This is part of the Vulkan task T68990. This introduce a new GLQueryPool for managing queries in an implementation agnostic manner. This modify the GPU selection query to use this new object. This also make use of blender::Vector for better code quality. No real functionnal change.
202 lines
6.0 KiB
C++
202 lines
6.0 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_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_bitmap.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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typedef 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> *ids;
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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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/* 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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} GPUSelectQueryState;
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static GPUSelectQueryState 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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g_query_state.query_issued = false;
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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.ids = new Vector<uint>();
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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, 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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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(void)
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{
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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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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> 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][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] = 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][3] == ids[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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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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return hits;
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}
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