D *v3d = CTX_wm_view3d(C);
+
+       if (rv3d->persp == RV3D_CAMOB) {
+               drawviewborder(scene, depsgraph, ar, v3d);
+       }
+       else if (v3d->flag2 & V3D_RENDER_BORDER) {
+               drawrenderborder(ar, v3d);
+       }
+}
+
+/**
+* Grease Pencil
+*/
+static void view3d_draw_grease_pencil(const bContext *UNUSED(C))
+{
+       /* TODO viewport */
+}
+
+/**
+* Viewport Name
+*/
+static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
+{
+       const char *name = NULL;
+
+       switch (rv3d->view) {
+               case RV3D_VIEW_FRONT:
+                       if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Front Ortho");
+                       else name = IFACE_("Front Persp");
+                       break;
+               case RV3D_VIEW_BACK:
+                       if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Back Ortho");
+                       else name = IFACE_("Back Persp");
+                       break;
+               case RV3D_VIEW_TOP:
+                       if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Top Ortho");
+                       else name = IFACE_("Top Persp");
+                       break;
+               case RV3D_VIEW_BOTTOM:
+                       if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Bottom Ortho");
+                       else name = IFACE_("Bottom Persp");
+                       break;
+               case RV3D_VIEW_RIGHT:
                        if (rv3d->persp == RV3D_ORTHO) name = IFACE_("Right Ortho");
                        else name = IFACE_("Right Persp");
                        break;
@@ -827,13 +1035,12 @@ static const char *view3d_get_name(View3D *v3d, RegionView3D *rv3d)
                        else {
                                name = (rv3d->persp == RV3D_ORTHO) ? IFACE_("User Ortho") : IFACE_("User Persp");
                        }
-                       break;
        }
 
        return name;
 }
 
-static void draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect)
+static void draw_viewport_name(ARegion *ar, View3D *v3d, const rcti *rect)
 {
        RegionView3D *rv3d = ar->regiondata;
        const char *name = view3d_get_name(v3d, rv3d);
@@ -849,7 +1056,7 @@ static void draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect)
                name = tmpstr;
        }
 
-       UI_ThemeColor(TH_TEXT_HI);
+       UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
 #ifdef WITH_INTERNATIONAL
        BLF_draw_default(U.widget_unit + rect->xmin,  rect->ymax - U.widget_unit, 0.0f, name, sizeof(tmpstr));
 #else
@@ -857,18 +1064,20 @@ static void draw_viewport_name(ARegion *ar, View3D *v3d, rcti *rect)
 #endif
 }
 
-/* draw info beside axes in bottom left-corner:
+/**
+ * draw info beside axes in bottom left-corner:
  * framenum, object name, bone name (if available), marker name (if available)
  */
 
-static void draw_selected_name(Scene *scene, Object *ob, const rcti *rect)
+static void draw_selected_name(Scene *scene, Object *ob, rcti *rect)
 {
        const int cfra = CFRA;
        const char *msg_pin = " (Pinned)";
        const char *msg_sep = " : ";
 
+       const int font_id = BLF_default();
+
        char info[300];
-       const char *markern;
        char *s = info;
        short offset = 1.5f * UI_UNIT_X + rect->xmin;
 
@@ -884,7 +1093,7 @@ static void draw_selected_name(Scene *scene, Object *ob, const rcti *rect)
         */
 
        /* get name of marker on current frame (if available) */
-       markern = BKE_scene_find_marker_name(scene, cfra);
+       const char *markern = BKE_scene_find_marker_name(scene, cfra);
 
        /* check if there is an object */
        if (ob) {
@@ -913,9 +1122,6 @@ static void draw_selected_name(Scene *scene, Object *ob, const rcti *rect)
                        }
                }
                else if (ELEM(ob->type, OB_MESH, OB_LATTICE, OB_CURVE)) {
-                       Key *key = NULL;
-                       KeyBlock *kb = NULL;
-
                        /* try to display active bone and active shapekey too (if they exist) */
 
                        if (ob->type == OB_MESH && ob->mode & OB_MODE_WEIGHT_PAINT) {
@@ -931,9 +1137,9 @@ static void draw_selected_name(Scene *scene, Object *ob, const rcti *rect)
                                }
                        }
 
-                       key = BKE_key_from_object(ob);
+                       Key *key = BKE_key_from_object(ob);
                        if (key) {
-                               kb = BLI_findlink(&key->block, ob->shapenr - 1);
+                               KeyBlock *kb = BLI_findlink(&key->block, ob->shapenr - 1);
                                if (kb) {
                                        s += BLI_strcpy_rlen(s, msg_sep);
                                        s += BLI_strcpy_rlen(s, kb->name);
@@ -946,18 +1152,18 @@ static void draw_selected_name(Scene *scene, Object *ob, const rcti *rect)
 
                /* color depends on whether there is a keyframe */
                if (id_frame_has_keyframe((ID *)ob, /* BKE_scene_frame_get(scene) */ (float)cfra, ANIMFILTER_KEYS_LOCAL))
-                       UI_ThemeColor(TH_TIME_KEYFRAME);
+                       UI_FontThemeColor(font_id, TH_TIME_KEYFRAME);
                else if (ED_gpencil_has_keyframe_v3d(scene, ob, cfra))
-                       UI_ThemeColor(TH_TIME_GP_KEYFRAME);
+                       UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
                else
-                       UI_ThemeColor(TH_TEXT_HI);
+                       UI_FontThemeColor(font_id, TH_TEXT_HI);
        }
        else {
                /* no object */
                if (ED_gpencil_has_keyframe_v3d(scene, NULL, cfra))
-                       UI_ThemeColor(TH_TIME_GP_KEYFRAME);
+                       UI_FontThemeColor(font_id, TH_TIME_GP_KEYFRAME);
                else
-                       UI_ThemeColor(TH_TEXT_HI);
+                       UI_FontThemeColor(font_id, TH_TEXT_HI);
        }
 
        if (markern) {
@@ -967,3229 +1173,461 @@ static void draw_selected_name(Scene *scene, Object *ob, const rcti *rect)
        if (U.uiflag & USER_SHOW_ROTVIEWICON)
                offset = U.widget_unit + (U.rvisize * 2) + rect->xmin;
 
-       BLF_draw_default(offset, 0.5f * U.widget_unit, 0.0f, info, sizeof(info));
+       BLF_draw_default(offset, rect->ymin + 0.5f * U.widget_unit, 0.0f, info, sizeof(info));
 }
 
-static void view3d_camera_border(
-        const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
-        rctf *r_viewborder, const bool no_shift, const bool no_zoom)
+/* ******************** view loop ***************** */
+
+/**
+* Information drawn on top of the solid plates and composed data
+*/
+void view3d_draw_region_info(const bContext *C, ARegion *ar, const int offset)
 {
-       CameraParams params;
-       rctf rect_view, rect_camera;
+       RegionView3D *rv3d = ar->regiondata;
+       View3D *v3d = CTX_wm_view3d(C);
+       Scene *scene = CTX_data_scene(C);
+       wmWindowManager *wm = CTX_wm_manager(C);
 
-       /* get viewport viewplane */
-       BKE_camera_params_init(&params);
-       BKE_camera_params_from_view3d(&params, v3d, rv3d);
-       if (no_zoom)
-               params.zoom = 1.0f;
-       BKE_camera_params_compute_viewplane(&params, ar->winx, ar->winy, 1.0f, 1.0f);
-       rect_view = params.viewplane;
+       /* correct projection matrix */
+       ED_region_pixelspace(ar);
 
-       /* get camera viewplane */
-       BKE_camera_params_init(&params);
-       /* fallback for non camera objects */
-       params.clipsta = v3d->near;
-       params.clipend = v3d->far;
-       BKE_camera_params_from_object(&params, v3d->camera);
-       if (no_shift) {
-               params.shiftx = 0.0f;
-               params.shifty = 0.0f;
+       /* local coordinate visible rect inside region, to accomodate overlapping ui */
+       rcti rect;
+       ED_region_visible_rect(ar, &rect);
+
+       /* Leave room for previously drawn info. */
+       rect.ymax -= offset;
+
+       view3d_draw_border(C, ar);
+       view3d_draw_grease_pencil(C);
+
+       BLF_batch_draw_begin();
+
+       if (U.uiflag & USER_SHOW_ROTVIEWICON) {
+               draw_view_axis(rv3d, &rect);
        }
-       BKE_camera_params_compute_viewplane(&params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp);
-       rect_camera = params.viewplane;
 
-       /* get camera border within viewport */
-       r_viewborder->xmin = ((rect_camera.xmin - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
-       r_viewborder->xmax = ((rect_camera.xmax - rect_view.xmin) / BLI_rctf_size_x(&rect_view)) * ar->winx;
-       r_viewborder->ymin = ((rect_camera.ymin - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
-       r_viewborder->ymax = ((rect_camera.ymax - rect_view.ymin) / BLI_rctf_size_y(&rect_view)) * ar->winy;
+       if ((v3d->overlay.flag & V3D_OVERLAY_HIDE_TEXT) == 0) {
+               if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
+                       ED_scene_draw_fps(scene, &rect);
+               }
+               else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
+                       draw_viewport_name(ar, v3d, &rect);
+               }
+
+               if (U.uiflag & USER_DRAWVIEWINFO) {
+                       ViewLayer *view_layer = CTX_data_view_layer(C);
+                       Object *ob = OBACT(view_layer);
+                       draw_selected_name(scene, ob, &rect);
+               }
+
+#if 0 /* TODO */
+               if (grid_unit) { /* draw below the viewport name */
+                       char numstr[32] = "";
+
+                       UI_FontThemeColor(BLF_default(), TH_TEXT_HI);
+                       if (v3d->grid != 1.0f) {
+                               BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
+                       }
+
+                       BLF_draw_default_ascii(
+                               rect.xmin + U.widget_unit,
+                               rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f,
+                               numstr[0] ? numstr : grid_unit, sizeof(numstr));
+               }
+#endif
+       }
+
+       BLF_batch_draw_end();
 }
 
-void ED_view3d_calc_camera_border_size(
-        const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
-        float r_size[2])
+static void view3d_draw_view(const bContext *C, ARegion *ar)
 {
-       rctf viewborder;
+       ED_view3d_draw_setup_view(CTX_wm_window(C), CTX_data_depsgraph(C), CTX_data_scene(C), ar, CTX_wm_view3d(C), NULL, NULL, NULL);
 
-       view3d_camera_border(scene, ar, v3d, rv3d, &viewborder, true, true);
-       r_size[0] = BLI_rctf_size_x(&viewborder);
-       r_size[1] = BLI_rctf_size_y(&viewborder);
+       /* Only 100% compliant on new spec goes bellow */
+       DRW_draw_view(C);
 }
 
-void ED_view3d_calc_camera_border(
-        const Scene *scene, const ARegion *ar, const View3D *v3d, const RegionView3D *rv3d,
-        rctf *r_viewborder, const bool no_shift)
+RenderEngineType *ED_view3d_engine_type(Scene *scene, int drawtype)
 {
-       view3d_camera_border(scene, ar, v3d, rv3d, r_viewborder, no_shift, false);
+       /*
+        * Tempory viewport draw modes until we have a proper system.
+        * all modes are done in the draw manager, except
+        * cycles material as it is an external render engine.
+        */
+       if (strcmp(scene->r.engine, RE_engine_id_CYCLES) == 0 && drawtype == OB_MATERIAL) {
+               return RE_engines_find(RE_engine_id_BLENDER_EEVEE);
+       }
+       return RE_engines_find(scene->r.engine);
 }
 
-static void drawviewborder_grid3(float x1, float x2, float y1, float y2, float fac)
+void view3d_main_region_draw(const bContext *C, ARegion *ar)
 {
-       float x3, y3, x4, y4;
+       View3D *v3d = CTX_wm_view3d(C);
 
-       x3 = x1 + fac * (x2 - x1);
-       y3 = y1 + fac * (y2 - y1);
-       x4 = x1 + (1.0f - fac) * (x2 - x1);
-       y4 = y1 + (1.0f - fac) * (y2 - y1);
+       view3d_draw_view(C, ar);
 
-       glBegin(GL_LINES);
-       glVertex2f(x1, y3);
-       glVertex2f(x2, y3);
+       GPU_free_images_old();
+       GPU_pass_cache_garbage_collect();
 
-       glVertex2f(x1, y4);
-       glVertex2f(x2, y4);
+       /* XXX This is in order to draw UI batches with the DRW
+        * olg context since we now use it for drawing the entire area */
+       gpu_batch_presets_reset();
 
-       glVertex2f(x3, y1);
-       glVertex2f(x3, y2);
+       /* No depth test for drawing action zones afterwards. */
+       glDisable(GL_DEPTH_TEST);
 
-       glVertex2f(x4, y1);
-       glVertex2f(x4, y2);
-       glEnd();
+       v3d->flag |= V3D_INVALID_BACKBUF;
 }
 
-/* harmonious triangle */
-static void drawviewborder_triangle(float x1, float x2, float y1, float y2, const char golden, const char dir)
-{
-       float ofs;
-       float w = x2 - x1;
-       float h = y2 - y1;
-
-       glBegin(GL_LINES);
-       if (w > h) {
-               if (golden) {
-                       ofs = w * (1.0f - (1.0f / 1.61803399f));
-               }
-               else {
-                       ofs = h * (h / w);
-               }
-               if (dir == 'B') SWAP(float, y1, y2);
+/* -------------------------------------------------------------------- */
 
-               glVertex2f(x1, y1);
-               glVertex2f(x2, y2);
+/** \name Offscreen Drawing
+ * \{ */
 
-               glVertex2f(x2, y1);
-               glVertex2f(x1 + (w - ofs), y2);
+static void view3d_stereo3d_setup_offscreen(
+        Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar,
+        float winmat[4][4], const char *viewname)
+{
+       /* update the viewport matrices with the new camera */
+       if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
+               float viewmat[4][4];
+               const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
 
-               glVertex2f(x1, y2);
-               glVertex2f(x1 + ofs, y1);
+               BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
+               view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
        }
-       else {
-               if (golden) {
-                       ofs = h * (1.0f - (1.0f / 1.61803399f));
-               }
-               else {
-                       ofs = w * (w / h);
-               }
-               if (dir == 'B') SWAP(float, x1, x2);
-
-               glVertex2f(x1, y1);
-               glVertex2f(x2, y2);
-
-               glVertex2f(x2, y1);
-               glVertex2f(x1, y1 + ofs);
+       else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
+               float viewmat[4][4];
+               Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
 
-               glVertex2f(x1, y2);
-               glVertex2f(x2, y1 + (h - ofs));
+               BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
+               view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
        }
-       glEnd();
 }
 
-static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
+void ED_view3d_draw_offscreen(
+        Depsgraph *depsgraph, Scene *scene,
+        int drawtype,
+        View3D *v3d, ARegion *ar, int winx, int winy,
+        float viewmat[4][4], float winmat[4][4],
+        bool do_sky, bool UNUSED(is_persp), const char *viewname,
+        GPUFXSettings *UNUSED(fx_settings),
+        GPUOffScreen *ofs, GPUViewport *viewport)
 {
-       float x1, x2, y1, y2;
-       float x1i, x2i, y1i, y2i;
-
-       rctf viewborder;
-       Camera *ca = NULL;
        RegionView3D *rv3d = ar->regiondata;
+       RenderEngineType *engine_type = ED_view3d_engine_type(scene, drawtype);
 
-       if (v3d->camera == NULL)
-               return;
-       if (v3d->camera->type == OB_CAMERA)
-               ca = v3d->camera->data;
+       /* set temporary new size */
+       int bwinx = ar->winx;
+       int bwiny = ar->winy;
+       rcti brect = ar->winrct;
 
-       ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
-       /* the offsets */
-       x1 = viewborder.xmin;
-       y1 = viewborder.ymin;
-       x2 = viewborder.xmax;
-       y2 = viewborder.ymax;
+       ar->winx = winx;
+       ar->winy = winy;
+       ar->winrct.xmin = 0;
+       ar->winrct.ymin = 0;
+       ar->winrct.xmax = winx;
+       ar->winrct.ymax = winy;
 
-       glLineWidth(1.0f);
+       struct bThemeState theme_state;
+       UI_Theme_Store(&theme_state);
+       UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
 
-       /* apply offsets so the real 3D camera shows through */
+       /* set flags */
+       G.f |= G_RENDER_OGL;
 
-       /* note: quite un-scientific but without this bit extra
-        * 0.0001 on the lower left the 2D border sometimes
-        * obscures the 3D camera border */
-       /* note: with VIEW3D_CAMERA_BORDER_HACK defined this error isn't noticeable
-        * but keep it here in case we need to remove the workaround */
-       x1i = (int)(x1 - 1.0001f);
-       y1i = (int)(y1 - 1.0001f);
-       x2i = (int)(x2 + (1.0f - 0.0001f));
-       y2i = (int)(y2 + (1.0f - 0.0001f));
+       if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
+               /* free images which can have changed on frame-change
+                * warning! can be slow so only free animated images - campbell */
+               GPU_free_images_anim();
+       }
 
-       /* passepartout, specified in camera edit buttons */
-       if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT) && ca->passepartalpha > 0.000001f) {
-               const float winx = (ar->winx + 1);
-               const float winy = (ar->winy + 1);
+       gpuPushProjectionMatrix();
+       gpuLoadIdentity();
+       gpuPushMatrix();
+       gpuLoadIdentity();
 
-               if (ca->passepartalpha == 1.0f) {
-                       glColor3f(0, 0, 0);
-               }
-               else {
-                       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       glEnable(GL_BLEND);
-                       glColor4f(0, 0, 0, ca->passepartalpha);
-               }
+       if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
+               view3d_stereo3d_setup_offscreen(depsgraph, scene, v3d, ar, winmat, viewname);
+       else
+               view3d_main_region_setup_view(depsgraph, scene, v3d, ar, viewmat, winmat, NULL);
 
-               if (x1i > 0.0f)
-                       glRectf(0.0, winy, x1i, 0.0);
-               if (x2i < winx)
-                       glRectf(x2i, winy, winx, 0.0);
-               if (y2i < winy)
-                       glRectf(x1i, winy, x2i, y2i);
-               if (y2i > 0.0f)
-                       glRectf(x1i, y1i, x2i, 0.0);
+       /* main drawing call */
+       DRW_draw_render_loop_offscreen(
+               depsgraph, engine_type, ar, v3d,
+               do_sky, ofs, viewport);
 
-               glDisable(GL_BLEND);
-       }
+       /* restore size */
+       ar->winx = bwinx;
+       ar->winy = bwiny;
+       ar->winrct = brect;
 
-       setlinestyle(0);
+       gpuPopProjectionMatrix();
+       gpuPopMatrix();
 
-       UI_ThemeColor(TH_BACK);
+       UI_Theme_Restore(&theme_state);
 
-       fdrawbox(x1i, y1i, x2i, y2i);
+       G.f &= ~G_RENDER_OGL;
+}
 
-#ifdef VIEW3D_CAMERA_BORDER_HACK
-       if (view3d_camera_border_hack_test == true) {
-               glColor3ubv(view3d_camera_border_hack_col);
-               fdrawbox(x1i + 1, y1i + 1, x2i - 1, y2i - 1);
-               view3d_camera_border_hack_test = false;
+/**
+ * Utility func for ED_view3d_draw_offscreen
+ *
+ * \param ofs: Optional off-screen buffer, can be NULL.
+ * (avoids re-creating when doing multiple GL renders).
+ */
+ImBuf *ED_view3d_draw_offscreen_imbuf(
+        Depsgraph *depsgraph, Scene *scene,
+        int drawtype,
+        View3D *v3d, ARegion *ar, int sizex, int sizey,
+        unsigned int flag, unsigned int draw_flags,
+        int alpha_mode, int samples, const char *viewname,
+        /* output vars */
+        GPUOffScreen *ofs, char err_out[256])
+{
+       RegionView3D *rv3d = ar->regiondata;
+       const bool draw_sky = (alpha_mode == R_ADDSKY);
+       const bool use_full_sample = (draw_flags & V3D_OFSDRAW_USE_FULL_SAMPLE);
+
+       /* view state */
+       GPUFXSettings fx_settings = v3d->fx_settings;
+       bool is_ortho = false;
+       float winmat[4][4];
+
+       if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
+               /* sizes differ, can't reuse */
+               ofs = NULL;
        }
-#endif
 
-       setlinestyle(3);
+       const bool own_ofs = (ofs == NULL);
+       DRW_opengl_context_enable();
 
-       /* outer line not to confuse with object selecton */
-       if (v3d->flag2 & V3D_LOCK_CAMERA) {
-               UI_ThemeColor(TH_REDALERT);
-               fdrawbox(x1i - 1, y1i - 1, x2i + 1, y2i + 1);
+       if (own_ofs) {
+               /* bind */
+               ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, true, false, err_out);
+               if (ofs == NULL) {
+                       DRW_opengl_context_disable();
+                       return NULL;
+               }
        }
 
-       UI_ThemeColor(TH_VIEW_OVERLAY);
-       fdrawbox(x1i, y1i, x2i, y2i);
+       GPU_offscreen_bind(ofs, true);
 
-       /* border */
-       if (scene->r.mode & R_BORDER) {
-               float x3, y3, x4, y4;
+       /* read in pixels & stamp */
+       ImBuf *ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
 
-               x3 = floorf(x1 + (scene->r.border.xmin * (x2 - x1))) - 1;
-               y3 = floorf(y1 + (scene->r.border.ymin * (y2 - y1))) - 1;
-               x4 = floorf(x1 + (scene->r.border.xmax * (x2 - x1))) + (U.pixelsize - 1);
-               y4 = floorf(y1 + (scene->r.border.ymax * (y2 - y1))) + (U.pixelsize - 1);
+       /* render 3d view */
+       if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
+               CameraParams params;
+               Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
+               const Object *camera_eval = DEG_get_evaluated_object(
+                                               depsgraph,
+                                               camera);
 
-               cpack(0x4040FF);
-               sdrawbox(x3,  y3,  x4,  y4);
-       }
+               BKE_camera_params_init(&params);
+               /* fallback for non camera objects */
+               params.clipsta = v3d->near;
+               params.clipend = v3d->far;
+               BKE_camera_params_from_object(&params, camera_eval);
+               BKE_camera_multiview_params(&scene->r, &params, camera_eval, viewname);
+               BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
+               BKE_camera_params_compute_matrix(&params);
 
-       /* safety border */
-       if (ca) {
-               if (ca->dtx & CAM_DTX_CENTER) {
-                       float x3, y3;
+               BKE_camera_to_gpu_dof(camera, &fx_settings);
 
-                       UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
+               is_ortho = params.is_ortho;
+               copy_m4_m4(winmat, params.winmat);
+       }
+       else {
+               rctf viewplane;
+               float clipsta, clipend;
 
-                       x3 = x1 + 0.5f * (x2 - x1);
-                       y3 = y1 + 0.5f * (y2 - y1);
+               is_ortho = ED_view3d_viewplane_get(depsgraph, v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
+               if (is_ortho) {
+                       orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
+               }
+               else {
+                       perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
+               }
+       }
 
-                       glBegin(GL_LINES);
-                       glVertex2f(x1, y3);
-                       glVertex2f(x2, y3);
+       if ((samples && use_full_sample) == 0) {
+               /* Single-pass render, common case */
+               ED_view3d_draw_offscreen(
+                       depsgraph, scene, drawtype,
+                       v3d, ar, sizex, sizey, NULL, winmat,
+                       draw_sky, !is_ortho, viewname,
+                       &fx_settings, ofs, NULL);
 
-                       glVertex2f(x3, y1);
-                       glVertex2f(x3, y2);
-                       glEnd();
+               if (ibuf->rect_float) {
+                       GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
+               }
+               else if (ibuf->rect) {
+                       GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
                }
+       }
+       else {
+               /* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
+                * Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
+               static float jit_ofs[32][2];
+               float winmat_jitter[4][4];
+               float *rect_temp = (ibuf->rect_float) ? ibuf->rect_float : MEM_mallocN(sizex * sizey * sizeof(float[4]), "rect_temp");
+               float *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(float[4]), "accum_buffer");
+               GPUViewport *viewport = GPU_viewport_create_from_offscreen(ofs);
 
-               if (ca->dtx & CAM_DTX_CENTER_DIAG) {
-                       UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
+               BLI_jitter_init(jit_ofs, samples);
 
-                       glBegin(GL_LINES);
-                       glVertex2f(x1, y1);
-                       glVertex2f(x2, y2);
+               /* first sample buffer, also initializes 'rv3d->persmat' */
+               ED_view3d_draw_offscreen(
+                       depsgraph, scene, drawtype,
+                       v3d, ar, sizex, sizey, NULL, winmat,
+                       draw_sky, !is_ortho, viewname,
+                       &fx_settings, ofs, viewport);
+               GPU_offscreen_read_pixels(ofs, GL_FLOAT, accum_buffer);
 
-                       glVertex2f(x1, y2);
-                       glVertex2f(x2, y1);
-                       glEnd();
-               }
+               /* skip the first sample */
+               for (int j = 1; j < samples; j++) {
+                       copy_m4_m4(winmat_jitter, winmat);
+                       window_translate_m4(
+                               winmat_jitter, rv3d->persmat,
+                               (jit_ofs[j][0] * 2.0f) / sizex,
+                               (jit_ofs[j][1] * 2.0f) / sizey);
 
-               if (ca->dtx & CAM_DTX_THIRDS) {
-                       UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
-                       drawviewborder_grid3(x1, x2, y1, y2, 1.0f / 3.0f);
-               }
+                       ED_view3d_draw_offscreen(
+                               depsgraph, scene, drawtype,
+                               v3d, ar, sizex, sizey, NULL, winmat_jitter,
+                               draw_sky, !is_ortho, viewname,
+                               &fx_settings, ofs, viewport);
+                       GPU_offscreen_read_pixels(ofs, GL_FLOAT, rect_temp);
 
-               if (ca->dtx & CAM_DTX_GOLDEN) {
-                       UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
-                       drawviewborder_grid3(x1, x2, y1, y2, 1.0f - (1.0f / 1.61803399f));
+                       unsigned int i = sizex * sizey * 4;
+                       while (i--) {
+                               accum_buffer[i] += rect_temp[i];
+                       }
                }
 
-               if (ca->dtx & CAM_DTX_GOLDEN_TRI_A) {
-                       UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
-                       drawviewborder_triangle(x1, x2, y1, y2, 0, 'A');
+               {
+                       /* don't free data owned by 'ofs' */
+                       GPU_viewport_clear_from_offscreen(viewport);
+                       GPU_viewport_free(viewport);
                }
 
-               if (ca->dtx & CAM_DTX_GOLDEN_TRI_B) {
-                       UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
-                       drawviewborder_triangle(x1, x2, y1, y2, 0, 'B');
+               if (ibuf->rect_float == NULL) {
+                       MEM_freeN(rect_temp);
                }
 
-               if (ca->dtx & CAM_DTX_HARMONY_TRI_A) {
-                       UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
-                       drawviewborder_triangle(x1, x2, y1, y2, 1, 'A');
+               if (ibuf->rect_float) {
+                       float *rect_float = ibuf->rect_float;
+                       unsigned int i = sizex * sizey * 4;
+                       while (i--) {
+                               rect_float[i] = accum_buffer[i] / samples;
+                       }
                }
-
-               if (ca->dtx & CAM_DTX_HARMONY_TRI_B) {
-                       UI_ThemeColorBlendShade(TH_VIEW_OVERLAY, TH_BACK, 0.25, 0);
-                       drawviewborder_triangle(x1, x2, y1, y2, 1, 'B');
+               else {
+                       unsigned char *rect_ub = (unsigned char *)ibuf->rect;
+                       unsigned int i = sizex * sizey * 4;
+                       while (i--) {
+                               rect_ub[i] = (unsigned char)(255.0f * accum_buffer[i] / samples);
+                       }
                }
 
-               if (ca->flag & CAM_SHOW_SAFE_MARGINS) {
-                       UI_draw_safe_areas(
-                               x1, x2, y1, y2,
-                               scene->safe_areas.title,
-                               scene->safe_areas.action);
+               MEM_freeN(accum_buffer);
+       }
 
-                       if (ca->flag & CAM_SHOW_SAFE_CENTER) {
-                               UI_draw_safe_areas(
-                                       x1, x2, y1, y2,
-                                       scene->safe_areas.title_center,
-                                       scene->safe_areas.action_center);
-                       }
-               }
-
-               if (ca->flag & CAM_SHOWSENSOR) {
-                       /* determine sensor fit, and get sensor x/y, for auto fit we
-                        * assume and square sensor and only use sensor_x */
-                       float sizex = scene->r.xsch * scene->r.xasp;
-                       float sizey = scene->r.ysch * scene->r.yasp;
-                       int sensor_fit = BKE_camera_sensor_fit(ca->sensor_fit, sizex, sizey);
-                       float sensor_x = ca->sensor_x;
-                       float sensor_y = (ca->sensor_fit == CAMERA_SENSOR_FIT_AUTO) ? ca->sensor_x : ca->sensor_y;
-
-                       /* determine sensor plane */
-                       rctf rect;
-
-                       if (sensor_fit == CAMERA_SENSOR_FIT_HOR) {
-                               float sensor_scale = (x2i - x1i) / sensor_x;
-                               float sensor_height = sensor_scale * sensor_y;
-
-                               rect.xmin = x1i;
-                               rect.xmax = x2i;
-                               rect.ymin = (y1i + y2i) * 0.5f - sensor_height * 0.5f;
-                               rect.ymax = rect.ymin + sensor_height;
-                       }
-                       else {
-                               float sensor_scale = (y2i - y1i) / sensor_y;
-                               float sensor_width = sensor_scale * sensor_x;
-
-                               rect.xmin = (x1i + x2i) * 0.5f - sensor_width * 0.5f;
-                               rect.xmax = rect.xmin + sensor_width;
-                               rect.ymin = y1i;
-                               rect.ymax = y2i;
-                       }
-
-                       /* draw */
-                       UI_ThemeColorShade(TH_VIEW_OVERLAY, 100);
-                       UI_draw_roundbox_gl_mode(GL_LINE_LOOP, rect.xmin, rect.ymin, rect.xmax, rect.ymax, 2.0f);
-               }
-       }
-
-       setlinestyle(0);
-
-       /* camera name - draw in highlighted text color */
-       if (ca && (ca->flag & CAM_SHOWNAME)) {
-               UI_ThemeColor(TH_TEXT_HI);
-               BLF_draw_default(
-                       x1i, y1i - (0.7f * U.widget_unit), 0.0f,
-                       v3d->camera->id.name + 2, sizeof(v3d->camera->id.name) - 2);
-       }
-}
-
-/* *********************** backdraw for selection *************** */
-
-static void backdrawview3d(Scene *scene, wmWindow *win, ARegion *ar, View3D *v3d, Object *obact, Object *obedit)
-{
-       RegionView3D *rv3d = ar->regiondata;
-       int multisample_enabled;
-
-       BLI_assert(ar->regiontype == RGN_TYPE_WINDOW);
-
-       if (obact && (obact->mode & (OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT) ||
-                    BKE_paint_select_face_test(obact)))
-       {
-               /* do nothing */
-       }
-       /* texture paint mode sampling */
-       else if (obact && (obact->mode & OB_MODE_TEXTURE_PAINT) &&
-                (v3d->drawtype > OB_WIRE))
-       {
-               /* do nothing */
-       }
-       else if ((obact && (obact->mode & OB_MODE_PARTICLE_EDIT)) &&
-                V3D_IS_ZBUF(v3d))
-       {
-               /* do nothing */
-       }
-       else if (obedit &&
-                V3D_IS_ZBUF(v3d))
-       {
-               /* do nothing */
-       }
-       else {
-               v3d->flag &= ~V3D_INVALID_BACKBUF;
-               return;
-       }
-
-       if (!(v3d->flag & V3D_INVALID_BACKBUF))
-               return;
-
-#if 0
-       if (test) {
-               if (qtest()) {
-                       addafterqueue(ar->win, BACKBUFDRAW, 1);
-                       return;
-               }
-       }
-#endif
-
-       if (v3d->drawtype > OB_WIRE) v3d->zbuf = true;
-
-       /* dithering and AA break color coding, so disable */
-       glDisable(GL_DITHER);
-
-       multisample_enabled = glIsEnabled(GL_MULTISAMPLE);
-       if (multisample_enabled)
-               glDisable(GL_MULTISAMPLE);
-
-       if (win->multisamples != USER_MULTISAMPLE_NONE) {
-               /* for multisample we use an offscreen FBO. multisample drawing can fail
-                * with color coded selection drawing, and reading back depths from such
-                * a buffer can also cause a few seconds freeze on OS X / NVidia. */
-               int w = BLI_rcti_size_x(&ar->winrct);
-               int h = BLI_rcti_size_y(&ar->winrct);
-               char error[256];
-
-               if (rv3d->gpuoffscreen) {
-                       if (GPU_offscreen_width(rv3d->gpuoffscreen)  != w ||
-                           GPU_offscreen_height(rv3d->gpuoffscreen) != h)
-                       {
-                               GPU_offscreen_free(rv3d->gpuoffscreen);
-                               rv3d->gpuoffscreen = NULL;
-                       }
-               }
-
-               if (!rv3d->gpuoffscreen) {
-                       rv3d->gpuoffscreen = GPU_offscreen_create(w, h, 0, error);
-
-                       if (!rv3d->gpuoffscreen)
-                               fprintf(stderr, "Failed to create offscreen selection buffer for multisample: %s\n", error);
-               }
-       }
-
-       if (rv3d->gpuoffscreen)
-               GPU_offscreen_bind(rv3d->gpuoffscreen, true);
-       else
-               glScissor(ar->winrct.xmin, ar->winrct.ymin, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct));
-
-       glClearColor(0.0, 0.0, 0.0, 0.0);
-       if (v3d->zbuf) {
-               glEnable(GL_DEPTH_TEST);
-               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-       }
-       else {
-               glClear(GL_COLOR_BUFFER_BIT);
-               glDisable(GL_DEPTH_TEST);
-       }
-
-       if (rv3d->rflag & RV3D_CLIPPING)
-               ED_view3d_clipping_set(rv3d);
-
-       G.f |= G_BACKBUFSEL;
-
-       if (obact && (obact->lay & v3d->lay)) {
-               draw_object_backbufsel(scene, v3d, rv3d, obact);
-       }
-
-       if (rv3d->gpuoffscreen)
-               GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
-       else
-               ar->swap = 0; /* mark invalid backbuf for wm draw */
-
-       v3d->flag &= ~V3D_INVALID_BACKBUF;
-
-       G.f &= ~G_BACKBUFSEL;
-       v3d->zbuf = false;
-       glDisable(GL_DEPTH_TEST);
-       glEnable(GL_DITHER);
-       if (multisample_enabled)
-               glEnable(GL_MULTISAMPLE);
-
-       if (rv3d->rflag & RV3D_CLIPPING)
-               ED_view3d_clipping_disable();
-}
-
-void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
-{
-       RegionView3D *rv3d = ar->regiondata;
+       /* unbind */
+       GPU_offscreen_unbind(ofs, true);
 
-       if (rv3d->gpuoffscreen) {
-               GPU_offscreen_bind(rv3d->gpuoffscreen, true);
-               glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
-               glReadPixels(x, y, w, h, format, type, data);
-               GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
-       }
-       else {
-               glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
+       if (own_ofs) {
+               GPU_offscreen_free(ofs);
        }
-}
 
-/* XXX depth reading exception, for code not using gpu offscreen */
-static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
-{
+       DRW_opengl_context_disable();
 
-       glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
-}
+       if (ibuf->rect_float && ibuf->rect)
+               IMB_rect_from_float(ibuf);
 
-void ED_view3d_backbuf_validate(ViewContext *vc)
-{
-       if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
-               backdrawview3d(vc->scene, vc->win, vc->ar, vc->v3d, vc->obact, vc->obedit);
-       }
+       return ibuf;
 }
 
 /**
- * allow for small values [0.5 - 2.5],
- * and large values, FLT_MAX by clamping by the area size
+ * Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
+ *
+ * \param ofs: Optional off-screen buffer can be NULL.
+ * (avoids re-creating when doing multiple GL renders).
+ *
+ * \note used by the sequencer
  */
-int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist)
-{
-       return (int)min_ff(ceilf(dist), (float)max_ii(ar->winx, ar->winx));
-}
-
-/* samples a single pixel (copied from vpaint) */
-unsigned int ED_view3d_backbuf_sample(ViewContext *vc, int x, int y)
-{
-       unsigned int col;
-
-       if (x >= vc->ar->winx || y >= vc->ar->winy) {
-               return 0;
-       }
-
-       ED_view3d_backbuf_validate(vc);
-
-       view3d_opengl_read_pixels(vc->ar, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
-       glReadBuffer(GL_BACK);
-
-       if (ENDIAN_ORDER == B_ENDIAN) {
-               BLI_endian_switch_uint32(&col);
-       }
-
-       return GPU_select_to_index(col);
-}
-
-/* reads full rect, converts indices */
-ImBuf *ED_view3d_backbuf_read(ViewContext *vc, int xmin, int ymin, int xmax, int ymax)
+ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
+        Depsgraph *depsgraph, Scene *scene,
+        int drawtype,
+        Object *camera, int width, int height,
+        unsigned int flag, unsigned int draw_flags,
+        int alpha_mode, int samples, const char *viewname,
+        GPUOffScreen *ofs, char err_out[256])
 {
-       struct ImBuf *ibuf_clip;
-       /* clip */
-       const rcti clip = {
-           max_ii(xmin, 0), min_ii(xmax, vc->ar->winx - 1),
-           max_ii(ymin, 0), min_ii(ymax, vc->ar->winy - 1)};
-       const int size_clip[2] = {
-           BLI_rcti_size_x(&clip) + 1,
-           BLI_rcti_size_y(&clip) + 1};
-
-       if (UNLIKELY((clip.xmin > clip.xmax) ||
-                    (clip.ymin > clip.ymax)))
-       {
-               return NULL;
-       }
-
-       ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect);
-
-       ED_view3d_backbuf_validate(vc);
-
-       view3d_opengl_read_pixels(vc->ar, clip.xmin, clip.ymin, size_clip[0], size_clip[1], GL_RGBA, GL_UNSIGNED_BYTE, ibuf_clip->rect);
-
-       glReadBuffer(GL_BACK);
+       View3D v3d = {NULL};
+       ARegion ar = {NULL};
+       RegionView3D rv3d = {{{0}}};
 
-       if (ENDIAN_ORDER == B_ENDIAN) {
-               IMB_convert_rgba_to_abgr(ibuf_clip);
-       }
+       /* connect data */
+       v3d.regionbase.first = v3d.regionbase.last = &ar;
+       ar.regiondata = &rv3d;
+       ar.regiontype = RGN_TYPE_WINDOW;
 
-       GPU_select_to_index_array(ibuf_clip->rect, size_clip[0] * size_clip[1]);
+       v3d.camera = camera;
+       v3d.lay = scene->lay;
+       v3d.drawtype = drawtype;
+       v3d.flag2 = V3D_RENDER_OVERRIDE;
 
-       if ((clip.xmin == xmin) &&
-           (clip.xmax == xmax) &&
-           (clip.ymin == ymin) &&
-           (clip.ymax == ymax))
-       {
-               return ibuf_clip;
+       if (draw_flags & V3D_OFSDRAW_USE_GPENCIL) {
+               v3d.flag2 |= V3D_SHOW_GPENCIL;
        }
-       else {
-               /* put clipped result into a non-clipped buffer */
-               struct ImBuf *ibuf_full;
-               const int size[2] = {
-                   (xmax - xmin + 1),
-                   (ymax - ymin + 1)};
-
-               ibuf_full = IMB_allocImBuf(size[0], size[1], 32, IB_rect);
-
-               IMB_rectcpy(
-                       ibuf_full, ibuf_clip,
-                       clip.xmin - xmin, clip.ymin - ymin,
-                       0, 0,
-                       size_clip[0], size_clip[1]);
-               IMB_freeImBuf(ibuf_clip);
-               return ibuf_full;
+       if (draw_flags & V3D_OFSDRAW_USE_SOLID_TEX) {
+               v3d.flag2 |= V3D_SOLID_TEX;
        }
-}
-
-/**
- * Smart function to sample a rectangle spiral ling outside, nice for backbuf selection
- */
-uint ED_view3d_backbuf_sample_rect(
-        ViewContext *vc, const int mval[2], int size,
-        unsigned int min, unsigned int max, float *r_dist)
-{
-       struct ImBuf *buf;
-       const unsigned int *bufmin, *bufmax, *tbuf;
-       int minx, miny;
-       int a, b, rc, nr, amount, dirvec[4][2];
-       unsigned int index = 0;
-
-       amount = (size - 1) / 2;
-
-       minx = mval[0] - (amount + 1);
-       miny = mval[1] - (amount + 1);
-       buf = ED_view3d_backbuf_read(vc, minx, miny, minx + size - 1, miny + size - 1);
-       if (!buf) return 0;
-
-       rc = 0;
-
-       dirvec[0][0] = 1; dirvec[0][1] = 0;
-       dirvec[1][0] = 0; dirvec[1][1] = -size;
-       dirvec[2][0] = -1; dirvec[2][1] = 0;
-       dirvec[3][0] = 0; dirvec[3][1] = size;
-
-       bufmin = buf->rect;
-       tbuf = buf->rect;
-       bufmax = buf->rect + size * size;
-       tbuf += amount * size + amount;
-
-       for (nr = 1; nr <= size; nr++) {
-
-               for (a = 0; a < 2; a++) {
-                       for (b = 0; b < nr; b++) {
-                               if (*tbuf && *tbuf >= min && *tbuf < max) {
-                                       /* we got a hit */
-
-                                       /* get x,y pixel coords from the offset
-                                        * (manhatten distance in keeping with other screen-based selection) */
-                                       *r_dist = (float)(
-                                               abs(((int)(tbuf - buf->rect) % size) - (size / 2)) +
-                                               abs(((int)(tbuf - buf->rect) / size) - (size / 2)));
-
-                                       /* indices start at 1 here */
-                                       index = (*tbuf - min) + 1;
-                                       goto exit;
-                               }
 
-                               tbuf += (dirvec[rc][0] + dirvec[rc][1]);
+       v3d.flag3 |= V3D_SHOW_WORLD;
 
-                               if (tbuf < bufmin || tbuf >= bufmax) {
-                                       goto exit;
-                               }
-                       }
-                       rc++;
-                       rc &= 3;
+       if (draw_flags & V3D_OFSDRAW_USE_CAMERA_DOF) {
+               if (camera->type == OB_CAMERA) {
+                       v3d.fx_settings.dof = &((Camera *)camera->data)->gpu_dof;
+                       v3d.fx_settings.fx_flag |= GPU_FX_FLAG_DOF;
                }
        }
 
-exit:
-       IMB_freeImBuf(buf);
-       return index;
-}
-
+       rv3d.persp = RV3D_CAMOB;
 
-/* ************************************************************* */
+       copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
+       normalize_m4(rv3d.viewinv);
+       invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
 
-static void view3d_stereo_bgpic_setup(Scene *scene, View3D *v3d, Image *ima, ImageUser *iuser)
-{
-       if (BKE_image_is_stereo(ima)) {
-               iuser->flag |= IMA_SHOW_STEREO;
+       {
+               CameraParams params;
+               const Object *view_camera_eval = DEG_get_evaluated_object(
+                                                    depsgraph,
+                                                    BKE_camera_multiview_render(scene, v3d.camera, viewname));
 
-               if ((scene->r.scemode & R_MULTIVIEW) == 0) {
-                       iuser->multiview_eye = STEREO_LEFT_ID;
-               }
-               else if (v3d->stereo3d_camera != STEREO_3D_ID) {
-                       /* show only left or right camera */
-                       iuser->multiview_eye = v3d->stereo3d_camera;
-               }
+               BKE_camera_params_init(&params);
+               BKE_camera_params_from_object(&params, view_camera_eval);
+               BKE_camera_multiview_params(&scene->r, &params, view_camera_eval, viewname);
+               BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
+               BKE_camera_params_compute_matrix(&params);
 
-               BKE_image_multiview_index(ima, iuser);
-       }
-       else {
-               iuser->flag &= ~IMA_SHOW_STEREO;
+               copy_m4_m4(rv3d.winmat, params.winmat);
+               v3d.near = params.clipsta;
+               v3d.far = params.clipend;
+               v3d.lens = params.lens;
        }
-}
-
-static void view3d_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d,
-                              const bool do_foreground, const bool do_camera_frame)
-{
-       RegionView3D *rv3d = ar->regiondata;
-       BGpic *bgpic;
-       int fg_flag = do_foreground ? V3D_BGPIC_FOREGROUND : 0;
-
-       for (bgpic = v3d->bgpicbase.first; bgpic; bgpic = bgpic->next) {
-               bgpic->iuser.scene = scene;  /* Needed for render results. */
-
-               if ((bgpic->flag & V3D_BGPIC_FOREGROUND) != fg_flag)
-                       continue;
-
-               if ((bgpic->view == 0) || /* zero for any */
-                   (bgpic->view & (1 << rv3d->view)) || /* check agaist flags */
-                   (rv3d->persp == RV3D_CAMOB && bgpic->view == (1 << RV3D_VIEW_CAMERA)))
-               {
-                       float image_aspect[2];
-                       float fac, asp, zoomx, zoomy;
-                       float x1, y1, x2, y2, centx, centy;
-
-                       ImBuf *ibuf = NULL, *freeibuf, *releaseibuf;
-                       void *lock;
-                       rctf clip_rect;
-
-                       Image *ima = NULL;
-                       MovieClip *clip = NULL;
-
-                       /* disable individual images */
-                       if ((bgpic->flag & V3D_BGPIC_DISABLED))
-                               continue;
-
-                       freeibuf = NULL;
-                       releaseibuf = NULL;
-                       if (bgpic->source == V3D_BGPIC_IMAGE) {
-                               ima = bgpic->ima;
-                               if (ima == NULL)
-                                       continue;
-                               BKE_image_user_frame_calc(&bgpic->iuser, CFRA, 0);
-                               if (ima->source == IMA_SRC_SEQUENCE && !(bgpic->iuser.flag & IMA_USER_FRAME_IN_RANGE)) {
-                                       ibuf = NULL; /* frame is out of range, dont show */
-                               }
-                               else {
-                                       view3d_stereo_bgpic_setup(scene, v3d, ima, &bgpic->iuser);
-                                       ibuf = BKE_image_acquire_ibuf(ima, &bgpic->iuser, &lock);
-                                       releaseibuf = ibuf;
-                               }
-
-                               image_aspect[0] = ima->aspx;
-                               image_aspect[1] = ima->aspy;
-                       }
-                       else if (bgpic->source == V3D_BGPIC_MOVIE) {
-                               /* TODO: skip drawing when out of frame range (as image sequences do above) */
-
-                               if (bgpic->flag & V3D_BGPIC_CAMERACLIP) {
-                                       if (scene->camera)
-                                               clip = BKE_object_movieclip_get(scene, scene->camera, true);
-                               }
-                               else {
-                                       clip = bgpic->clip;
-                               }
-
-                               if (clip == NULL)
-                                       continue;
-
-                               BKE_movieclip_user_set_frame(&bgpic->cuser, CFRA);
-                               ibuf = BKE_movieclip_get_ibuf(clip, &bgpic->cuser);
-
-                               image_aspect[0] = clip->aspx;
-                               image_aspect[1] = clip->aspy;
-
-                               /* working with ibuf from image and clip has got different workflow now.
-                                * ibuf acquired from clip is referenced by cache system and should
-                                * be dereferenced after usage. */
-                               freeibuf = ibuf;
-                       }
-                       else {
-                               /* perhaps when loading future files... */
-                               BLI_assert(0);
-                               copy_v2_fl(image_aspect, 1.0f);
-                       }
-
-                       if (ibuf == NULL)
-                               continue;
-
-                       if ((ibuf->rect == NULL && ibuf->rect_float == NULL) || ibuf->channels != 4) { /* invalid image format */
-                               if (freeibuf)
-                                       IMB_freeImBuf(freeibuf);
-                               if (releaseibuf)
-                                       BKE_image_release_ibuf(ima, releaseibuf, lock);
 
-                               continue;
-                       }
-
-                       if (ibuf->rect == NULL)
-                               IMB_rect_from_float(ibuf);
-
-                       if (rv3d->persp == RV3D_CAMOB) {
-
-                               if (do_camera_frame) {
-                                       rctf vb;
-                                       ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &vb, false);
-                                       x1 = vb.xmin;
-                                       y1 = vb.ymin;
-                                       x2 = vb.xmax;
-                                       y2 = vb.ymax;
-                               }
-                               else {
-                                       x1 = ar->winrct.xmin;
-                                       y1 = ar->winrct.ymin;
-                                       x2 = ar->winrct.xmax;
-                                       y2 = ar->winrct.ymax;
-                               }
-
-                               /* apply offset last - camera offset is different to offset in blender units */
-                               /* so this has some sane way of working - this matches camera's shift _exactly_ */
-                               {
-                                       const float max_dim = max_ff(x2 - x1, y2 - y1);
-                                       const float xof_scale = bgpic->xof * max_dim;
-                                       const float yof_scale = bgpic->yof * max_dim;
-
-                                       x1 += xof_scale;
-                                       y1 += yof_scale;
-                                       x2 += xof_scale;
-                                       y2 += yof_scale;
-                               }
-
-                               centx = (x1 + x2) / 2.0f;
-                               centy = (y1 + y2) / 2.0f;
-
-                               /* aspect correction */
-                               if (bgpic->flag & V3D_BGPIC_CAMERA_ASPECT) {
-                                       /* apply aspect from clip */
-                                       const float w_src = ibuf->x * image_aspect[0];
-                                       const float h_src = ibuf->y * image_aspect[1];
-
-                                       /* destination aspect is already applied from the camera frame */
-                                       const float w_dst = x1 - x2;
-                                       const float h_dst = y1 - y2;
-
-                                       const float asp_src = w_src / h_src;
-                                       const float asp_dst = w_dst / h_dst;
-
-                                       if (fabsf(asp_src - asp_dst) >= FLT_EPSILON) {
-                                               if ((asp_src > asp_dst) == ((bgpic->flag & V3D_BGPIC_CAMERA_CROP) != 0)) {
-                                                       /* fit X */
-                                                       const float div = asp_src / asp_dst;
-                                                       x1 = ((x1 - centx) * div) + centx;
-                                                       x2 = ((x2 - centx) * div) + centx;
-                                               }
-                                               else {
-                                                       /* fit Y */
-                                                       const float div = asp_dst / asp_src;
-                                                       y1 = ((y1 - centy) * div) + centy;
-                                                       y2 = ((y2 - centy) * div) + centy;
-                                               }
-                                       }
-                               }
-                       }
-                       else {
-                               float tvec[3];
-                               float sco[2];
-                               const float mval_f[2] = {1.0f, 0.0f};
-                               const float co_zero[3] = {0};
-                               float zfac;
-
-                               /* calc window coord */
-                               zfac = ED_view3d_calc_zfac(rv3d, co_zero, NULL);
-                               ED_view3d_win_to_delta(ar, mval_f, tvec, zfac);
-                               fac = max_ff(fabsf(tvec[0]), max_ff(fabsf(tvec[1]), fabsf(tvec[2]))); /* largest abs axis */
-                               fac = 1.0f / fac;
-
-                               asp = (float)ibuf->y / (float)ibuf->x;
-
-                               zero_v3(tvec);
-                               ED_view3d_project_float_v2_m4(ar, tvec, sco, rv3d->persmat);
-
-                               x1 =  sco[0] + fac * (bgpic->xof - bgpic->size);
-                               y1 =  sco[1] + asp * fac * (bgpic->yof - bgpic->size);
-                               x2 =  sco[0] + fac * (bgpic->xof + bgpic->size);
-                               y2 =  sco[1] + asp * fac * (bgpic->yof + bgpic->size);
-
-                               centx = (x1 + x2) / 2.0f;
-                               centy = (y1 + y2) / 2.0f;
-                       }
-
-                       /* complete clip? */
-                       BLI_rctf_init(&clip_rect, x1, x2, y1, y2);
-                       if (bgpic->rotation) {
-                               BLI_rctf_rotate_expand(&clip_rect, &clip_rect, bgpic->rotation);
-                       }
-
-                       if (clip_rect.xmax < 0 || clip_rect.ymax < 0 || clip_rect.xmin > ar->winx || clip_rect.ymin > ar->winy) {
-                               if (freeibuf)
-                                       IMB_freeImBuf(freeibuf);
-                               if (releaseibuf)
-                                       BKE_image_release_ibuf(ima, releaseibuf, lock);
-
-                               continue;
-                       }
-
-                       zoomx = (x2 - x1) / ibuf->x;
-                       zoomy = (y2 - y1) / ibuf->y;
+       mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
+       invert_m4_m4(rv3d.persinv, rv3d.viewinv);
 
-                       /* for some reason; zoomlevels down refuses to use GL_ALPHA_SCALE */
-                       if (zoomx < 1.0f || zoomy < 1.0f) {
-                               float tzoom = min_ff(zoomx, zoomy);
-                               int mip = 0;
+       return ED_view3d_draw_offscreen_imbuf(
+               depsgraph, scene, drawtype,
+               &v3d, &ar, width, height, flag,
+               draw_flags, alpha_mode, samples, viewname, ofs, err_out);
+}
 
-                               if ((ibuf->userflags & IB_MIPMAP_INVALID) != 0) {
-                                       IMB_remakemipmap(ibuf, 0);
-                                       ibuf->userflags &= ~IB_MIPMAP_INVALID;
-                               }
-                               else if (ibuf->mipmap[0] == NULL)
-                                       IMB_makemipmap(ibuf, 0);
-
-                               while (tzoom < 1.0f && mip < 8 && ibuf->mipmap[mip]) {
-                                       tzoom *= 2.0f;
-                                       zoomx *= 2.0f;
-                                       zoomy *= 2.0f;
-                                       mip++;
-                               }
-                               if (mip > 0)
-                                       ibuf = ibuf->mipmap[mip - 1];
-                       }
-
-                       if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
-                       glDepthMask(0);
-
-                       glEnable(GL_BLEND);
-                       glBlendFunc(GL_SRC_ALPHA,  GL_ONE_MINUS_SRC_ALPHA);
-
-                       glMatrixMode(GL_PROJECTION);
-                       glPushMatrix();
-                       glMatrixMode(GL_MODELVIEW);
-                       glPushMatrix();
-                       ED_region_pixelspace(ar);
-
-                       glTranslatef(centx, centy, 0.0);
-                       glRotatef(RAD2DEGF(-bgpic->rotation), 0.0f, 0.0f, 1.0f);
-
-                       if (bgpic->flag & V3D_BGPIC_FLIP_X) {
-                               zoomx *= -1.0f;
-                               x1 = x2;
-                       }
-                       if (bgpic->flag & V3D_BGPIC_FLIP_Y) {
-                               zoomy *= -1.0f;
-                               y1 = y2;
-                       }
-                       glPixelZoom(zoomx, zoomy);
-                       glColor4f(1.0f, 1.0f, 1.0f, 1.0f - bgpic->blend);
-
-                       /* could not use glaDrawPixelsAuto because it could fallback to
-                        * glaDrawPixelsSafe in some cases, which will end up in missing
-                        * alpha transparency for the background image (sergey)
-                        */
-                       glaDrawPixelsTex(x1 - centx, y1 - centy, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect);
-
-                       glPixelZoom(1.0, 1.0);
-                       glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
-
-                       glMatrixMode(GL_PROJECTION);
-                       glPopMatrix();
-                       glMatrixMode(GL_MODELVIEW);
-                       glPopMatrix();
-
-                       glDisable(GL_BLEND);
-
-                       glDepthMask(1);
-                       if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
-
-                       if (freeibuf)
-                               IMB_freeImBuf(freeibuf);
-                       if (releaseibuf)
-                               BKE_image_release_ibuf(ima, releaseibuf, lock);
-               }
-       }
-}
-
-static void view3d_draw_bgpic_test(Scene *scene, ARegion *ar, View3D *v3d,
-                                   const bool do_foreground, const bool do_camera_frame)
-{
-       RegionView3D *rv3d = ar->regiondata;
-
-       if ((v3d->flag & V3D_DISPBGPICS) == 0)
-               return;
-
-       /* disabled - mango request, since footage /w only render is quite useful
-        * and this option is easy to disable all background images at once */
-#if 0
-       if (v3d->flag2 & V3D_RENDER_OVERRIDE)
-               return;
-#endif
-
-       if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
-               if (rv3d->persp == RV3D_CAMOB) {
-                       view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame);
-               }
-       }
-       else {
-               view3d_draw_bgpic(scene, ar, v3d, do_foreground, do_camera_frame);
-       }
-}
-
-/* ****************** View3d afterdraw *************** */
-
-typedef struct View3DAfter {
-       struct View3DAfter *next, *prev;
-       struct Base *base;
-       short dflag;
-} View3DAfter;
-
-/* temp storage of Objects that need to be drawn as last */
-void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag)
-{
-       View3DAfter *v3da = MEM_callocN(sizeof(View3DAfter), "View 3d after");
-       BLI_assert((base->flag & OB_FROMDUPLI) == 0);
-       BLI_addtail(lb, v3da);
-       v3da->base = base;
-       v3da->dflag = dflag;
-}
-
-/* disables write in zbuffer and draws it over */
-static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d)
-{
-       View3DAfter *v3da;
-
-       glDepthMask(GL_FALSE);
-       v3d->transp = true;
-
-       while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
-               draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
-               MEM_freeN(v3da);
-       }
-       v3d->transp = false;
-
-       glDepthMask(GL_TRUE);
-
-}
-
-/* clears zbuffer and draws it over */
-static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear)
-{
-       View3DAfter *v3da;
-
-       if (*clear && v3d->zbuf) {
-               glClear(GL_DEPTH_BUFFER_BIT);
-               *clear = false;
-       }
-
-       v3d->xray = true;
-       while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
-               draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
-               MEM_freeN(v3da);
-       }
-       v3d->xray = false;
-}
-
-
-/* clears zbuffer and draws it over */
-static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const bool clear)
-{
-       View3DAfter *v3da;
-
-       if (clear && v3d->zbuf)
-               glClear(GL_DEPTH_BUFFER_BIT);
-
-       v3d->xray = true;
-       v3d->transp = true;
-
-       glDepthMask(GL_FALSE);
-
-       while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
-               draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
-               MEM_freeN(v3da);
-       }
-
-       v3d->transp = false;
-       v3d->xray = false;
-
-       glDepthMask(GL_TRUE);
-}
-
-/* clears zbuffer and draws it over,
- * note that in the select version we don't care about transparent flag as with regular drawing */
-static void view3d_draw_xray_select(Scene *scene, ARegion *ar, View3D *v3d, bool *clear)
-{
-       /* Not ideal, but we need to read from the previous depths before clearing
-        * otherwise we could have a function to load the depths after drawing.
-        *
-        * Clearing the depth buffer isn't all that common between drawing objects so accept this for now.
-        */
-       if (U.gpu_select_pick_deph) {
-               GPU_select_load_id(-1);
-       }
-
-       View3DAfter *v3da;
-       if (*clear && v3d->zbuf) {
-               glClear(GL_DEPTH_BUFFER_BIT);
-               *clear = false;
-       }
-
-       v3d->xray = true;
-       while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
-               if (GPU_select_load_id(v3da->base->selcol)) {
-                       draw_object_select(scene, ar, v3d, v3da->base, v3da->dflag);
-               }
-               MEM_freeN(v3da);
-       }
-       v3d->xray = false;
-}
-
-/* *********************** */
-
-/*
- * In most cases call draw_dupli_objects,
- * draw_dupli_objects_color was added because when drawing set dupli's
- * we need to force the color
- */
-
-#if 0
-int dupli_ob_sort(void *arg1, void *arg2)
-{
-       void *p1 = ((DupliObject *)arg1)->ob;
-       void *p2 = ((DupliObject *)arg2)->ob;
-       int val = 0;
-       if (p1 < p2) val = -1;
-       else if (p1 > p2) val = 1;
-       return val;
-}
-#endif
-
-
-static DupliObject *dupli_step(DupliObject *dob)
-{
-       while (dob && dob->no_draw)
-               dob = dob->next;
-       return dob;
-}
-
-static void draw_dupli_objects_color(
-        Scene *scene, ARegion *ar, View3D *v3d, Base *base,
-        const short dflag, const int color)
-{
-       RegionView3D *rv3d = ar->regiondata;
-       ListBase *lb;
-       LodLevel *savedlod;
-       DupliObject *dob_prev = NULL, *dob, *dob_next = NULL;
-       Base tbase = {NULL};
-       BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
-       GLuint displist = 0;
-       unsigned char color_rgb[3];
-       const short dflag_dupli = dflag | DRAW_CONSTCOLOR;
-       short transflag;
-       bool use_displist = false;  /* -1 is initialize */
-       char dt;
-       short dtx;
-       DupliApplyData *apply_data;
-
-       if (base->object->restrictflag & OB_RESTRICT_VIEW) return;
-       if ((base->object->restrictflag & OB_RESTRICT_RENDER) && (v3d->flag2 & V3D_RENDER_OVERRIDE)) return;
-
-       if (dflag & DRAW_CONSTCOLOR) {
-               BLI_assert(color == TH_UNDEFINED);
-       }
-       else {
-               UI_GetThemeColorBlend3ubv(color, TH_BACK, 0.5f, color_rgb);
-       }
-
-       tbase.flag = OB_FROMDUPLI | base->flag;
-       lb = object_duplilist(G.main->eval_ctx, scene, base->object);
-       // BLI_listbase_sort(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */
-
-       apply_data = duplilist_apply(base->object, scene, lb);
-
-       dob = dupli_step(lb->first);
-       if (dob) dob_next = dupli_step(dob->next);
-
-       for (; dob; dob_prev = dob, dob = dob_next, dob_next = dob_next ? dupli_step(dob_next->next) : NULL) {
-               bool testbb = false;
-
-               tbase.object = dob->ob;
-
-               /* Make sure lod is updated from dupli's position */
-               savedlod = dob->ob->currentlod;
-
-#ifdef WITH_GAMEENGINE
-               if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
-                       BKE_object_lod_update(dob->ob, rv3d->viewinv[3]);
-               }
-#endif
-
-               /* extra service: draw the duplicator in drawtype of parent, minimum taken
-                * to allow e.g. boundbox box objects in groups for LOD */
-               dt = tbase.object->dt;
-               tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
-
-               /* inherit draw extra, but not if a boundbox under the assumption that this
-                * is intended to speed up drawing, and drawing extra (especially wire) can
-                * slow it down too much */
-               dtx = tbase.object->dtx;
-               if (tbase.object->dt != OB_BOUNDBOX)
-                       tbase.object->dtx = base->object->dtx;
-
-               /* negative scale flag has to propagate */
-               transflag = tbase.object->transflag;
-
-               if (is_negative_m4(dob->mat))
-                       tbase.object->transflag |= OB_NEG_SCALE;
-               else
-                       tbase.object->transflag &= ~OB_NEG_SCALE;
-
-               /* should move outside the loop but possible color is set in draw_object still */
-               if ((dflag & DRAW_CONSTCOLOR) == 0) {
-                       glColor3ubv(color_rgb);
-               }
-
-               /* generate displist, test for new object */
-               if (dob_prev && dob_prev->ob != dob->ob) {
-                       if (use_displist == true)
-                               glDeleteLists(displist, 1);
-
-                       use_displist = false;
-               }
-
-               if ((bb_tmp = BKE_object_boundbox_get(dob->ob))) {
-                       bb = *bb_tmp; /* must make a copy  */
-                       testbb = true;
-               }
-
-               if (!testbb || ED_view3d_boundbox_clip_ex(rv3d, &bb, dob->mat)) {
-                       /* generate displist */
-                       if (use_displist == false) {
-
-                               /* note, since this was added, its checked (dob->type == OB_DUPLIGROUP)
-                                * however this is very slow, it was probably needed for the NLA
-                                * offset feature (used in group-duplicate.blend but no longer works in 2.5)
-                                * so for now it should be ok to - campbell */
-
-                               if ( /* if this is the last no need  to make a displist */
-                                    (dob_next == NULL || dob_next->ob != dob->ob) ||
-                                    /* lamp drawing messes with matrices, could be handled smarter... but this works */
-                                    (dob->ob->type == OB_LAMP) ||
-                                    (dob->type == OB_DUPLIGROUP && dob->animated) ||
-                                    !bb_tmp ||
-                                    draw_glsl_material(scene, dob->ob, v3d, dt) ||
-                                    check_object_draw_texture(scene, v3d, dt) ||
-                                    (v3d->flag2 & V3D_SOLID_MATCAP) != 0)
-                               {
-                                       // printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name + 2);
-                                       use_displist = false;
-                               }
-                               else {
-                                       // printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name + 2);
-
-                                       /* disable boundbox check for list creation */
-                                       BKE_object_boundbox_flag(dob->ob, BOUNDBOX_DISABLED, 1);
-                                       /* need this for next part of code */
-                                       unit_m4(dob->ob->obmat);    /* obmat gets restored */
-
-                                       displist = glGenLists(1);
-                                       glNewList(displist, GL_COMPILE);
-                                       draw_object(scene, ar, v3d, &tbase, dflag_dupli);
-                                       glEndList();
-
-                                       use_displist = true;
-                                       BKE_object_boundbox_flag(dob->ob, BOUNDBOX_DISABLED, 0);
-                               }
-                       }
-
-                       if (use_displist) {
-                               glPushMatrix();
-                               glMultMatrixf(dob->mat);
-                               glCallList(displist);
-                               glPopMatrix();
-                       }
-                       else {
-                               copy_m4_m4(dob->ob->obmat, dob->mat);
-                               GPU_begin_dupli_object(dob);
-                               draw_object(scene, ar, v3d, &tbase, dflag_dupli);
-                               GPU_end_dupli_object();
-                       }
-               }
-
-               tbase.object->dt = dt;
-               tbase.object->dtx = dtx;
-               tbase.object->transflag = transflag;
-               tbase.object->currentlod = savedlod;
-       }
-
-       if (apply_data) {
-               duplilist_restore(lb, apply_data);
-               duplilist_free_apply_data(apply_data);
-       }
-
-       free_object_duplilist(lb);
-
-       if (use_displist)
-               glDeleteLists(displist, 1);
-}
-
-static void draw_dupli_objects(Scene *scene, ARegion *ar, View3D *v3d, Base *base)
-{
-       /* define the color here so draw_dupli_objects_color can be called
-        * from the set loop */
-
-       int color = (base->flag & SELECT) ? TH_SELECT : TH_WIRE;
-       /* debug */
-       if (base->object->dup_group && base->object->dup_group->id.us < 1)
-               color = TH_REDALERT;
-
-       draw_dupli_objects_color(scene, ar, v3d, base, 0, color);
-}
-
-/* XXX warning, not using gpu offscreen here */
-void view3d_update_depths_rect(ARegion *ar, ViewDepths *d, rcti *rect)
-{
-       int x, y, w, h;
-       rcti r;
-       /* clamp rect by region */
-
-       r.xmin = 0;
-       r.xmax = ar->winx - 1;
-       r.ymin = 0;
-       r.ymax = ar->winy - 1;
-
-       /* Constrain rect to depth bounds */
-       BLI_rcti_isect(&r, rect, rect);
-
-       /* assign values to compare with the ViewDepths */
-       x = rect->xmin;
-       y = rect->ymin;
-
-       w = BLI_rcti_size_x(rect);
-       h = BLI_rcti_size_y(rect);
-
-       if (w <= 0 || h <= 0) {
-               if (d->depths)
-                       MEM_freeN(d->depths);
-               d->depths = NULL;
-
-               d->damaged = false;
-       }
-       else if (d->w != w ||
-                d->h != h ||
-                d->x != x ||
-                d->y != y ||
-                d->depths == NULL
-                )
-       {
-               d->x = x;
-               d->y = y;
-               d->w = w;
-               d->h = h;
-
-               if (d->depths)
-                       MEM_freeN(d->depths);
-
-               d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths Subset");
-
-               d->damaged = true;
-       }
-
-       if (d->damaged) {
-               /* XXX using special function here, it doesn't use the gpu offscreen system */
-               view3d_opengl_read_Z_pixels(ar, d->x, d->y, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
-               glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
-               d->damaged = false;
-       }
-}
-
-/* note, with nouveau drivers the glReadPixels() is very slow. [#24339] */
-void ED_view3d_depth_update(ARegion *ar)
-{
-       RegionView3D *rv3d = ar->regiondata;
-
-       /* Create storage for, and, if necessary, copy depth buffer */
-       if (!rv3d->depths) rv3d->depths = MEM_callocN(sizeof(ViewDepths), "ViewDepths");
-       if (rv3d->depths) {
-               ViewDepths *d = rv3d->depths;
-               if (d->w != ar->winx ||
-                   d->h != ar->winy ||
-                   !d->depths)
-               {
-                       d->w = ar->winx;
-                       d->h = ar->winy;
-                       if (d->depths)
-                               MEM_freeN(d->depths);
-                       d->depths = MEM_mallocN(sizeof(float) * d->w * d->h, "View depths");
-                       d->damaged = true;
-               }
-
-               if (d->damaged) {
-                       view3d_opengl_read_pixels(ar, 0, 0, d->w, d->h, GL_DEPTH_COMPONENT, GL_FLOAT, d->depths);
-                       glGetDoublev(GL_DEPTH_RANGE, d->depth_range);
-
-                       d->damaged = false;
-               }
-       }
-}
-
-/* utility function to find the closest Z value, use for autodepth */
-float view3d_depth_near(ViewDepths *d)
-{
-       /* convert to float for comparisons */
-       const float near = (float)d->depth_range[0];
-       const float far_real = (float)d->depth_range[1];
-       float far = far_real;
-
-       const float *depths = d->depths;
-       float depth = FLT_MAX;
-       int i = (int)d->w * (int)d->h; /* cast to avoid short overflow */
-
-       /* far is both the starting 'far' value
-        * and the closest value found. */
-       while (i--) {
-               depth = *depths++;
-               if ((depth < far) && (depth > near)) {
-                       far = depth;
-               }
-       }
-
-       return far == far_real ? FLT_MAX : far;
-}
-
-void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
-{
-       short zbuf = v3d->zbuf;
-       RegionView3D *rv3d = ar->regiondata;
-
-       /* Setup view matrix. */
-       ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->viewmat, rv3d->winmat, NULL);
-
-       glClear(GL_DEPTH_BUFFER_BIT);
-
-       v3d->zbuf = true;
-       glEnable(GL_DEPTH_TEST);
-
-       if (v3d->flag2 & V3D_SHOW_GPENCIL) {
-               ED_gpencil_draw_view3d(NULL, scene, v3d, ar, true);
-       }
-
-       v3d->zbuf = zbuf;
-}
-
-static void view3d_draw_depth_loop(Scene *scene, ARegion *ar, View3D *v3d)
-{
-       Base *base;
-
-       /* no need for color when drawing depth buffer */
-       const short dflag_depth = DRAW_CONSTCOLOR;
-
-       /* draw set first */
-       if (scene->set) {
-               Scene *sce_iter;
-               for (SETLOOPER(scene->set, sce_iter, base)) {
-                       if (v3d->lay & base->lay) {
-                               draw_object(scene, ar, v3d, base, 0);
-                               if (base->object->transflag & OB_DUPLI) {
-                                       draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
-                               }
-                       }
-               }
-       }
-
-       for (base = scene->base.first; base; base = base->next) {
-               if (v3d->lay & base->lay) {
-                       /* dupli drawing */
-                       if (base->object->transflag & OB_DUPLI) {
-                               draw_dupli_objects_color(scene, ar, v3d, base, dflag_depth, TH_UNDEFINED);
-                       }
-                       draw_object(scene, ar, v3d, base, dflag_depth);
-               }
-       }
-
-       /* this isn't that nice, draw xray objects as if they are normal */
-       if (v3d->afterdraw_transp.first ||
-           v3d->afterdraw_xray.first ||
-           v3d->afterdraw_xraytransp.first)
-       {
-               View3DAfter *v3da;
-               int mask_orig;
-
-               v3d->xray = true;
-
-               /* transp materials can change the depth mask, see #21388 */
-               glGetIntegerv(GL_DEPTH_WRITEMASK, &mask_orig);
-
-
-               if (v3d->afterdraw_xray.first || v3d->afterdraw_xraytransp.first) {
-                       glDepthFunc(GL_ALWAYS); /* always write into the depth bufer, overwriting front z values */
-                       for (v3da = v3d->afterdraw_xray.first; v3da; v3da = v3da->next) {
-                               draw_object(scene, ar, v3d, v3da->base, dflag_depth);
-                       }
-                       glDepthFunc(GL_LEQUAL); /* Now write the depth buffer normally */
-               }
-
-               /* draw 3 passes, transp/xray/xraytransp */
-               v3d->xray = false;
-               v3d->transp = true;
-               while ((v3da = BLI_pophead(&v3d->afterdraw_transp))) {
-                       draw_object(scene, ar, v3d, v3da->base, dflag_depth);
-                       MEM_freeN(v3da);
-               }
-
-               v3d->xray = true;
-               v3d->transp = false;
-               while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
-                       draw_object(scene, ar, v3d, v3da->base, dflag_depth);
-                       MEM_freeN(v3da);
-               }
-
-               v3d->xray = true;
-               v3d->transp = true;
-               while ((v3da = BLI_pophead(&v3d->afterdraw_xraytransp))) {
-                       draw_object(scene, ar, v3d, v3da->base, dflag_depth);
-                       MEM_freeN(v3da);
-               }
-
-
-               v3d->xray = false;
-               v3d->transp = false;
-
-               glDepthMask(mask_orig);
-       }
-}
-
-void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaoverride)
-{
-       struct bThemeState theme_state;
-       RegionView3D *rv3d = ar->regiondata;
-       short zbuf = v3d->zbuf;
-       short flag = v3d->flag;
-       float glalphaclip = U.glalphaclip;
-       int obcenter_dia = U.obcenter_dia;
-       /* temp set drawtype to solid */
-
-       /* Setting these temporarily is not nice */
-       v3d->flag &= ~V3D_SELECT_OUTLINE;
-       U.glalphaclip = alphaoverride ? 0.5f : glalphaclip; /* not that nice but means we wont zoom into billboards */
-       U.obcenter_dia = 0;
-
-       /* Tools may request depth outside of regular drawing code. */
-       UI_Theme_Store(&theme_state);
-       UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
-
-       /* Setup view matrix. */
-       ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->viewmat, rv3d->winmat, NULL);
-
-       glClear(GL_DEPTH_BUFFER_BIT);
-
-       if (rv3d->rflag & RV3D_CLIPPING) {
-               ED_view3d_clipping_set(rv3d);
-       }
-       /* get surface depth without bias */
-       rv3d->rflag |= RV3D_ZOFFSET_DISABLED;
-
-       v3d->zbuf = true;
-       glEnable(GL_DEPTH_TEST);
-
-       view3d_draw_depth_loop(scene, ar, v3d);
-
-       if (rv3d->rflag & RV3D_CLIPPING) {
-               ED_view3d_clipping_disable();
-       }
-       rv3d->rflag &= ~RV3D_ZOFFSET_DISABLED;
-
-       v3d->zbuf = zbuf;
-       if (!v3d->zbuf) glDisable(GL_DEPTH_TEST);
-
-       U.glalphaclip = glalphaclip;
-       v3d->flag = flag;
-       U.obcenter_dia = obcenter_dia;
-
-       UI_Theme_Restore(&theme_state);
-}
-
-void ED_view3d_draw_select_loop(
-        ViewContext *vc, Scene *scene, View3D *v3d, ARegion *ar,
-        bool use_obedit_skip, bool use_nearest)
-{
-       short code = 1;
-       const short dflag = DRAW_PICKING | DRAW_CONSTCOLOR;
-
-       if (vc->obedit && vc->obedit->type == OB_MBALL) {
-               draw_object(scene, ar, v3d, BASACT, dflag);
-       }
-       else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) {
-               /* if not drawing sketch, draw bones */
-               if (!BDR_drawSketchNames(vc)) {
-                       draw_object(scene, ar, v3d, BASACT, dflag);
-               }
-       }
-       else {
-               Base *base;
-
-               for (base = scene->base.first; base; base = base->next) {
-                       if (base->lay & v3d->lay) {
-
-                               if ((base->object->restrictflag & OB_RESTRICT_SELECT) ||
-                                   (use_obedit_skip && (scene->obedit->data == base->object->data)))
-                               {
-                                       base->selcol = 0;
-                               }
-                               else {
-                                       base->selcol = code;
-
-                                       if (use_nearest && (base->object->dtx & OB_DRAWXRAY)) {
-                                               ED_view3d_after_add(&v3d->afterdraw_xray, base, dflag);
-                                       }
-                                       else {
-                                               if (GPU_select_load_id(code)) {
-                                                       draw_object_select(scene, ar, v3d, base, dflag);
-                                               }
-                                       }
-                                       code++;
-                               }
-                       }
-               }
-
-               if (use_nearest) {
-                       bool xrayclear = true;
-                       if (v3d->afterdraw_xray.first) {
-                               view3d_draw_xray_select(scene, ar, v3d, &xrayclear);
-                       }
-               }
-       }
-}
-
-typedef struct View3DShadow {
-       struct View3DShadow *next, *prev;
-       GPULamp *lamp;
-} View3DShadow;
-
-static void gpu_render_lamp_update(Scene *scene, View3D *v3d,
-                                   Object *ob, Object *par,
-                                   float obmat[4][4], unsigned int lay,
-                                   ListBase *shadows, SceneRenderLayer *srl)
-{
-       GPULamp *lamp;
-       Lamp *la = (Lamp *)ob->data;
-       View3DShadow *shadow;
-       unsigned int layers;
-
-       lamp = GPU_lamp_from_blender(scene, ob, par);
-
-       if (lamp) {
-               GPU_lamp_update(lamp, lay, (ob->restrictflag & OB_RESTRICT_RENDER), obmat);
-               GPU_lamp_update_colors(lamp, la->r, la->g, la->b, la->energy);
-
-               layers = lay & v3d->lay;
-               if (srl)
-                       layers &= srl->lay;
-
-               if (layers &&
-                   GPU_lamp_has_shadow_buffer(lamp) &&
-                   /* keep last, may do string lookup */
-                   GPU_lamp_visible(lamp, srl, NULL))
-               {
-                       shadow = MEM_callocN(sizeof(View3DShadow), "View3DShadow");
-                       shadow->lamp = lamp;
-                       BLI_addtail(shadows, shadow);
-               }
-       }
-}
-
-static void gpu_update_lamps_shadows_world(Scene *scene, View3D *v3d)
-{
-       ListBase shadows;
-       View3DShadow *shadow;
-       Scene *sce_iter;
-       Base *base;
-       Object *ob;
-       World *world = scene->world;
-       SceneRenderLayer *srl = v3d->scenelock ? BLI_findlink(&scene->r.layers, scene->r.actlay) : NULL;
-
-       BLI_listbase_clear(&shadows);
-
-       /* update lamp transform and gather shadow lamps */
-       for (SETLOOPER(scene, sce_iter, base)) {
-               ob = base->object;
-
-               if (ob->type == OB_LAMP)
-                       gpu_render_lamp_update(scene, v3d, ob, NULL, ob->obmat, ob->lay, &shadows, srl);
-
-               if (ob->transflag & OB_DUPLI) {
-                       DupliObject *dob;
-                       ListBase *lb = object_duplilist(G.main->eval_ctx, scene, ob);
-
-                       for (dob = lb->first; dob; dob = dob->next)
-                               if (dob->ob->type == OB_LAMP)
-                                       gpu_render_lamp_update(scene, v3d, dob->ob, ob, dob->mat, ob->lay, &shadows, srl);
-
-                       free_object_duplilist(lb);
-               }
-       }
-
-       /* render shadows after updating all lamps, nested object_duplilist
-        * don't work correct since it's replacing object matrices */
-       for (shadow = shadows.first; shadow; shadow = shadow->next) {
-               /* this needs to be done better .. */
-               float viewmat[4][4], winmat[4][4];
-               int drawtype, lay, winsize, flag2 = v3d->flag2;
-               ARegion ar = {NULL};
-               RegionView3D rv3d = {{{0}}};
-
-               drawtype = v3d->drawtype;
-               lay = v3d->lay;
-
-               v3d->drawtype = OB_SOLID;
-               v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
-               v3d->flag2 &= ~(V3D_SOLID_TEX | V3D_SHOW_SOLID_MATCAP);
-               v3d->flag2 |= V3D_RENDER_OVERRIDE | V3D_RENDER_SHADOW;
-
-               GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
-
-               ar.regiondata = &rv3d;
-               ar.regiontype = RGN_TYPE_WINDOW;
-               rv3d.persp = RV3D_CAMOB;
-               copy_m4_m4(rv3d.winmat, winmat);
-               copy_m4_m4(rv3d.viewmat, viewmat);
-               invert_m4_m4(rv3d.viewinv, rv3d.viewmat);
-               mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
-               invert_m4_m4(rv3d.persinv, rv3d.viewinv);
-
-               /* no need to call ED_view3d_draw_offscreen_init since shadow buffers were already updated */
-               ED_view3d_draw_offscreen(
-                           scene, v3d, &ar, winsize, winsize, viewmat, winmat,
-                           false, false, true,
-                           NULL, NULL, NULL, NULL);
-               GPU_lamp_shadow_buffer_unbind(shadow->lamp);
-
-               v3d->drawtype = drawtype;
-               v3d->lay = lay;
-               v3d->flag2 = flag2;
-       }
-
-       BLI_freelistN(&shadows);
-
-       /* update world values */
-       if (world) {
-               GPU_mist_update_enable(world->mode & WO_MIST);
-               GPU_mist_update_values(world->mistype, world->miststa, world->mistdist, world->misi, &world->horr);
-               GPU_horizon_update_color(&world->horr);
-               GPU_ambient_update_color(&world->ambr);
-               GPU_zenith_update_color(&world->zenr);
-       }
-}
-
-/* *********************** customdata **************** */
-
-CustomDataMask ED_view3d_datamask(const Scene *scene, const View3D *v3d)
-{
-       CustomDataMask mask = 0;
-       const int drawtype = view3d_effective_drawtype(v3d);
-
-       if (ELEM(drawtype, OB_TEXTURE, OB_MATERIAL) ||
-           ((drawtype == OB_SOLID) && (v3d->flag2 & V3D_SOLID_TEX)))
-       {
-               mask |= CD_MASK_MTEXPOLY | CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
-
-               if (BKE_scene_use_new_shading_nodes(scene)) {
-                       if (drawtype == OB_MATERIAL)
-                               mask |= CD_MASK_ORCO;
-               }
-               else {
-                       if ((scene->gm.matmode == GAME_MAT_GLSL && drawtype == OB_TEXTURE) ||
-                           (drawtype == OB_MATERIAL))
-                       {
-                               mask |= CD_MASK_ORCO;
-                       }
-               }
-       }
-
-       return mask;
-}
-
-/* goes over all modes and view3d settings */
-CustomDataMask ED_view3d_screen_datamask(const bScreen *screen)
-{
-       const Scene *scene = screen->scene;
-       CustomDataMask mask = CD_MASK_BAREMESH;
-       const ScrArea *sa;
-
-       /* check if we need tfaces & mcols due to view mode */
-       for (sa = screen->areabase.first; sa; sa = sa->next) {
-               if (sa->spacetype == SPACE_VIEW3D) {
-                       mask |= ED_view3d_datamask(scene, sa->spacedata.first);
-               }
-       }
-
-       return mask;
-}
-
-/**
- * \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
- */
-void ED_view3d_update_viewmat(
-        Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
-{
-       RegionView3D *rv3d = ar->regiondata;
-
-       /* setup window matrices */
-       if (winmat)
-               copy_m4_m4(rv3d->winmat, winmat);
-       else
-               view3d_winmatrix_set(ar, v3d, rect);
-
-       /* setup view matrix */
-       if (viewmat) {
-               copy_m4_m4(rv3d->viewmat, viewmat);
-       }
-       else {
-               float rect_scale[2];
-               if (rect) {
-                       rect_scale[0] = (float)BLI_rcti_size_x(rect) / (float)ar->winx;
-                       rect_scale[1] = (float)BLI_rcti_size_y(rect) / (float)ar->winy;
-               }
-               view3d_viewmatrix_set(scene, v3d, rv3d, rect ? rect_scale : NULL);  /* note: calls BKE_object_where_is_calc for camera... */
-       }
-
-       /* update utility matrices */
-       mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
-       invert_m4_m4(rv3d->persinv, rv3d->persmat);
-       invert_m4_m4(rv3d->viewinv, rv3d->viewmat);
-
-       /* calculate GLSL view dependent values */
-
-       /* store window coordinates scaling/offset */
-       if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
-               rctf cameraborder;
-               ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &cameraborder, false);
-               rv3d->viewcamtexcofac[0] = (float)ar->winx / BLI_rctf_size_x(&cameraborder);
-               rv3d->viewcamtexcofac[1] = (float)ar->winy / BLI_rctf_size_y(&cameraborder);
-
-               rv3d->viewcamtexcofac[2] = -rv3d->viewcamtexcofac[0] * cameraborder.xmin / (float)ar->winx;
-               rv3d->viewcamtexcofac[3] = -rv3d->viewcamtexcofac[1] * cameraborder.ymin / (float)ar->winy;
-       }
-       else {
-               rv3d->viewcamtexcofac[0] = rv3d->viewcamtexcofac[1] = 1.0f;
-               rv3d->viewcamtexcofac[2] = rv3d->viewcamtexcofac[3] = 0.0f;
-       }
-
-       /**
-        * Calculate pixel-size factor once, is used for lamps and object centers.
-        * Used by #ED_view3d_pixel_size and typically not accessed directly.
-        *
-        * \note #BKE_camera_params_compute_viewplane' also calculates a pixel-size value,
-        * passed to #RE_SetPixelSize, in ortho mode this is compatible with this value,
-        * but in perspective mode its offset by the near-clip.
-        *
-        * 'RegionView3D.pixsize' is used for viewport drawing, not rendering.
-        */
-       {
-               /* note:  '1.0f / len_v3(v1)'  replaced  'len_v3(rv3d->viewmat[0])'
-                * because of float point precision problems at large values [#23908] */
-               float v1[3], v2[3];
-               float len_px, len_sc;
-
-               v1[0] = rv3d->persmat[0][0];
-               v1[1] = rv3d->persmat[1][0];
-               v1[2] = rv3d->persmat[2][0];
-
-               v2[0] = rv3d->persmat[0][1];
-               v2[1] = rv3d->persmat[1][1];
-               v2[2] = rv3d->persmat[2][1];
-
-               len_px = 2.0f / sqrtf(min_ff(len_squared_v3(v1), len_squared_v3(v2)));
-               len_sc = (float)MAX2(ar->winx, ar->winy);
-
-               rv3d->pixsize = len_px / len_sc;
-       }
-}
-
-/**
- * Shared by #ED_view3d_draw_offscreen and #view3d_main_region_draw_objects
- *
- * \note \a C and \a grid_unit will be NULL when \a draw_offscreen is set.
- * \note Drawing lamps and opengl render uses this, so dont do grease pencil or view widgets here.
- */
-static void view3d_draw_objects(
-        const bContext *C,
-        Scene *scene, View3D *v3d, ARegion *ar,
-        const char **grid_unit,
-        const bool do_bgpic, const bool draw_offscreen, GPUFX *fx)
-{
-       RegionView3D *rv3d = ar->regiondata;
-       Base *base;
-       const bool do_camera_frame = !draw_offscreen;
-       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;
-       bool xrayclear = true;
-
-       if (!draw_offscreen) {
-               ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
-       }
-
-       if (rv3d->rflag & RV3D_CLIPPING)
-               view3d_draw_clipping(rv3d);
-
-       /* set zbuffer after we draw clipping region */
-       if (v3d->drawtype > OB_WIRE) {
-               v3d->zbuf = true;
-       }
-       else {
-               v3d->zbuf = false;
-       }
-
-       /* special case (depth for wire color) */
-       if (v3d->drawtype <= OB_WIRE) {
-               if (scene->obedit && scene->obedit->type == OB_MESH) {
-                       Mesh *me = scene->obedit->data;
-                       if (me->drawflag & ME_DRAWEIGHT) {
-                               v3d->zbuf = true;
-                       }
-               }
-       }
-
-       if (v3d->zbuf) {
-               glEnable(GL_DEPTH_TEST);
-       }
-
-       /* ortho grid goes first, does not write to depth buffer and doesn't need depth test so it will override
-        * objects if done last */
-       if (draw_grids) {
-               /* needs to be done always, gridview is adjusted in drawgrid() now, but only for ortho views. */
-               rv3d->gridview = ED_view3d_grid_scale(scene, v3d, grid_unit);
-
-               if (!draw_floor) {
-                       ED_region_pixelspace(ar);
-                       *grid_unit = NULL;  /* drawgrid need this to detect/affect smallest valid unit... */
-                       drawgrid(&scene->unit, ar, v3d, grid_unit);
-                       /* XXX make function? replaces persp(1) */
-                       glMatrixMode(GL_PROJECTION);
-                       glLoadMatrixf(rv3d->winmat);
-                       glMatrixMode(GL_MODELVIEW);
-                       glLoadMatrixf(rv3d->viewmat);
-               }
-               else if (!draw_grids_after) {
-                       drawfloor(scene, v3d, grid_unit, true);
-               }
-       }
-
-       /* important to do before clipping */
-       if (do_bgpic) {
-               view3d_draw_bgpic_test(scene, ar, v3d, false, do_camera_frame);
-       }
-
-       if (rv3d->rflag & RV3D_CLIPPING) {
-               ED_view3d_clipping_set(rv3d);
-       }
-
-       /* draw set first */
-       if (scene->set) {
-               const short dflag = DRAW_CONSTCOLOR | DRAW_SCENESET;
-               Scene *sce_iter;
-               for (SETLOOPER(scene->set, sce_iter, base)) {
-                       if (v3d->lay & base->lay) {
-                               UI_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
-                               draw_object(scene, ar, v3d, base, dflag);
-
-                               if (base->object->transflag & OB_DUPLI) {
-                                       draw_dupli_objects_color(scene, ar, v3d, base, dflag, TH_UNDEFINED);
-                               }
-                       }
-               }
-
-               /* Transp and X-ray afterdraw stuff for sets is done later */
-       }
-
-
-       if (draw_offscreen) {
-               for (base = scene->base.first; base; base = base->next) {
-                       if (v3d->lay & base->lay) {
-                               /* dupli drawing */
-                               if (base->object->transflag & OB_DUPLI)
-                                       draw_dupli_objects(scene, ar, v3d, base);
-
-                               draw_object(scene, ar, v3d, base, 0);
-                       }
-               }
-       }
-       else {
-               unsigned int lay_used = 0;
-
-               /* then draw not selected and the duplis, but skip editmode object */
-               for (base = scene->base.first; base; base = base->next) {
-                       lay_used |= base->lay;
-
-                       if (v3d->lay & base->lay) {
-
-                               /* dupli drawing */
-                               if (base->object->transflag & OB_DUPLI) {
-                                       draw_dupli_objects(scene, ar, v3d, base);
-                               }
-                               if ((base->flag & SELECT) == 0) {
-                                       if (base->object != scene->obedit)
-                                               draw_object(scene, ar, v3d, base, 0);
-                               }
-                       }
-               }
-
-               /* mask out localview */
-               v3d->lay_used = lay_used & ((1 << 20) - 1);
-
-               /* draw selected and editmode */
-               for (base = scene->base.first; base; base = base->next) {
-                       if (v3d->lay & base->lay) {
-                               if (base->object == scene->obedit || (base->flag & SELECT)) {
-                                       draw_object(scene, ar, v3d, base, 0);
-                               }
-                       }
-               }
-       }
-
-       /* perspective floor goes last to use scene depth and avoid writing to depth buffer */
-       if (draw_grids_after) {
-               drawfloor(scene, v3d, grid_unit, false);
-       }
-
-       /* must be before xray draw which clears the depth buffer */
-       if (v3d->flag2 & V3D_SHOW_GPENCIL) {
-               wmWindowManager *wm = (C != NULL) ? CTX_wm_manager(C) : NULL;
-
-               /* must be before xray draw which clears the depth buffer */
-               if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
-               ED_gpencil_draw_view3d(wm, scene, v3d, ar, true);
-               if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
-       }
-
-       /* transp and X-ray afterdraw stuff */
-       if (v3d->afterdraw_transp.first)     view3d_draw_transp(scene, 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(scene, ar, v3d, &xrayclear);
-       if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, 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);
-       }
-
-       if (rv3d->rflag & RV3D_CLIPPING)
-               ED_view3d_clipping_disable();
-
-       /* important to do after clipping */
-       if (do_bgpic) {
-               view3d_draw_bgpic_test(scene, ar, v3d, true, do_camera_frame);
-       }
-
-       if (!draw_offscreen) {
-               BIF_draw_manipulator(C);
-       }
-
-       /* cleanup */
-       if (v3d->zbuf) {
-               v3d->zbuf = false;
-               glDisable(GL_DEPTH_TEST);
-       }
-
-       if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
-               GPU_free_images_old();
-       }
-}
-
-static void view3d_main_region_setup_view(
-        Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4], const rcti *rect)
-{
-       RegionView3D *rv3d = ar->regiondata;
-
-       ED_view3d_update_viewmat(scene, v3d, ar, viewmat, winmat, rect);
-
-       /* set for opengl */
-       glMatrixMode(GL_PROJECTION);
-       glLoadMatrixf(rv3d->winmat);
-       glMatrixMode(GL_MODELVIEW);
-       glLoadMatrixf(rv3d->viewmat);
-}
-
-/**
- * Store values from #RegionView3D, set when drawing.
- * This is needed when we draw with to a viewport using a different matrix (offscreen drawing for example).
- *
- * Values set by #ED_view3d_update_viewmat should be handled here.
- */
-struct RV3DMatrixStore {
-       float winmat[4][4];
-       float viewmat[4][4];
-       float viewinv[4][4];
-       float persmat[4][4];
-       float persinv[4][4];
-       float viewcamtexcofac[4];
-       float pixsize;
-};
-
-struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
-{
-       struct RV3DMatrixStore *rv3dmat = MEM_mallocN(sizeof(*rv3dmat), __func__);
-       copy_m4_m4(rv3dmat->winmat, rv3d->winmat);
-       copy_m4_m4(rv3dmat->viewmat, rv3d->viewmat);
-       copy_m4_m4(rv3dmat->persmat, rv3d->persmat);
-       copy_m4_m4(rv3dmat->persinv, rv3d->persinv);
-       copy_m4_m4(rv3dmat->viewinv, rv3d->viewinv);
-       copy_v4_v4(rv3dmat->viewcamtexcofac, rv3d->viewcamtexcofac);
-       rv3dmat->pixsize = rv3d->pixsize;
-       return (void *)rv3dmat;
-}
-
-void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat)
-{
-       copy_m4_m4(rv3d->winmat, rv3dmat->winmat);
-       copy_m4_m4(rv3d->viewmat, rv3dmat->viewmat);
-       copy_m4_m4(rv3d->persmat, rv3dmat->persmat);
-       copy_m4_m4(rv3d->persinv, rv3dmat->persinv);
-       copy_m4_m4(rv3d->viewinv, rv3dmat->viewinv);
-       copy_v4_v4(rv3d->viewcamtexcofac, rv3dmat->viewcamtexcofac);
-       rv3d->pixsize = rv3dmat->pixsize;
-}
-
-void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d)
-{
-       /* shadow buffers, before we setup matrices */
-       if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
-               gpu_update_lamps_shadows_world(scene, v3d);
-}
-
-/*
- * Function to clear the view
- */
-static void view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar)
-{
-       if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
-               RegionView3D *rv3d = ar->regiondata;
-               GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
-
-               /* calculate full shader for background */
-               GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, rv3d->viewcamtexcofac, (v3d->scenelock != 0));
-
-               bool material_not_bound = !GPU_material_bound(gpumat);
-
-               if (material_not_bound) {
-                       glMatrixMode(GL_PROJECTION);
-                       glPushMatrix();
-                       glLoadIdentity();
-                       glMatrixMode(GL_MODELVIEW);
-                       glPushMatrix();
-                       glLoadIdentity();
-                       glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
-               }
-
-               /* Draw world */
-               glEnable(GL_DEPTH_TEST);
-               glDepthFunc(GL_ALWAYS);
-               glBegin(GL_TRIANGLE_STRIP);
-               glVertex3f(-1.0, -1.0, 1.0);
-               glVertex3f(1.0, -1.0, 1.0);
-               glVertex3f(-1.0, 1.0, 1.0);
-               glVertex3f(1.0, 1.0, 1.0);
-               glEnd();
-
-               if (material_not_bound) {
-                       glMatrixMode(GL_PROJECTION);
-                       glPopMatrix();
-                       glMatrixMode(GL_MODELVIEW);
-                       glPopMatrix();
-               }
-
-               GPU_material_unbind(gpumat);
-
-               glDepthFunc(GL_LEQUAL);
-               glDisable(GL_DEPTH_TEST);
-       }
-       else {
-               if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
-                       glMatrixMode(GL_PROJECTION);
-                       glPushMatrix();
-                       glLoadIdentity();
-                       glMatrixMode(GL_MODELVIEW);
-                       glPushMatrix();
-                       glLoadIdentity();
-
-                       glEnable(GL_DEPTH_TEST);
-                       glDepthFunc(GL_ALWAYS);
-                       glBegin(GL_QUADS);
-                       UI_ThemeColor(TH_LOW_GRAD);
-                       glVertex3f(-1.0, -1.0, 1.0);
-                       glVertex3f(1.0, -1.0, 1.0);
-                       UI_ThemeColor(TH_HIGH_GRAD);
-                       glVertex3f(1.0, 1.0, 1.0);
-                       glVertex3f(-1.0, 1.0, 1.0);
-                       glEnd();
-                       glDepthFunc(GL_LEQUAL);
-                       glDisable(GL_DEPTH_TEST);
-
-                       glMatrixMode(GL_PROJECTION);
-                       glPopMatrix();
-
-                       glMatrixMode(GL_MODELVIEW);
-                       glPopMatrix();
-               }
-               else {
-                       UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
-                       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-               }
-       }
-}
-
-/* ED_view3d_draw_offscreen_init should be called before this to initialize
- * stuff like shadow buffers
- */
-void ED_view3d_draw_offscreen(
-        Scene *scene, View3D *v3d, ARegion *ar, int winx, int winy,
-        float viewmat[4][4], float winmat[4][4],
-        bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
-        GPUFX *fx, GPUFXSettings *fx_settings,
-        GPUOffScreen *ofs)
-{
-       struct bThemeState theme_state;
-       int bwinx, bwiny;
-       rcti brect;
-       bool do_compositing = false;
-       RegionView3D *rv3d = ar->regiondata;
-
-       glPushMatrix();
-
-       /* set temporary new size */
-       bwinx = ar->winx;
-       bwiny = ar->winy;
-       brect = ar->winrct;
-
-       ar->winx = winx;
-       ar->winy = winy;
-       ar->winrct.xmin = 0;
-       ar->winrct.ymin = 0;
-       ar->winrct.xmax = winx;
-       ar->winrct.ymax = winy;
-
-       UI_Theme_Store(&theme_state);
-       UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
-
-       /* set flags */
-       G.f |= G_RENDER_OGL;
-
-       if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
-               /* free images which can have changed on frame-change
-                * warning! can be slow so only free animated images - campbell */
-               GPU_free_images_anim();
-       }
-
-       /* setup view matrices before fx or unbinding the offscreen buffers will cause issues */
-       if ((viewname != NULL && viewname[0] != '\0') && (viewmat == NULL) && rv3d->persp == RV3D_CAMOB && v3d->camera)
-               view3d_stereo3d_setup_offscreen(scene, v3d, ar, winmat, viewname);
-       else
-               view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
-
-       /* framebuffer fx needed, we need to draw offscreen first */
-       if (v3d->fx_settings.fx_flag && fx) {
-               GPUSSAOSettings *ssao = NULL;
-
-               if (v3d->drawtype < OB_SOLID) {
-                       ssao = v3d->fx_settings.ssao;
-                       v3d->fx_settings.ssao = NULL;
-               }
-
-               do_compositing = GPU_fx_compositor_initialize_passes(fx, &ar->winrct, NULL, fx_settings);
-
-               if (ssao)
-                       v3d->fx_settings.ssao = ssao;
-       }
-
-       /* clear opengl buffers */
-       if (do_sky) {
-               view3d_main_region_clear(scene, v3d, ar);
-       }
-       else {
-               glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
-               glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-       }
-
-       /* main drawing call */
-       view3d_draw_objects(NULL, 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);
-       }
-
-       if ((v3d->flag2 & V3D_RENDER_SHADOW) == 0) {
-               /* draw grease-pencil stuff */
-               ED_region_pixelspace(ar);
-
-
-               if (v3d->flag2 & V3D_SHOW_GPENCIL) {
-                       /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
-                       ED_gpencil_draw_view3d(NULL, scene, v3d, ar, false);
-               }
-
-               /* freeing the images again here could be done after the operator runs, leaving for now */
-               GPU_free_images_anim();
-       }
-
-       /* restore size */
-       ar->winx = bwinx;
-       ar->winy = bwiny;
-       ar->winrct = brect;
-
-       glPopMatrix();
-
-       UI_Theme_Restore(&theme_state);
-
-       G.f &= ~G_RENDER_OGL;
-}
-
-/**
- * Set the correct matrices
- */
-void ED_view3d_draw_setup_view(
-        wmWindow *win, Scene *scene, ARegion *ar, View3D *v3d, float viewmat[4][4], float winmat[4][4], const rcti *rect)
-{
-       RegionView3D *rv3d = ar->regiondata;
-
-       /* Setup the view matrix. */
-       if (view3d_stereo3d_active(win, scene, v3d, rv3d)) {
-               view3d_stereo3d_setup(scene, v3d, ar, rect);
-       }
-       else {
-               view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, rect);
-       }
-}
-
-/**
- * Utility func for ED_view3d_draw_offscreen
- *
- * \param ofs: Optional off-screen buffer, can be NULL.
- * (avoids re-creating when doing multiple GL renders).
- */
-ImBuf *ED_view3d_draw_offscreen_imbuf(
-        Scene *scene, View3D *v3d, ARegion *ar, int sizex, int sizey,
-        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])
-{
-       RegionView3D *rv3d = ar->regiondata;
-       ImBuf *ibuf;
-       const bool draw_sky = (alpha_mode == R_ADDSKY);
-       const bool draw_background = (draw_flags & V3D_OFSDRAW_USE_BACKGROUND);
-       const bool use_full_sample = (draw_flags & V3D_OFSDRAW_USE_FULL_SAMPLE);
-
-       /* view state */
-       GPUFXSettings fx_settings = v3d->fx_settings;
-       bool is_ortho = false;
-       float winmat[4][4];
-
-       if (ofs && ((GPU_offscreen_width(ofs) != sizex) || (GPU_offscreen_height(ofs) != sizey))) {
-               /* sizes differ, can't reuse */
-               ofs = NULL;
-       }
-
-       const bool own_ofs = (ofs == NULL);
-
-       if (own_ofs) {
-               /* bind */
-               ofs = GPU_offscreen_create(sizex, sizey, use_full_sample ? 0 : samples, err_out);
-               if (ofs == NULL) {
-                       return NULL;
-               }
-       }
-
-       ED_view3d_draw_offscreen_init(scene, v3d);
-
-       GPU_offscreen_bind(ofs, true);
-
-       /* read in pixels & stamp */
-       ibuf = IMB_allocImBuf(sizex, sizey, 32, flag);
-
-       /* render 3d view */
-       if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
-               CameraParams params;
-               Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
-
-               BKE_camera_params_init(&params);
-               /* fallback for non camera objects */
-               params.clipsta = v3d->near;
-               params.clipend = v3d->far;
-               BKE_camera_params_from_object(&params, camera);
-               BKE_camera_multiview_params(&scene->r, &params, camera, viewname);
-               BKE_camera_params_compute_viewplane(&params, sizex, sizey, scene->r.xasp, scene->r.yasp);
-               BKE_camera_params_compute_matrix(&params);
-
-               BKE_camera_to_gpu_dof(camera, &fx_settings);
-
-               is_ortho = params.is_ortho;
-               copy_m4_m4(winmat, params.winmat);
-       }
-       else {
-               rctf viewplane;
-               float clipsta, clipend;
-
-               is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
-               if (is_ortho) {
-                       orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
-               }
-               else {
-                       perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
-               }
-       }
-
-       if ((samples && use_full_sample) == 0) {
-               /* Single-pass render, common case */
-               ED_view3d_draw_offscreen(
-                       scene, v3d, ar, sizex, sizey, NULL, winmat,
-                       draw_background, draw_sky, !is_ortho, viewname,
-                       fx, &fx_settings, ofs);
-
-               if (ibuf->rect_float) {
-                       GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
-               }
-               else if (ibuf->rect) {
-                       GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
-               }
-       }
-       else {
-               /* Multi-pass render, use accumulation buffer & jitter for 'full' oversampling.
-                * Use because OpenGL may use a lower quality MSAA, and only over-sample edges. */
-               static float jit_ofs[32][2];
-               float winmat_jitter[4][4];
-               /* use imbuf as temp storage, before writing into it from accumulation buffer */
-               unsigned char *rect_temp = ibuf->rect ? (void *)ibuf->rect : (void *)ibuf->rect_float;
-               unsigned int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int[4]), "accum1");
-               unsigned int i;
-               int j;
-
-               BLI_jitter_init(jit_ofs, samples);
-
-               /* first sample buffer, also initializes 'rv3d->persmat' */
-               ED_view3d_draw_offscreen(
-                       scene, v3d, ar, sizex, sizey, NULL, winmat,
-                       draw_background, draw_sky, !is_ortho, viewname,
-                       fx, &fx_settings, ofs);
-               GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
-
-               i = sizex * sizey * 4;
-               while (i--) {
-                       accum_buffer[i] = rect_temp[i];
-               }
-
-               /* skip the first sample */
-               for (j = 1; j < samples; j++) {
-                       copy_m4_m4(winmat_jitter, winmat);
-                       window_translate_m4(
-                               winmat_jitter, rv3d->persmat,
-                               (jit_ofs[j][0] * 2.0f) / sizex,
-                               (jit_ofs[j][1] * 2.0f) / sizey);
-
-                       ED_view3d_draw_offscreen(
-                               scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
-                               draw_background, draw_sky, !is_ortho, viewname,
-                               fx, &fx_settings, ofs);
-                       GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, rect_temp);
-
-                       i = sizex * sizey * 4;
-                       while (i--) {
-                               accum_buffer[i] += rect_temp[i];
-                       }
-               }
-
-               if (ibuf->rect_float) {
-                       float *rect_float = ibuf->rect_float;
-                       i = sizex * sizey * 4;
-                       while (i--) {
-                               rect_float[i] = (float)(accum_buffer[i] / samples) * (1.0f / 255.0f);
-                       }
-               }
-               else {
-                       unsigned char *rect_ub = (unsigned char *)ibuf->rect;
-                       i = sizex * sizey * 4;
-                       while (i--) {
-                               rect_ub[i] = accum_buffer[i] / samples;
-                       }
-               }
-
-               MEM_freeN(accum_buffer);
-       }
-
-       /* unbind */
-       GPU_offscreen_unbind(ofs, true);
-
-       if (own_ofs) {
-               GPU_offscreen_free(ofs);
-       }
-
-       if (ibuf->rect_float && ibuf->rect)
-               IMB_rect_from_float(ibuf);
-
-       return ibuf;
-}
-
-/**
- * Creates own fake 3d views (wrapping #ED_view3d_draw_offscreen_imbuf)
- *
- * \param ofs: Optional off-screen buffer can be NULL.
- * (avoids re-creating when doing multiple GL renders).
- *
- * \note used by the sequencer
- */
-ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
-        Scene *scene, 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])
-{
-       View3D v3d = {NULL};
-       ARegion ar = {NULL};
-       RegionView3D rv3d = {{{0}}};
-
-       /* connect data */
-       v3d.regionbase.first = v3d.regionbase.last = &ar;
-       ar.regiondata = &rv3d;
-       ar.regiontype = RGN_TYPE_WINDOW;
-
-       v3d.camera = camera;
-       v3d.lay = scene->lay;
-       v3d.drawtype = drawtype;
-       v3d.flag2 = V3D_RENDER_OVERRIDE;
-
-       if (draw_flags & V3D_OFSDRAW_USE_GPENCIL) {
-               v3d.flag2 |= V3D_SHOW_GPENCIL;
-       }
-       if (draw_flags & V3D_OFSDRAW_USE_SOLID_TEX) {
-               v3d.flag2 |= V3D_SOLID_TEX;
-       }
-       if (draw_flags & V3D_OFSDRAW_USE_BACKGROUND) {
-               v3d.flag3 |= V3D_SHOW_WORLD;
-       }
-       if (draw_flags & V3D_OFSDRAW_USE_CAMERA_DOF) {
-               if (camera->type == OB_CAMERA) {
-                       v3d.fx_settings.dof = &((Camera *)camera->data)->gpu_dof;
-                       v3d.fx_settings.fx_flag |= GPU_FX_FLAG_DOF;
-               }
-       }
-
-       rv3d.persp = RV3D_CAMOB;
-
-       copy_m4_m4(rv3d.viewinv, v3d.camera->obmat);
-       normalize_m4(rv3d.viewinv);
-       invert_m4_m4(rv3d.viewmat, rv3d.viewinv);
-
-       {
-               CameraParams params;
-               Object *view_camera = BKE_camera_multiview_render(scene, v3d.camera, viewname);
-
-               BKE_camera_params_init(&params);
-               BKE_camera_params_from_object(&params, view_camera);
-               BKE_camera_multiview_params(&scene->r, &params, view_camera, viewname);
-               BKE_camera_params_compute_viewplane(&params, width, height, scene->r.xasp, scene->r.yasp);
-               BKE_camera_params_compute_matrix(&params);
-
-               copy_m4_m4(rv3d.winmat, params.winmat);
-               v3d.near = params.clipsta;
-               v3d.far = params.clipend;
-               v3d.lens = params.lens;
-       }
-
-       mul_m4_m4m4(rv3d.persmat, rv3d.winmat, rv3d.viewmat);
-       invert_m4_m4(rv3d.persinv, rv3d.viewinv);
-
-       return ED_view3d_draw_offscreen_imbuf(
-               scene, &v3d, &ar, width, height, flag, draw_flags,
-               alpha_mode, samples, viewname, fx, ofs, err_out);
-}
-
-
-/**
- * \note The info that this uses is updated in #ED_refresh_viewport_fps,
- * which currently gets called during #SCREEN_OT_animation_step.
- */
-void ED_scene_draw_fps(Scene *scene, const rcti *rect)
-{
-       ScreenFrameRateInfo *fpsi = scene->fps_info;
-       float fps;
-       char printable[16];
-       int i, tot;
-
-       if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime)
-               return;
-
-       printable[0] = '\0';
-
-#if 0
-       /* this is too simple, better do an average */
-       fps = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime))
-#else
-       fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0 / (fpsi->lredrawtime - fpsi->redrawtime));
-
-       for (i = 0, tot = 0, fps = 0.0f; i < REDRAW_FRAME_AVERAGE; i++) {
-               if (fpsi->redrawtimes_fps[i]) {
-                       fps += fpsi->redrawtimes_fps[i];
-                       tot++;
-               }
-       }
-       if (tot) {
-               fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
-
-               //fpsi->redrawtime_index++;
-               //if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE)
-               //      fpsi->redrawtime = 0;
-
-               fps = fps / tot;
-       }
-#endif
-
-       /* is this more than half a frame behind? */
-       if (fps + 0.5f < (float)(FPS)) {
-               UI_ThemeColor(TH_REDALERT);
-               BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %.2f"), fps);
-       }
-       else {
-               UI_ThemeColor(TH_TEXT_HI);
-               BLI_snprintf(printable, sizeof(printable), IFACE_("fps: %i"), (int)(fps + 0.5f));
-       }
-
-#ifdef WITH_INTERNATIONAL
-       BLF_draw_default(rect->xmin + U.widget_unit,  rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable));
-#else
-       BLF_draw_default_ascii(rect->xmin + U.widget_unit,  rect->ymax - U.widget_unit, 0.0f, printable, sizeof(printable));
-#endif
-}
-
-static bool view3d_main_region_do_render_draw(const Scene *scene)
-{
-       RenderEngineType *type = RE_engines_find(scene->r.engine);
-
-       return (type && type->view_update && type->view_draw);
-}
-
-bool ED_view3d_calc_render_border(
-        const Scene *scene, const View3D *v3d, const ARegion *ar,
-        rcti *rect)
-{
-       RegionView3D *rv3d = ar->regiondata;
-       rctf viewborder;
-       bool use_border;
-
-       /* test if there is a 3d view rendering */
-       if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene))
-               return false;
-
-       /* test if there is a border render */
-       if (rv3d->persp == RV3D_CAMOB)
-               use_border = (scene->r.mode & R_BORDER) != 0;
-       else
-               use_border = (v3d->flag2 & V3D_RENDER_BORDER) != 0;
-
-       if (!use_border)
-               return false;
-
-       /* compute border */
-       if (rv3d->persp == RV3D_CAMOB) {
-               ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &viewborder, false);
-
-               rect->xmin = viewborder.xmin + scene->r.border.xmin * BLI_rctf_size_x(&viewborder);
-               rect->ymin = viewborder.ymin + scene->r.border.ymin * BLI_rctf_size_y(&viewborder);
-               rect->xmax = viewborder.xmin + scene->r.border.xmax * BLI_rctf_size_x(&viewborder);
-               rect->ymax = viewborder.ymin + scene->r.border.ymax * BLI_rctf_size_y(&viewborder);
-       }
-       else {
-               rect->xmin = v3d->render_border.xmin * ar->winx;
-               rect->xmax = v3d->render_border.xmax * ar->winx;
-               rect->ymin = v3d->render_border.ymin * ar->winy;
-               rect->ymax = v3d->render_border.ymax * ar->winy;
-       }
-
-       BLI_rcti_translate(rect, ar->winrct.xmin, ar->winrct.ymin);
-       BLI_rcti_isect(&ar->winrct, rect, rect);
-
-       return true;
-}
-
-static bool view3d_main_region_draw_engine(const bContext *C, Scene *scene,
-                                         ARegion *ar, View3D *v3d,
-                                         bool clip_border, const rcti *border_rect)
-{
-       RegionView3D *rv3d = ar->regiondata;
-       RenderEngineType *type;
-       GLint scissor[4];
-
-       /* create render engine */
-       if (!rv3d->render_engine) {
-               RenderEngine *engine;
-
-               type = RE_engines_find(scene->r.engine);
-
-               if (!(type->view_update && type->view_draw))
-                       return false;
-
-               engine = RE_engine_create_ex(type, true);
-
-               engine->tile_x = scene->r.tilex;
-               engine->tile_y = scene->r.tiley;
-
-               type->view_update(engine, C);
-
-               rv3d->render_engine = engine;
-       }
-
-       /* setup view matrices */
-       view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL, NULL);
-
-       /* background draw */
-       ED_region_pixelspace(ar);
-
-       if (clip_border) {
-               /* for border draw, we only need to clear a subset of the 3d view */
-               if (border_rect->xmax > border_rect->xmin && border_rect->ymax > border_rect->ymin) {
-                       glGetIntegerv(GL_SCISSOR_BOX, scissor);
-                       glScissor(border_rect->xmin, border_rect->ymin,
-                                 BLI_rcti_size_x(border_rect), BLI_rcti_size_y(border_rect));
-               }
-               else {
-                       return false;
-               }
-       }
-
-       glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
-       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
-       if (v3d->flag & V3D_DISPBGPICS)
-               view3d_draw_bgpic_test(scene, ar, v3d, false, true);
-       else
-               fdrawcheckerboard(0, 0, ar->winx, ar->winy);
-
-       /* render result draw */
-       type = rv3d->render_engine->type;
-       type->view_draw(rv3d->render_engine, C);
-
-       if (v3d->flag & V3D_DISPBGPICS)
-               view3d_draw_bgpic_test(scene, ar, v3d, true, true);
-
-       if (clip_border) {
-               /* restore scissor as it was before */
-               glScissor(scissor[0], scissor[1], scissor[2], scissor[3]);
-       }
-
-       return true;
-}
-
-static void view3d_main_region_draw_engine_info(View3D *v3d, RegionView3D *rv3d, ARegion *ar, bool render_border)
-{
-       float fill_color[4] = {0.0f, 0.0f, 0.0f, 0.25f};
-
-       if (!rv3d->render_engine || !rv3d->render_engine->text[0])
-               return;
-
-       if (render_border) {
-               /* draw darkened background color. no alpha because border render does
-                * partial redraw and will not redraw the region behind this info bar */
-               float alpha = 1.0f - fill_color[3];
-               Camera *camera = ED_view3d_camera_data_get(v3d, rv3d);
-
-               if (camera) {
-                       if (camera->flag & CAM_SHOWPASSEPARTOUT) {
-                               alpha *= (1.0f - camera->passepartalpha);
-                       }
-               }
-
-               UI_GetThemeColor3fv(TH_HIGH_GRAD, fill_color);
-               mul_v3_fl(fill_color, alpha);
-               fill_color[3] = 1.0f;
-       }
-
-       ED_region_info_draw(ar, rv3d->render_engine->text, fill_color, true);
-}
-
-static bool view3d_stereo3d_active(wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d)
-{
-       if ((scene->r.scemode & R_MULTIVIEW) == 0) {
-               return false;
-       }
-
-       if ((v3d->camera == NULL) || (v3d->camera->type != OB_CAMERA) || rv3d->persp != RV3D_CAMOB) {
-               return false;
-       }
-
-       switch (v3d->stereo3d_camera) {
-               case STEREO_MONO_ID:
-                       return false;
-                       break;
-               case STEREO_3D_ID:
-                       /* win will be NULL when calling this from the selection or draw loop. */
-                       if ((win == NULL) || (WM_stereo3d_enabled(win, true) == false)) {
-                               return false;
-                       }
-                       if (((scene->r.views_format & SCE_VIEWS_FORMAT_MULTIVIEW) != 0) &&
-                           !BKE_scene_multiview_is_stereo3d(&scene->r))
-                       {
-                               return false;
-                       }
-                       break;
-               /* We always need the stereo calculation for left and right cameras. */
-               case STEREO_LEFT_ID:
-               case STEREO_RIGHT_ID:
-               default:
-                       break;
-       }
-       return true;
-}
-
-/* setup the view and win matrices for the multiview cameras
- *
- * unlike view3d_stereo3d_setup_offscreen, when view3d_stereo3d_setup is called
- * we have no winmatrix (i.e., projection matrix) defined at that time.
- * Since the camera and the camera shift are needed for the winmat calculation
- * we do a small hack to replace it temporarily so we don't need to change the
- * view3d)main_region_setup_view() code to account for that.
- */
-static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const rcti *rect)
-{
-       bool is_left;
-       const char *names[2] = {STEREO_LEFT_NAME, STEREO_RIGHT_NAME};
-       const char *viewname;
-
-       /* show only left or right camera */
-       if (v3d->stereo3d_camera != STEREO_3D_ID)
-               v3d->multiview_eye = v3d->stereo3d_camera;
-
-       is_left = v3d->multiview_eye == STEREO_LEFT_ID;
-       viewname = names[is_left ? STEREO_LEFT_ID : STEREO_RIGHT_ID];
-
-       /* update the viewport matrices with the new camera */
-       if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
-               Camera *data;
-               float viewmat[4][4];
-               float shiftx;
-
-               data = (Camera *)v3d->camera->data;
-               shiftx = data->shiftx;
-
-               BLI_thread_lock(LOCK_VIEW3D);
-               data->shiftx = BKE_camera_multiview_shift_x(&scene->r, v3d->camera, viewname);
-
-               BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
-               view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL, rect);
-
-               data->shiftx = shiftx;
-               BLI_thread_unlock(LOCK_VIEW3D);
-       }
-       else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
-               float viewmat[4][4];
-               Object *view_ob = v3d->camera;
-               Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
-
-               BLI_thread_lock(LOCK_VIEW3D);
-               v3d->camera = camera;
-
-               BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
-               view3d_main_region_setup_view(scene, v3d, ar, viewmat, NULL, rect);
-
-               v3d->camera = view_ob;
-               BLI_thread_unlock(LOCK_VIEW3D);
-       }
-}
-
-static void view3d_stereo3d_setup_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
-                                            float winmat[4][4], const char *viewname)
-{
-       /* update the viewport matrices with the new camera */
-       if (scene->r.views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
-               float viewmat[4][4];
-               const bool is_left = STREQ(viewname, STEREO_LEFT_NAME);
-
-               BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, viewmat);
-               view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
-       }
-       else { /* SCE_VIEWS_FORMAT_MULTIVIEW */
-               float viewmat[4][4];
-               Object *camera = BKE_camera_multiview_render(scene, v3d->camera, viewname);
-
-               BKE_camera_multiview_view_matrix(&scene->r, camera, false, viewmat);
-               view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat, NULL);
-       }
-}
-
-#ifdef WITH_GAMEENGINE
-static void update_lods(Scene *scene, float camera_pos[3])
-{
-       Scene *sce_iter;
-       Base *base;
-       Object *ob;
-
-       for (SETLOOPER(scene, sce_iter, base)) {
-               ob = base->object;
-               BKE_object_lod_update(ob, camera_pos);
-       }
-}
-#endif
-
-static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, View3D *v3d,
-                                          ARegion *ar, const char **grid_unit)
-{
-       wmWindow *win = CTX_wm_window(C);
-       RegionView3D *rv3d = ar->regiondata;
-       unsigned int lay_used = v3d->lay_used;
-
-       /* post processing */
-       bool do_compositing = false;
-
-       /* shadow buffers, before we setup matrices */
-       if (draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
-               gpu_update_lamps_shadows_world(scene, v3d);
-
-       /* reset default OpenGL lights if needed (i.e. after preferences have been altered) */
-       if (rv3d->rflag & RV3D_GPULIGHT_UPDATE) {
-               rv3d->rflag &= ~RV3D_GPULIGHT_UPDATE;
-               GPU_default_lights();
-       }
-
-       /* Setup the view matrix. */
-       ED_view3d_draw_setup_view(CTX_wm_window(C), scene, ar, v3d, NULL, NULL, NULL);
-
-       rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
-#ifdef WITH_GAMEENGINE
-       if (STREQ(scene->r.engine, RE_engine_id_BLENDER_GAME)) {
-               rv3d->rflag |= RV3D_IS_GAME_ENGINE;
-
-               /* Make sure LoDs are up to date */
-               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) {
-               GPUFXSettings fx_settings;
-               BKE_screen_gpu_fx_validate(&v3d->fx_settings);
-               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);
-       }
-
-       /* clear the background */
-       view3d_main_region_clear(scene, v3d, ar);
-
-       /* enables anti-aliasing for 3D view drawing */
-       if (win->multisamples != USER_MULTISAMPLE_NONE) {
-               glEnable(GL_MULTISAMPLE);
-       }
-
-       /* main drawing call */
-       view3d_draw_objects(C, 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);
-       }
-
-       /* Disable back anti-aliasing */
-       if (win->multisamples != USER_MULTISAMPLE_NONE) {
-               glDisable(GL_MULTISAMPLE);
-       }
-
-       if (v3d->lay_used != lay_used) { /* happens when loading old files or loading with UI load */
-               /* find header and force tag redraw */
-               ScrArea *sa = CTX_wm_area(C);
-               ARegion *ar_header = BKE_area_find_region_type(sa, RGN_TYPE_HEADER);
-               ED_region_tag_redraw(ar_header); /* can be NULL */
-       }
-
-       if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
-               BDR_drawSketch(C);
-       }
-
-#ifdef WITH_INPUT_NDOF
-       if ((U.ndof_flag & NDOF_SHOW_GUIDE) && ((rv3d->viewlock & RV3D_LOCKED) == 0) && (rv3d->persp != RV3D_CAMOB))
-               /* TODO: draw something else (but not this) during fly mode */
-               draw_rotation_guide(rv3d);
-#endif
-}
-
-static bool is_cursor_visible(Scene *scene)
-{
-       if (U.app_flag & USER_APP_VIEW3D_HIDE_CURSOR) {
-               return false;
-       }
-
-       Object *ob = OBACT;
-
-       /* don't draw cursor in paint modes, but with a few exceptions */
-       if (ob && ob->mode & OB_MODE_ALL_PAINT) {
-               /* exception: object is in weight paint and has deforming armature in pose mode */
-               if (ob->mode & OB_MODE_WEIGHT_PAINT) {
-                       if (BKE_object_pose_armature_get(ob) != NULL) {
-                               return true;
-                       }
-               }
-               /* exception: object in texture paint mode, clone brush, use_clone_layer disabled */
-               else if (ob->mode & OB_MODE_TEXTURE_PAINT) {
-                       const Paint *p = BKE_paint_get_active(scene);
-
-                       if (p && p->brush && p->brush->imagepaint_tool == PAINT_TOOL_CLONE) {
-                               if ((scene->toolsettings->imapaint.flag & IMAGEPAINT_PROJECT_LAYER_CLONE) == 0) {
-                                       return true;
-                               }
-                       }
-               }
-
-               /* no exception met? then don't draw cursor! */
-               return false;
-       }
-
-       return true;
-}
-
-static void view3d_main_region_draw_info(const bContext *C, Scene *scene,
-                                       ARegion *ar, View3D *v3d,
-                                       const char *grid_unit, bool render_border)
-{
-       wmWindowManager *wm = CTX_wm_manager(C);
-       RegionView3D *rv3d = ar->regiondata;
-       rcti rect;
-
-       /* local coordinate visible rect inside region, to accomodate overlapping ui */
-       ED_region_visible_rect(ar, &rect);
-
-       if (rv3d->persp == RV3D_CAMOB) {
-               drawviewborder(scene, ar, v3d);
-       }
-       else if (v3d->flag2 & V3D_RENDER_BORDER) {
-               glLineWidth(1.0f);
-               setlinestyle(3);
-               cpack(0x4040FF);
-
-               sdrawbox(v3d->render_border.xmin * ar->winx, v3d->render_border.ymin * ar->winy,
-                        v3d->render_border.xmax * ar->winx, v3d->render_border.ymax * ar->winy);
-
-               setlinestyle(0);
-       }
-
-       if (v3d->flag2 & V3D_SHOW_GPENCIL) {
-               /* draw grease-pencil stuff - needed to get paint-buffer shown too (since it's 2D) */
-               ED_gpencil_draw_view3d(wm, scene, v3d, ar, false);
-       }
-
-       if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
-               Object *ob;
-
-               /* 3d cursor */
-               if (is_cursor_visible(scene)) {
-                       drawcursor(scene, ar, v3d);
-               }
-
-               if (U.uiflag & USER_SHOW_ROTVIEWICON)
-                       draw_view_axis(rv3d, &rect);
-               else
-                       draw_view_icon(rv3d, &rect);
-
-               ob = OBACT;
-               if (U.uiflag & USER_DRAWVIEWINFO)
-                       draw_selected_name(scene, ob, &rect);
-       }
-
-       if (rv3d->render_engine) {
-               view3d_main_region_draw_engine_info(v3d, rv3d, ar, render_border);
-               return;
-       }
-
-       if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
-               if ((U.uiflag & USER_SHOW_FPS) && ED_screen_animation_no_scrub(wm)) {
-                       ED_scene_draw_fps(scene, &rect);
-               }
-               else if (U.uiflag & USER_SHOW_VIEWPORTNAME) {
-                       draw_viewport_name(ar, v3d, &rect);
-               }
-
-               if (grid_unit) { /* draw below the viewport name */
-                       char numstr[32] = "";
-
-                       UI_ThemeColor(TH_TEXT_HI);
-                       if (v3d->grid != 1.0f) {
-                               BLI_snprintf(numstr, sizeof(numstr), "%s x %.4g", grid_unit, v3d->grid);
-                       }
-
-                       BLF_draw_default_ascii(rect.xmin + U.widget_unit,
-                                              rect.ymax - (USER_SHOW_VIEWPORTNAME ? 2 * U.widget_unit : U.widget_unit), 0.0f,
-                                              numstr[0] ? numstr : grid_unit, sizeof(numstr));
-               }
-       }
-}
-
-void view3d_main_region_draw(const bContext *C, ARegion *ar)
-{
-       Scene *scene = CTX_data_scene(C);
-       View3D *v3d = CTX_wm_view3d(C);
-       const char *grid_unit = NULL;
-       rcti border_rect;
-       bool render_border, clip_border;
-
-       /* if we only redraw render border area, skip opengl draw and also
-        * don't do scissor because it's already set */
-       render_border = ED_view3d_calc_render_border(scene, v3d, ar, &border_rect);
-       clip_border = (render_border && !BLI_rcti_compare(&ar->drawrct, &border_rect));
-
-       /* draw viewport using opengl */
-       if (v3d->drawtype != OB_RENDER || !view3d_main_region_do_render_draw(scene) || clip_border) {
-               view3d_main_region_draw_objects(C, scene, v3d, ar, &grid_unit);
-
-#ifdef DEBUG_DRAW
-               bl_debug_draw();
-#endif
-               if (G.debug & G_DEBUG_SIMDATA)
-                       draw_sim_debug_data(scene, v3d, ar);
-
-               ED_region_pixelspace(ar);
-       }
-
-       /* draw viewport using external renderer */
-       if (v3d->drawtype == OB_RENDER)
-               view3d_main_region_draw_engine(C, scene, ar, v3d, clip_border, &border_rect);
-
-       view3d_main_region_draw_info(C, scene, ar, v3d, grid_unit, render_border);
-
-       v3d->flag |= V3D_INVALID_BACKBUF;
-
-       BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_transp));
-       BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xray));
-       BLI_assert(BLI_listbase_is_empty(&v3d->afterdraw_xraytransp));
-}
-
-#ifdef DEBUG_DRAW
-/* debug drawing */
-#define _DEBUG_DRAW_QUAD_TOT 1024
-#define _DEBUG_DRAW_EDGE_TOT 1024
-static float _bl_debug_draw_quads[_DEBUG_DRAW_QUAD_TOT][4][3];
-static int   _bl_debug_draw_quads_tot = 0;
-static float _bl_debug_draw_edges[_DEBUG_DRAW_QUAD_TOT][2][3];
-static int   _bl_debug_draw_edges_tot = 0;
-static unsigned int _bl_debug_draw_quads_color[_DEBUG_DRAW_QUAD_TOT];
-static unsigned int _bl_debug_draw_edges_color[_DEBUG_DRAW_EDGE_TOT];
-static unsigned int _bl_debug_draw_color;
-
-void bl_debug_draw_quad_clear(void)
-{
-       _bl_debug_draw_quads_tot = 0;
-       _bl_debug_draw_edges_tot = 0;
-       _bl_debug_draw_color = 0x00FF0000;
-}
-void bl_debug_color_set(const unsigned int color)
-{
-       _bl_debug_draw_color = color;
-}
-void bl_debug_draw_quad_add(const float v0[3], const float v1[3], const float v2[3], const float v3[3])
-{
-       if (_bl_debug_draw_quads_tot >= _DEBUG_DRAW_QUAD_TOT) {
-               printf("%s: max quad count hit %d!", __func__, _bl_debug_draw_quads_tot);
-       }
-       else {
-               float *pt = &_bl_debug_draw_quads[_bl_debug_draw_quads_tot][0][0];
-               copy_v3_v3(pt, v0); pt += 3;
-               copy_v3_v3(pt, v1); pt += 3;
-               copy_v3_v3(pt, v2); pt += 3;
-               copy_v3_v3(pt, v3); pt += 3;
-               _bl_debug_draw_quads_color[_bl_debug_draw_quads_tot] = _bl_debug_draw_color;
-               _bl_debug_draw_quads_tot++;
-       }
-}
-void bl_debug_draw_edge_add(const float v0[3], const float v1[3])
-{
-       if (_bl_debug_draw_quads_tot >= _DEBUG_DRAW_EDGE_TOT) {
-               printf("%s: max edge count hit %d!", __func__, _bl_debug_draw_edges_tot);
-       }
-       else {
-               float *pt = &_bl_debug_draw_edges[_bl_debug_draw_edges_tot][0][0];
-               copy_v3_v3(pt, v0); pt += 3;
-               copy_v3_v3(pt, v1); pt += 3;
-               _bl_debug_draw_edges_color[_bl_debug_draw_edges_tot] = _bl_debug_draw_color;
-               _bl_debug_draw_edges_tot++;
-       }
-}
-static void bl_debug_draw(void)
-{
-       unsigned int color;
-       if (_bl_debug_draw_quads_tot) {
-               int i;
-               color = _bl_debug_draw_quads_color[0];
-               cpack(color);
-               for (i = 0; i < _bl_debug_draw_quads_tot; i ++) {
-                       if (_bl_debug_draw_quads_color[i] != color) {
-                               color = _bl_debug_draw_quads_color[i];
-                               cpack(color);
-                       }
-                       glBegin(GL_LINE_LOOP);
-                       glVertex3fv(_bl_debug_draw_quads[i][0]);
-                       glVertex3fv(_bl_debug_draw_quads[i][1]);
-                       glVertex3fv(_bl_debug_draw_quads[i][2]);
-                       glVertex3fv(_bl_debug_draw_quads[i][3]);
-                       glEnd();
-               }
-       }
-       if (_bl_debug_draw_edges_tot) {
-               int i;
-               color = _bl_debug_draw_edges_color[0];
-               cpack(color);
-               glBegin(GL_LINES);
-               for (i = 0; i < _bl_debug_draw_edges_tot; i ++) {
-                       if (_bl_debug_draw_edges_color[i] != color) {
-                               color = _bl_debug_draw_edges_color[i];
-                               cpack(color);
-                       }
-                       glVertex3fv(_bl_debug_draw_edges[i][0]);
-                       glVertex3fv(_bl_debug_draw_edges[i][1]);
-               }
-               glEnd();
-               color = _bl_debug_draw_edges_color[0];
-               cpack(color);
-               glPointSize(4.0);
-               glBegin(GL_POINTS);
-               for (i = 0; i < _bl_debug_draw_edges_tot; i ++) {
-                       if (_bl_debug_draw_edges_color[i] != color) {
-                               color = _bl_debug_draw_edges_color[i];
-                               cpack(color);
-                       }
-                       glVertex3fv(_bl_debug_draw_edges[i][0]);
-                       glVertex3fv(_bl_debug_draw_edges[i][1]);
-               }
-               glEnd();
-       }
-}
-#endif
+/** \} */