191 lines
5.4 KiB
C++
191 lines
5.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2014 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup gpu
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*
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* Interface for accessing GPU-related methods for selection. The semantics will be
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* similar to `glRenderMode(GL_SELECT)` since the goal is to maintain compatibility.
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*/
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#include <cstdlib>
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#include "GPU_debug.h"
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#include "GPU_framebuffer.h"
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#include "GPU_select.h"
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#include "GPU_state.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_rect.h"
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#include "BLI_utildefines.h"
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#include "BLI_vector.hh"
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#include "gpu_backend.hh"
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#include "gpu_query.hh"
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#include "gpu_select_private.h"
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using namespace blender;
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using namespace blender::gpu;
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struct GPUSelectQueryState {
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/** Tracks whether a query has been issued so that gpu_load_id can end the previous one. */
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bool query_issued;
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/** GPU queries abstraction. Contains an array of queries. */
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QueryPool *queries;
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/** Array holding the id corresponding id to each query. */
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Vector<uint, QUERY_MIN_LEN> *ids;
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/** Cache on initialization. */
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GPUSelectResult *buffer;
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/** The capacity of the `buffer` array. */
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uint buffer_len;
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/** Mode of operation. */
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eGPUSelectMode mode;
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uint index;
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int oldhits;
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/** Previous state to restore after drawing. */
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int viewport[4];
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int scissor[4];
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eGPUWriteMask write_mask;
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eGPUDepthTest depth_test;
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};
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static GPUSelectQueryState g_query_state = {false};
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void gpu_select_query_begin(GPUSelectResult *buffer,
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uint buffer_len,
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const rcti *input,
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const eGPUSelectMode mode,
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int oldhits)
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{
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GPU_debug_group_begin("Selection Queries");
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g_query_state.query_issued = false;
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g_query_state.buffer = buffer;
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g_query_state.buffer_len = buffer_len;
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g_query_state.mode = mode;
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g_query_state.index = 0;
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g_query_state.oldhits = oldhits;
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g_query_state.ids = new Vector<uint, QUERY_MIN_LEN>();
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g_query_state.queries = GPUBackend::get()->querypool_alloc();
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g_query_state.queries->init(GPU_QUERY_OCCLUSION);
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g_query_state.write_mask = GPU_write_mask_get();
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g_query_state.depth_test = GPU_depth_test_get();
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GPU_scissor_get(g_query_state.scissor);
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GPU_viewport_size_get_i(g_query_state.viewport);
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/* Write to color buffer. Seems to fix issues with selecting alpha blended geom (see T7997). */
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GPU_color_mask(true, true, true, true);
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/* In order to save some fill rate we minimize the viewport using rect.
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* We need to get the region of the viewport so that our geometry doesn't
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* get rejected before the depth test. Should probably cull rect against
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* the viewport but this is a rare case I think */
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int viewport[4] = {
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UNPACK2(g_query_state.viewport), BLI_rcti_size_x(input), BLI_rcti_size_y(input)};
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GPU_viewport(UNPACK4(viewport));
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GPU_scissor(UNPACK4(viewport));
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GPU_scissor_test(false);
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/* occlusion queries operates on fragments that pass tests and since we are interested on all
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* objects in the view frustum independently of their order, we need to disable the depth test */
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if (mode == GPU_SELECT_ALL) {
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/* #glQueries on Windows+Intel drivers only works with depth testing turned on.
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* See T62947 for details */
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GPU_depth_test(GPU_DEPTH_ALWAYS);
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GPU_depth_mask(true);
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}
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else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
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GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
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GPU_depth_mask(true);
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GPU_clear_depth(1.0f);
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}
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else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
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GPU_depth_test(GPU_DEPTH_EQUAL);
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GPU_depth_mask(false);
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}
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}
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bool gpu_select_query_load_id(uint id)
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{
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if (g_query_state.query_issued) {
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g_query_state.queries->end_query();
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}
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g_query_state.queries->begin_query();
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g_query_state.ids->append(id);
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g_query_state.query_issued = true;
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if (g_query_state.mode == GPU_SELECT_NEAREST_SECOND_PASS) {
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/* Second pass should never run if first pass fails,
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* can read past `buffer_len` in this case. */
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BLI_assert(g_query_state.oldhits != -1);
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if (g_query_state.index < g_query_state.oldhits) {
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if (g_query_state.buffer[g_query_state.index].id == id) {
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g_query_state.index++;
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return true;
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}
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return false;
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}
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}
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return true;
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}
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uint gpu_select_query_end()
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{
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uint hits = 0;
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const uint maxhits = g_query_state.buffer_len;
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if (g_query_state.query_issued) {
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g_query_state.queries->end_query();
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}
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Span<uint> ids = *g_query_state.ids;
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Vector<uint32_t, QUERY_MIN_LEN> result(ids.size());
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g_query_state.queries->get_occlusion_result(result);
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for (int i = 0; i < result.size(); i++) {
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if (result[i] != 0) {
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if (g_query_state.mode != GPU_SELECT_NEAREST_SECOND_PASS) {
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if (hits < maxhits) {
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g_query_state.buffer[hits].depth = 0xFFFF;
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g_query_state.buffer[hits].id = ids[i];
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hits++;
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}
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else {
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hits = -1;
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break;
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}
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}
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else {
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int j;
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/* search in buffer and make selected object first */
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for (j = 0; j < g_query_state.oldhits; j++) {
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if (g_query_state.buffer[j].id == ids[i]) {
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g_query_state.buffer[j].depth = 0;
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}
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}
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break;
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}
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}
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}
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delete g_query_state.queries;
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delete g_query_state.ids;
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GPU_write_mask(g_query_state.write_mask);
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GPU_depth_test(g_query_state.depth_test);
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GPU_viewport(UNPACK4(g_query_state.viewport));
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GPU_debug_group_end();
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return hits;
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}
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