213 lines
6.8 KiB
C
213 lines
6.8 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2014 Blender Foundation.
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* All rights reserved.
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*/
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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 <stdlib.h>
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#include "GPU_glew.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 "gpu_select_private.h"
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/* Ad hoc number of queries to allocate to skip doing many glGenQueries */
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#define ALLOC_QUERIES 200
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typedef struct GPUQueryState {
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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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/* array holding the OpenGL query identifiers */
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uint *queries;
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/* array holding the id corresponding to each query */
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uint *id;
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/* number of queries in *queries and *id */
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uint num_of_queries;
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/* index to the next query to start */
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uint active_query;
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/* cache on initialization */
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uint (*buffer)[4];
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/* buffer size (stores number of integers, for actual size multiply by sizeof integer)*/
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uint bufsize;
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/* mode of operation */
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char mode;
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uint index;
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int oldhits;
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} GPUQueryState;
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static GPUQueryState g_query_state = {0};
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void gpu_select_query_begin(
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uint (*buffer)[4], uint bufsize, const rcti *input, char mode, int oldhits)
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{
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float viewport[4];
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g_query_state.query_issued = false;
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g_query_state.active_query = 0;
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g_query_state.num_of_queries = 0;
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g_query_state.bufsize = bufsize;
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g_query_state.buffer = buffer;
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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.num_of_queries = ALLOC_QUERIES;
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g_query_state.queries = MEM_mallocN(
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g_query_state.num_of_queries * sizeof(*g_query_state.queries), "gpu selection queries");
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g_query_state.id = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.id),
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"gpu selection ids");
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glGenQueries(g_query_state.num_of_queries, g_query_state.queries);
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gpuPushAttr(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT | GPU_SCISSOR_BIT);
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/* disable writing to the framebuffer */
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GPU_color_mask(false, false, false, false);
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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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GPU_viewport_size_get_f(viewport);
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GPU_viewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input));
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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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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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glDepthMask(GL_TRUE);
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}
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else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
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glClear(GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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}
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else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glDepthFunc(GL_EQUAL);
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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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glEndQuery(GL_SAMPLES_PASSED);
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}
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/* if required, allocate extra queries */
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if (g_query_state.active_query == g_query_state.num_of_queries) {
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g_query_state.num_of_queries += ALLOC_QUERIES;
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g_query_state.queries = MEM_reallocN(
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g_query_state.queries, g_query_state.num_of_queries * sizeof(*g_query_state.queries));
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g_query_state.id = MEM_reallocN(g_query_state.id,
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g_query_state.num_of_queries * sizeof(*g_query_state.id));
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glGenQueries(ALLOC_QUERIES, &g_query_state.queries[g_query_state.active_query]);
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}
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glBeginQuery(GL_SAMPLES_PASSED, g_query_state.queries[g_query_state.active_query]);
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g_query_state.id[g_query_state.active_query] = id;
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g_query_state.active_query++;
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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, can read past 'bufsize' 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][3] == id) {
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g_query_state.index++;
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return true;
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}
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else {
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return false;
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}
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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(void)
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{
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int i;
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uint hits = 0;
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const uint maxhits = g_query_state.bufsize;
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if (g_query_state.query_issued) {
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glEndQuery(GL_SAMPLES_PASSED);
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}
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for (i = 0; i < g_query_state.active_query; i++) {
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uint result = 0;
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/* We are not using GL_QUERY_RESULT_AVAILABLE and sleep to wait for results,
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* because it causes lagging on Windows/NVIDIA, see T61474. */
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glGetQueryObjectuiv(g_query_state.queries[i], GL_QUERY_RESULT, &result);
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if (result > 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][0] = 1;
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g_query_state.buffer[hits][1] = 0xFFFF;
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g_query_state.buffer[hits][2] = 0xFFFF;
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g_query_state.buffer[hits][3] = g_query_state.id[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][3] == g_query_state.id[i]) {
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g_query_state.buffer[j][1] = 0;
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g_query_state.buffer[j][2] = 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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glDeleteQueries(g_query_state.num_of_queries, g_query_state.queries);
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MEM_freeN(g_query_state.queries);
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MEM_freeN(g_query_state.id);
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gpuPopAttr();
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GPU_color_mask(true, true, true, true);
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return hits;
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}
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