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blender-archive/source/blender/gpu/intern/gpu_query.hh
Jesse Yurkovich 7413c2feed Cleanup: Optimize gl query code path
Currently whenever gl queries are performed for the viewport, a large
1024 byte array is allocated to store the query results (256 of them).

Unfortunately, if any gizmo using a `draw_select` callback is active
(e.g. the transform gizmos), these queries (and allocations) will occur
during every mouse move event.

Change the vector to allow for up to 16 query results before making an
allocation. This provides enough space for every built-in gizmo except
Scale Cage (which needs 27 queries). It also removes unnecessary
allocations from two other related vectors used during query processing.

Differential Revision: https://developer.blender.org/D13784
2022-02-12 21:52:24 -08:00

46 lines
1.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_span.hh"
namespace blender::gpu {
#define QUERY_MIN_LEN 16
typedef enum GPUQueryType {
GPU_QUERY_OCCLUSION = 0,
} GPUQueryType;
class QueryPool {
public:
virtual ~QueryPool(){};
/**
* Will start and end the query at this index inside the pool. The pool will resize
* automatically but does not support sparse allocation. So prefer using consecutive indices.
*/
virtual void init(GPUQueryType type) = 0;
/**
* Will start and end the query at this index inside the pool.
* The pool will resize automatically.
*/
virtual void begin_query() = 0;
virtual void end_query() = 0;
/**
* Must be fed with a buffer large enough to contain all the queries issued.
* IMPORTANT: Result for each query can be either binary or represent the number of samples
* drawn.
*/
virtual void get_occlusion_result(MutableSpan<uint32_t> r_values) = 0;
};
} // namespace blender::gpu