745 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			745 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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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) 2017 Blender Foundation.
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 * All rights reserved.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file blender/gpu/intern/gpu_select_pick.c
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 *  \ingroup gpu
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 *
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 * Custom select code for picking small regions (not efficient for large regions).
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 * `gpu_select_pick_*` API.
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 */
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#include <string.h>
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#include <stdlib.h>
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#include <float.h>
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#include "GPU_immediate.h"
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#include "GPU_draw.h"
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#include "GPU_select.h"
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#include "GPU_extensions.h"
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#include "GPU_glew.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_rect.h"
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#include "BLI_listbase.h"
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#include "BLI_math_vector.h"
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#include "BLI_utildefines.h"
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#include "gpu_select_private.h"
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#include "BLI_strict_flags.h"
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/* #define DEBUG_PRINT */
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/* Alloc number for depths */
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#define ALLOC_DEPTHS 200
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/* Z-depth of cleared depth buffer */
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#define DEPTH_MAX 0xffffffff
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/* ----------------------------------------------------------------------------
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 * SubRectStride
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 */
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/* For looping over a sub-region of a rect, could be moved into 'rct.c'*/
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typedef struct SubRectStride {
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	uint start;     /* start here */
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	uint span;      /* read these */
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	uint span_len;  /* len times (read span 'len' times). */
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	uint skip;      /* skip those */
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} SubRectStride;
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/* we may want to change back to float if uint isn't well supported */
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typedef uint depth_t;
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/**
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 * Calculate values needed for looping over a sub-region (smaller buffer within a larger buffer).
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 *
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 * 'src' must be bigger than 'dst'.
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 */
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static void rect_subregion_stride_calc(const rcti *src, const rcti *dst, SubRectStride *r_sub)
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{
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	const int src_x = BLI_rcti_size_x(src);
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	// const int src_y = BLI_rcti_size_y(src);
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	const int dst_x = BLI_rcti_size_x(dst);
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	const int dst_y = BLI_rcti_size_y(dst);
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	const int x = dst->xmin - src->xmin;
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	const int y = dst->ymin - src->ymin;
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	BLI_assert(src->xmin <= dst->xmin && src->ymin <= dst->ymin &&
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	           src->ymax >= dst->ymax && src->ymax >= dst->ymax);
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	BLI_assert(x >= 0 && y >= 0);
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	r_sub->start    = (uint)((src_x * y) + x);
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	r_sub->span     = (uint)dst_x;
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	r_sub->span_len = (uint)dst_y;
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	r_sub->skip     = (uint)(src_x - dst_x);
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}
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/**
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 * Ignore depth clearing as a change,
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 * only check if its been changed _and_ filled in (ignore clearing since XRAY does this).
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 */
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BLI_INLINE bool depth_is_filled(const depth_t *prev, const depth_t *curr)
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{
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	return (*prev != *curr) && (*curr != DEPTH_MAX);
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}
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/* ----------------------------------------------------------------------------
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 * DepthBufCache
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 *
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 * Result of reading glReadPixels,
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 * use for both cache and non-cached storage.
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 */
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/* store result of glReadPixels */
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typedef struct DepthBufCache {
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	struct DepthBufCache *next, *prev;
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	uint id;
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	depth_t buf[0];
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} DepthBufCache;
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static DepthBufCache *depth_buf_malloc(uint rect_len)
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{
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	DepthBufCache *rect = MEM_mallocN(sizeof(DepthBufCache) + sizeof(depth_t) * rect_len, __func__);
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	rect->id = SELECT_ID_NONE;
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	return rect;
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}
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static bool depth_buf_rect_depth_any(
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        const DepthBufCache *rect_depth,
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        uint rect_len)
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{
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	const depth_t *curr = rect_depth->buf;
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	for (uint i = 0; i < rect_len; i++, curr++) {
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		if (*curr != DEPTH_MAX) {
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			return true;
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		}
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	}
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	return false;
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}
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static bool depth_buf_subrect_depth_any(
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        const DepthBufCache *rect_depth,
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        const SubRectStride *sub_rect)
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{
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	const depth_t *curr = rect_depth->buf + sub_rect->start;
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	for (uint i = 0; i < sub_rect->span_len; i++) {
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		const depth_t *curr_end = curr + sub_rect->span;
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		for (; curr < curr_end; curr++, curr++) {
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			if (*curr != DEPTH_MAX) {
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				return true;
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			}
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		}
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		curr += sub_rect->skip;
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	}
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	return false;
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}
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static bool depth_buf_rect_depth_any_filled(
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        const DepthBufCache *rect_prev, const DepthBufCache *rect_curr,
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        uint rect_len)
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{
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#if 0
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	return memcmp(rect_depth_a->buf, rect_depth_b->buf, rect_len * sizeof(depth_t)) != 0;
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#else
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	const depth_t *prev = rect_prev->buf;
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	const depth_t *curr = rect_curr->buf;
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	for (uint i = 0; i < rect_len; i++, curr++, prev++) {
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		if (depth_is_filled(prev, curr)) {
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			return true;
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		}
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	}
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	return false;
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#endif
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}
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/**
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 * Both buffers are the same size, just check if the sub-rect contains any differences.
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 */
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static bool depth_buf_subrect_depth_any_filled(
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        const DepthBufCache *rect_src, const DepthBufCache *rect_dst,
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        const SubRectStride *sub_rect)
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{
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	/* same as above but different rect sizes */
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	const depth_t *prev = rect_src->buf + sub_rect->start;
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	const depth_t *curr = rect_dst->buf + sub_rect->start;
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	for (uint i = 0; i < sub_rect->span_len; i++) {
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		const depth_t *curr_end = curr + sub_rect->span;
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		for (; curr < curr_end; prev++, curr++) {
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			if (depth_is_filled(prev, curr)) {
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				return true;
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			}
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		}
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		prev += sub_rect->skip;
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		curr += sub_rect->skip;
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	}
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	return false;
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}
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/* ----------------------------------------------------------------------------
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 * DepthID
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 *
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 * Internal structure for storing hits.
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 */
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typedef struct DepthID {
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	uint id;
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	depth_t depth;
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} DepthID;
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static int depth_id_cmp(const void *v1, const void *v2)
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{
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	const DepthID *d1 = v1, *d2 = v2;
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	if (d1->id < d2->id) {
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		return -1;
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	}
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	else if (d1->id > d2->id) {
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		return 1;
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	}
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	else {
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		return 0;
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	}
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}
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static int depth_cmp(const void *v1, const void *v2)
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{
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	const DepthID *d1 = v1, *d2 = v2;
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	if (d1->depth < d2->depth) {
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		return -1;
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	}
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	else if (d1->depth > d2->depth) {
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		return 1;
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	}
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	else {
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		return 0;
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	}
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}
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/* depth sorting */
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typedef struct GPUPickState {
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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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	/* OpenGL drawing, never use when (is_cached == true). */
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	struct {
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		/* The current depth, accumulated as we draw */
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		DepthBufCache *rect_depth;
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		/* Scratch buffer, avoid allocs every time (when not caching) */
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		DepthBufCache *rect_depth_test;
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		/* Pass to glReadPixels (x, y, w, h) */
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		int clip_readpixels[4];
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		/* Set after first draw */
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		bool is_init;
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		uint prev_id;
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	} gl;
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	/* src: data stored in 'cache' and 'gl',
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	 * dst: use when cached region is smaller (where src -> dst isn't 1:1) */
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	struct {
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		rcti clip_rect;
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		uint rect_len;
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	} src, dst;
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	/* Store cache between `GPU_select_cache_begin/end` */
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	bool use_cache;
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	bool is_cached;
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	struct {
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		/* Cleanup used for iterating over both source and destination buffers:
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		 * src.clip_rect -> dst.clip_rect */
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		SubRectStride sub_rect;
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		/* List of DepthBufCache, sized of 'src.clip_rect' */
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		ListBase bufs;
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	} cache;
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	/* Pickign methods */
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	union {
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		/* GPU_SELECT_PICK_ALL */
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		struct {
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			DepthID *hits;
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			uint hits_len;
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			uint hits_len_alloc;
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		} all;
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		/* GPU_SELECT_PICK_NEAREST */
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		struct {
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			uint *rect_id;
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		} nearest;
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	};
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} GPUPickState;
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static GPUPickState g_pick_state = {0};
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void gpu_select_pick_begin(
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        uint (*buffer)[4], uint bufsize,
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        const rcti *input, char mode)
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{
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	GPUPickState *ps = &g_pick_state;
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#ifdef DEBUG_PRINT
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	printf("%s: mode=%d, use_cache=%d, is_cache=%d\n", __func__, mode, ps->use_cache, ps->is_cached);
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#endif
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	ps->bufsize = bufsize;
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	ps->buffer = buffer;
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	ps->mode = mode;
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	const uint rect_len = (uint)(BLI_rcti_size_x(input) * BLI_rcti_size_y(input));
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	ps->dst.clip_rect = *input;
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	ps->dst.rect_len = rect_len;
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	/* Restrict OpenGL operations for when we don't have cache */
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	if (ps->is_cached == false) {
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		gpuPushAttrib(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT);
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		/* disable writing to the framebuffer */
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		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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		glEnable(GL_DEPTH_TEST);
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		glDepthMask(GL_TRUE);
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		if (mode == GPU_SELECT_PICK_ALL) {
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			/* Note that other depth settings (such as #GL_LEQUAL) work too,
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			 * since the depth is always cleared.
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			 * Noting this for cases when depth picking is used where drawing calls change depth settings. */
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			glDepthFunc(GL_ALWAYS);
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		}
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		else {
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			glDepthFunc(GL_LEQUAL);
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		}
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		float viewport[4];
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		glGetFloatv(GL_VIEWPORT, viewport);
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		ps->src.clip_rect = *input;
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		ps->src.rect_len = rect_len;
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		ps->gl.clip_readpixels[0] = (int)viewport[0];
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		ps->gl.clip_readpixels[1] = (int)viewport[1];
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		ps->gl.clip_readpixels[2] = BLI_rcti_size_x(&ps->src.clip_rect);
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		ps->gl.clip_readpixels[3] = BLI_rcti_size_y(&ps->src.clip_rect);
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		glViewport(UNPACK4(ps->gl.clip_readpixels));
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		/* It's possible we don't want to clear depth buffer,
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		 * so existing elements are masked by current z-buffer. */
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		glClear(GL_DEPTH_BUFFER_BIT);
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		/* scratch buffer (read new values here) */
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		ps->gl.rect_depth_test = depth_buf_malloc(rect_len);
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		ps->gl.rect_depth = depth_buf_malloc(rect_len);
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		/* set initial 'far' value */
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#if 0
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		glReadPixels(UNPACK4(ps->gl.clip_readpixels), GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, ps->gl.rect_depth->buf);
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#else
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		for (uint i = 0; i < rect_len; i++) {
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			ps->gl.rect_depth->buf[i] = DEPTH_MAX;
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		}
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#endif
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		ps->gl.is_init = false;
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		ps->gl.prev_id = 0;
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	}
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	else {
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		/* Using cache (ps->is_cached == true) */
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		/* src.clip_rect -> dst.clip_rect */
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		rect_subregion_stride_calc(&ps->src.clip_rect, &ps->dst.clip_rect, &ps->cache.sub_rect);
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		BLI_assert(ps->gl.rect_depth == NULL);
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		BLI_assert(ps->gl.rect_depth_test == NULL);
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	}
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	if (mode == GPU_SELECT_PICK_ALL) {
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		ps->all.hits = MEM_mallocN(sizeof(*ps->all.hits) * ALLOC_DEPTHS, __func__);
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		ps->all.hits_len = 0;
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		ps->all.hits_len_alloc = ALLOC_DEPTHS;
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	}
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	else {
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		/* Set to 0xff for SELECT_ID_NONE */
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		ps->nearest.rect_id = MEM_mallocN(sizeof(uint) * ps->dst.rect_len, __func__);
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		memset(ps->nearest.rect_id, 0xff, sizeof(uint) * ps->dst.rect_len);
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	}
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}
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/**
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 * Given 2x depths, we know are different - update the depth information
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 * use for both cached/uncached depth buffers.
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 */
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static void gpu_select_load_id_pass_all(const DepthBufCache *rect_curr)
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{
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	GPUPickState *ps = &g_pick_state;
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	const uint id = rect_curr->id;
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	/* find the best depth for this pass and store in 'all.hits' */
 | 
						|
	depth_t depth_best = DEPTH_MAX;
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 | 
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#define EVAL_TEST() \
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	if (depth_best > *curr) { \
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		depth_best = *curr; \
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	} ((void)0)
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	if (ps->is_cached == false) {
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		const depth_t *curr = rect_curr->buf;
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		BLI_assert(ps->src.rect_len == ps->dst.rect_len);
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		const uint rect_len = ps->src.rect_len;
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		for (uint i = 0; i < rect_len; i++, curr++) {
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			EVAL_TEST();
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		}
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	}
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	else {
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		/* same as above but different rect sizes */
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		const depth_t *curr = rect_curr->buf + ps->cache.sub_rect.start;
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		for (uint i = 0; i < ps->cache.sub_rect.span_len; i++) {
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			const depth_t *curr_end = curr + ps->cache.sub_rect.span;
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			for (; curr < curr_end; curr++) {
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				EVAL_TEST();
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			}
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			curr += ps->cache.sub_rect.skip;
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		}
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	}
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#undef EVAL_TEST
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	/* ensure enough space */
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	if (UNLIKELY(ps->all.hits_len == ps->all.hits_len_alloc)) {
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		ps->all.hits_len_alloc += ALLOC_DEPTHS;
 | 
						|
		ps->all.hits = MEM_reallocN(ps->all.hits, ps->all.hits_len_alloc * sizeof(*ps->all.hits));
 | 
						|
	}
 | 
						|
	DepthID *d = &ps->all.hits[ps->all.hits_len++];
 | 
						|
	d->id = id;
 | 
						|
	d->depth = depth_best;
 | 
						|
}
 | 
						|
 | 
						|
static void gpu_select_load_id_pass_nearest(const DepthBufCache *rect_prev, const DepthBufCache *rect_curr)
 | 
						|
{
 | 
						|
	GPUPickState *ps = &g_pick_state;
 | 
						|
	const uint id = rect_curr->id;
 | 
						|
	/* keep track each pixels ID in 'nearest.rect_id' */
 | 
						|
	if (id != SELECT_ID_NONE) {
 | 
						|
		uint *id_ptr = ps->nearest.rect_id;
 | 
						|
 | 
						|
		/* Check against DEPTH_MAX because XRAY will clear the buffer,
 | 
						|
		 * so previously set values will become unset.
 | 
						|
		 * In this case just leave those id's left as-is. */
 | 
						|
#define EVAL_TEST() \
 | 
						|
		if (depth_is_filled(prev, curr)) { \
 | 
						|
			*id_ptr = id; \
 | 
						|
		} ((void)0)
 | 
						|
 | 
						|
		if (ps->is_cached == false) {
 | 
						|
			const depth_t *prev = rect_prev->buf;
 | 
						|
			const depth_t *curr = rect_curr->buf;
 | 
						|
			BLI_assert(ps->src.rect_len == ps->dst.rect_len);
 | 
						|
			const uint rect_len = ps->src.rect_len;
 | 
						|
			for (uint i = 0; i < rect_len; i++, curr++, prev++, id_ptr++) {
 | 
						|
				EVAL_TEST();
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* same as above but different rect sizes */
 | 
						|
			const depth_t *prev = rect_prev->buf + ps->cache.sub_rect.start;
 | 
						|
			const depth_t *curr = rect_curr->buf + ps->cache.sub_rect.start;
 | 
						|
			for (uint i = 0; i < ps->cache.sub_rect.span_len; i++) {
 | 
						|
				const depth_t *curr_end = curr + ps->cache.sub_rect.span;
 | 
						|
				for (; curr < curr_end; prev++, curr++, id_ptr++) {
 | 
						|
					EVAL_TEST();
 | 
						|
				}
 | 
						|
				prev += ps->cache.sub_rect.skip;
 | 
						|
				curr += ps->cache.sub_rect.skip;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
#undef EVAL_TEST
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
bool gpu_select_pick_load_id(uint id)
 | 
						|
{
 | 
						|
	GPUPickState *ps = &g_pick_state;
 | 
						|
	if (ps->gl.is_init) {
 | 
						|
		const uint rect_len = ps->src.rect_len;
 | 
						|
		glReadPixels(UNPACK4(ps->gl.clip_readpixels), GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, ps->gl.rect_depth_test->buf);
 | 
						|
		/* perform initial check since most cases the array remains unchanged  */
 | 
						|
 | 
						|
		bool do_pass = false;
 | 
						|
		if (g_pick_state.mode == GPU_SELECT_PICK_ALL) {
 | 
						|
			if (depth_buf_rect_depth_any(ps->gl.rect_depth_test, rect_len)) {
 | 
						|
				ps->gl.rect_depth_test->id = ps->gl.prev_id;
 | 
						|
				gpu_select_load_id_pass_all(ps->gl.rect_depth_test);
 | 
						|
				do_pass = true;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			if (depth_buf_rect_depth_any_filled(ps->gl.rect_depth, ps->gl.rect_depth_test, rect_len)) {
 | 
						|
				ps->gl.rect_depth_test->id = ps->gl.prev_id;
 | 
						|
				gpu_select_load_id_pass_nearest(ps->gl.rect_depth, ps->gl.rect_depth_test);
 | 
						|
				do_pass = true;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (do_pass) {
 | 
						|
			/* Store depth in cache */
 | 
						|
			if (ps->use_cache) {
 | 
						|
				BLI_addtail(&ps->cache.bufs, ps->gl.rect_depth);
 | 
						|
				ps->gl.rect_depth = depth_buf_malloc(ps->src.rect_len);
 | 
						|
			}
 | 
						|
 | 
						|
			SWAP(DepthBufCache *, ps->gl.rect_depth, ps->gl.rect_depth_test);
 | 
						|
 | 
						|
			if (g_pick_state.mode == GPU_SELECT_PICK_ALL) {
 | 
						|
				/* we want new depths every time */
 | 
						|
				glClear(GL_DEPTH_BUFFER_BIT);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	ps->gl.is_init = true;
 | 
						|
	ps->gl.prev_id = id;
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
uint gpu_select_pick_end(void)
 | 
						|
{
 | 
						|
	GPUPickState *ps = &g_pick_state;
 | 
						|
 | 
						|
#ifdef DEBUG_PRINT
 | 
						|
	printf("%s\n", __func__);
 | 
						|
#endif
 | 
						|
 | 
						|
	if (ps->is_cached == false) {
 | 
						|
		if (ps->gl.is_init) {
 | 
						|
			/* force finishing last pass */
 | 
						|
			gpu_select_pick_load_id(ps->gl.prev_id);
 | 
						|
		}
 | 
						|
		gpuPopAttrib();
 | 
						|
		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
 | 
						|
	}
 | 
						|
 | 
						|
	/* assign but never free directly since it may be in cache */
 | 
						|
	DepthBufCache *rect_depth_final;
 | 
						|
 | 
						|
	/* Store depth in cache */
 | 
						|
	if (ps->use_cache && !ps->is_cached) {
 | 
						|
		BLI_addtail(&ps->cache.bufs, ps->gl.rect_depth);
 | 
						|
		ps->gl.rect_depth = NULL;
 | 
						|
		rect_depth_final = ps->cache.bufs.last;
 | 
						|
	}
 | 
						|
	else if (ps->is_cached) {
 | 
						|
		rect_depth_final = ps->cache.bufs.last;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* common case, no cache */
 | 
						|
		rect_depth_final = ps->gl.rect_depth;
 | 
						|
	}
 | 
						|
 | 
						|
	uint maxhits = g_pick_state.bufsize;
 | 
						|
	DepthID *depth_data;
 | 
						|
	uint depth_data_len = 0;
 | 
						|
 | 
						|
	if (g_pick_state.mode == GPU_SELECT_PICK_ALL) {
 | 
						|
		depth_data = ps->all.hits;
 | 
						|
		depth_data_len = ps->all.hits_len;
 | 
						|
		/* move ownership */
 | 
						|
		ps->all.hits = NULL;
 | 
						|
		ps->all.hits_len = 0;
 | 
						|
		ps->all.hits_len_alloc = 0;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* GPU_SELECT_PICK_NEAREST */
 | 
						|
 | 
						|
		/* Over alloc (unlikely we have as many depths as pixels) */
 | 
						|
		uint depth_data_len_first_pass = 0;
 | 
						|
		depth_data = MEM_mallocN(ps->dst.rect_len * sizeof(*depth_data), __func__);
 | 
						|
 | 
						|
		/* Partially de-duplicating copy,
 | 
						|
		 * when contiguous ID's are found - update their closest depth.
 | 
						|
		 * This isn't essential but means there is less data to sort. */
 | 
						|
 | 
						|
#define EVAL_TEST(i_src, i_dst) \
 | 
						|
		{ \
 | 
						|
			const uint id = ps->nearest.rect_id[i_dst]; \
 | 
						|
			if (id != SELECT_ID_NONE) { \
 | 
						|
				const depth_t depth = rect_depth_final->buf[i_src]; \
 | 
						|
				if (depth_last == NULL || depth_last->id != id) { \
 | 
						|
					DepthID *d = &depth_data[depth_data_len_first_pass++]; \
 | 
						|
					d->id = id; \
 | 
						|
					d->depth = depth; \
 | 
						|
				} \
 | 
						|
				else if (depth_last->depth > depth) { \
 | 
						|
					depth_last->depth = depth; \
 | 
						|
				} \
 | 
						|
			} \
 | 
						|
		} ((void)0)
 | 
						|
 | 
						|
		{
 | 
						|
			DepthID *depth_last = NULL;
 | 
						|
			if (ps->is_cached == false) {
 | 
						|
				for (uint i = 0; i < ps->src.rect_len; i++) {
 | 
						|
					EVAL_TEST(i, i);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				/* same as above but different rect sizes */
 | 
						|
				uint i_src = ps->cache.sub_rect.start, i_dst = 0;
 | 
						|
				for (uint j = 0; j < ps->cache.sub_rect.span_len; j++) {
 | 
						|
					const uint i_src_end = i_src + ps->cache.sub_rect.span;
 | 
						|
					for (; i_src < i_src_end; i_src++, i_dst++) {
 | 
						|
						EVAL_TEST(i_src, i_dst);
 | 
						|
					}
 | 
						|
					i_src += ps->cache.sub_rect.skip;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
#undef EVAL_TEST
 | 
						|
 | 
						|
		qsort(depth_data, depth_data_len_first_pass, sizeof(DepthID), depth_id_cmp);
 | 
						|
 | 
						|
		/* Sort by ID's then keep the best depth for each ID */
 | 
						|
		depth_data_len = 0;
 | 
						|
		{
 | 
						|
			DepthID *depth_last = NULL;
 | 
						|
			for (uint i = 0; i < depth_data_len_first_pass; i++) {
 | 
						|
				if (depth_last == NULL || depth_last->id != depth_data[i].id) {
 | 
						|
					depth_last = &depth_data[depth_data_len++];
 | 
						|
					*depth_last = depth_data[i];
 | 
						|
				}
 | 
						|
				else if (depth_last->depth > depth_data[i].depth) {
 | 
						|
					depth_last->depth = depth_data[i].depth;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* Finally sort each unique (id, depth) pair by depth
 | 
						|
	 * so the final hit-list is sorted by depth (nearest first) */
 | 
						|
	uint hits = 0;
 | 
						|
 | 
						|
	if (depth_data_len > maxhits) {
 | 
						|
		hits = (uint)-1;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		/* leave sorting up to the caller */
 | 
						|
		qsort(depth_data, depth_data_len, sizeof(DepthID), depth_cmp);
 | 
						|
 | 
						|
		for (uint i = 0; i < depth_data_len; i++) {
 | 
						|
#ifdef DEBUG_PRINT
 | 
						|
			printf("  hit: %u: depth %u\n", depth_data[i].id,  depth_data[i].depth);
 | 
						|
#endif
 | 
						|
			/* first 3 are dummy values */
 | 
						|
			g_pick_state.buffer[hits][0] = 1;
 | 
						|
			g_pick_state.buffer[hits][1] = 0x0;  /* depth_data[i].depth; */ /* unused */
 | 
						|
			g_pick_state.buffer[hits][2] = 0x0;  /* z-far is currently never used. */
 | 
						|
			g_pick_state.buffer[hits][3] = depth_data[i].id;
 | 
						|
			hits++;
 | 
						|
		}
 | 
						|
		BLI_assert(hits < maxhits);
 | 
						|
	}
 | 
						|
 | 
						|
	MEM_freeN(depth_data);
 | 
						|
 | 
						|
	MEM_SAFE_FREE(ps->gl.rect_depth);
 | 
						|
	MEM_SAFE_FREE(ps->gl.rect_depth_test);
 | 
						|
 | 
						|
	if (g_pick_state.mode == GPU_SELECT_PICK_ALL) {
 | 
						|
		/* 'hits' already freed as 'depth_data' */
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		MEM_freeN(ps->nearest.rect_id);
 | 
						|
		ps->nearest.rect_id = NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	if (ps->use_cache) {
 | 
						|
		ps->is_cached = true;
 | 
						|
	}
 | 
						|
 | 
						|
	return hits;
 | 
						|
}
 | 
						|
 | 
						|
/* ----------------------------------------------------------------------------
 | 
						|
 * Caching
 | 
						|
 *
 | 
						|
 * Support multiple begin/end's reusing depth buffers.
 | 
						|
 */
 | 
						|
 | 
						|
void gpu_select_pick_cache_begin(void)
 | 
						|
{
 | 
						|
	BLI_assert(g_pick_state.use_cache == false);
 | 
						|
#ifdef DEBUG_PRINT
 | 
						|
	printf("%s\n", __func__);
 | 
						|
#endif
 | 
						|
	g_pick_state.use_cache = true;
 | 
						|
	g_pick_state.is_cached = false;
 | 
						|
}
 | 
						|
 | 
						|
void gpu_select_pick_cache_end(void)
 | 
						|
{
 | 
						|
#ifdef DEBUG_PRINT
 | 
						|
	printf("%s: with %d buffers\n", __func__, BLI_listbase_count(&g_pick_state.cache.bufs));
 | 
						|
#endif
 | 
						|
	g_pick_state.use_cache = false;
 | 
						|
	g_pick_state.is_cached = false;
 | 
						|
 | 
						|
	BLI_freelistN(&g_pick_state.cache.bufs);
 | 
						|
}
 | 
						|
 | 
						|
/* is drawing needed? */
 | 
						|
bool gpu_select_pick_is_cached(void)
 | 
						|
{
 | 
						|
	return g_pick_state.is_cached;
 | 
						|
}
 | 
						|
 | 
						|
void gpu_select_pick_cache_load_id(void)
 | 
						|
{
 | 
						|
	BLI_assert(g_pick_state.is_cached == true);
 | 
						|
	GPUPickState *ps = &g_pick_state;
 | 
						|
#ifdef DEBUG_PRINT
 | 
						|
	printf("%s (building depth from cache)\n", __func__);
 | 
						|
#endif
 | 
						|
	for (DepthBufCache *rect_depth = ps->cache.bufs.first; rect_depth; rect_depth = rect_depth->next) {
 | 
						|
		if (rect_depth->next != NULL) {
 | 
						|
			/* we know the buffers differ, but this sub-region may not.
 | 
						|
			 * double check before adding an id-pass */
 | 
						|
			if (g_pick_state.mode == GPU_SELECT_PICK_ALL) {
 | 
						|
				if (depth_buf_subrect_depth_any(rect_depth->next, &ps->cache.sub_rect)) {
 | 
						|
					gpu_select_load_id_pass_all(rect_depth->next);
 | 
						|
				}
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				if (depth_buf_subrect_depth_any_filled(rect_depth, rect_depth->next, &ps->cache.sub_rect)) {
 | 
						|
					gpu_select_load_id_pass_nearest(rect_depth, rect_depth->next);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 |