Get the latest Blender, older versions, or experimental builds.
Stay up-to-date with the new features in the latest Blender releases.
Access production assets and knowledge from the open movies.
Documentation on the usage and features in Blender.
Latest development updates, by Blender developers.
Guidelines, release notes and development docs.
A platform to collect and share results of the Blender Benchmark.
The yearly event that brings the community together.
Support core development with a monthly contribution.
Perform a single donation with more payment options available.
Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.
/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2014 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_sys_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct rcti;
/** Flags for mode of operation. */
typedef enum eGPUSelectMode {
GPU_SELECT_ALL = 1,
/* gpu_select_query */
GPU_SELECT_NEAREST_FIRST_PASS = 2,
GPU_SELECT_NEAREST_SECOND_PASS = 3,
/* gpu_select_pick */
GPU_SELECT_PICK_ALL = 4,
GPU_SELECT_PICK_NEAREST = 5,
} eGPUSelectMode;
/**
* The result of calling #GPU_select_begin & #GPU_select_end.
typedef struct GPUSelectResult {
/** The selection identifier matching the value passed in by #GPU_select_load_id. */
unsigned int id;
* The nearest depth.
* - Only supported by picking modes (#GPU_SELECT_PICK_ALL and #GPU_SELECT_PICK_NEAREST)
* since occlusion quires don't provide a convenient way of accessing the depth-buffer.
* - OpenGL's `GL_SELECT` supported both near and far depths,
* this has not been included as Blender doesn't need this however support could be added.
unsigned int depth;
} GPUSelectResult;
* Initialize and provide buffer for results.
void GPU_select_begin(GPUSelectResult *buffer,
unsigned int buffer_len,
const struct rcti *input,
eGPUSelectMode mode,
int oldhits);
* Loads a new selection id and ends previous query, if any.
* In second pass of selection it also returns
* if id has been hit on the first pass already.
* Thus we can skip drawing un-hit objects.
*
* \warning We rely on the order of object rendering on passes to be the same for this to work.
bool GPU_select_load_id(unsigned int id);
void GPU_select_finalize(void);
* Cleanup and flush selection results to buffer.
* Return number of hits and hits in buffer.
* if \a dopass is true, we will do a second pass with occlusion queries to get the closest hit.
unsigned int GPU_select_end(void);
/* Cache selection region. */
bool GPU_select_is_cached(void);
void GPU_select_cache_begin(void);
void GPU_select_cache_load_id(void);
void GPU_select_cache_end(void);
/* Utilities. */
* Helper function, nothing special but avoids doing inline since hits aren't sorted by depth
* and purpose of 4x buffer indices isn't so clear.
* Note that comparing depth as uint is fine.
const GPUSelectResult *GPU_select_buffer_near(const GPUSelectResult *buffer, int hits);
uint GPU_select_buffer_remove_by_id(GPUSelectResult *buffer, int hits, uint select_id);
* Part of the solution copied from `rect_subregion_stride_calc`.
void GPU_select_buffer_stride_realign(const struct rcti *src, const struct rcti *dst, uint *r_buf);
}