This replace `GPU_clear()` by `GPU_clear_color()` and `GPU_clear_depth()`. Since we always set the clear value before clearing, it is unecessary to track the clear color state. Moreover, it makes it clearer what we clear the framebuffer to.
225 lines
7.2 KiB
C
225 lines
7.2 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_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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/* 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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} 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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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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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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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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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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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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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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