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blender-archive/source/blender/gpu/intern/gpu_select_sample_query.c
Clément Foucault f18e537451 Cleanup: GPU: Use explicit clear value in GPU_clear* commands
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.
2020-08-23 12:04:24 +02:00

225 lines
7.2 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2014 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup gpu
*
* Interface for accessing gpu-related methods for selection. The semantics will be
* similar to glRenderMode(GL_SELECT) since the goal is to maintain compatibility.
*/
#include <stdlib.h>
#include "GPU_framebuffer.h"
#include "GPU_glew.h"
#include "GPU_select.h"
#include "GPU_state.h"
#include "MEM_guardedalloc.h"
#include "BLI_rect.h"
#include "BLI_utildefines.h"
#include "gpu_select_private.h"
/* Ad hoc number of queries to allocate to skip doing many glGenQueries */
#define ALLOC_QUERIES 200
typedef struct GPUQueryState {
/* Tracks whether a query has been issued so that gpu_load_id can end the previous one */
bool query_issued;
/* array holding the OpenGL query identifiers */
uint *queries;
/* array holding the id corresponding to each query */
uint *id;
/* number of queries in *queries and *id */
uint num_of_queries;
/* index to the next query to start */
uint active_query;
/* cache on initialization */
uint (*buffer)[4];
/* buffer size (stores number of integers, for actual size multiply by sizeof integer)*/
uint bufsize;
/* mode of operation */
char mode;
uint index;
int oldhits;
/* Previous state to restore after drawing. */
int viewport[4];
int scissor[4];
eGPUWriteMask write_mask;
eGPUDepthTest depth_test;
} GPUQueryState;
static GPUQueryState g_query_state = {0};
void gpu_select_query_begin(
uint (*buffer)[4], uint bufsize, const rcti *input, char mode, int oldhits)
{
g_query_state.query_issued = false;
g_query_state.active_query = 0;
g_query_state.num_of_queries = 0;
g_query_state.bufsize = bufsize;
g_query_state.buffer = buffer;
g_query_state.mode = mode;
g_query_state.index = 0;
g_query_state.oldhits = oldhits;
g_query_state.num_of_queries = ALLOC_QUERIES;
g_query_state.queries = MEM_mallocN(
g_query_state.num_of_queries * sizeof(*g_query_state.queries), "gpu selection queries");
g_query_state.id = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.id),
"gpu selection ids");
glGenQueries(g_query_state.num_of_queries, g_query_state.queries);
g_query_state.write_mask = GPU_write_mask_get();
g_query_state.depth_test = GPU_depth_test_get();
GPU_scissor_get(g_query_state.scissor);
GPU_viewport_size_get_i(g_query_state.viewport);
/* Write to color buffer. Seems to fix issues with selecting alpha blended geom (see T7997). */
GPU_color_mask(true, true, true, true);
/* In order to save some fill rate we minimize the viewport using rect.
* We need to get the region of the viewport so that our geometry doesn't
* get rejected before the depth test. Should probably cull rect against
* the viewport but this is a rare case I think */
int viewport[4] = {
UNPACK2(g_query_state.viewport), BLI_rcti_size_x(input), BLI_rcti_size_y(input)};
GPU_viewport(UNPACK4(viewport));
GPU_scissor(UNPACK4(viewport));
GPU_scissor_test(false);
/* occlusion queries operates on fragments that pass tests and since we are interested on all
* objects in the view frustum independently of their order, we need to disable the depth test */
if (mode == GPU_SELECT_ALL) {
/* glQueries on Windows+Intel drivers only works with depth testing turned on.
* See T62947 for details */
GPU_depth_test(GPU_DEPTH_ALWAYS);
GPU_depth_mask(true);
}
else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
GPU_depth_mask(true);
GPU_clear_depth(1.0f);
}
else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
GPU_depth_test(GPU_DEPTH_EQUAL);
GPU_depth_mask(false);
}
}
bool gpu_select_query_load_id(uint id)
{
if (g_query_state.query_issued) {
glEndQuery(GL_SAMPLES_PASSED);
}
/* if required, allocate extra queries */
if (g_query_state.active_query == g_query_state.num_of_queries) {
g_query_state.num_of_queries += ALLOC_QUERIES;
g_query_state.queries = MEM_reallocN(
g_query_state.queries, g_query_state.num_of_queries * sizeof(*g_query_state.queries));
g_query_state.id = MEM_reallocN(g_query_state.id,
g_query_state.num_of_queries * sizeof(*g_query_state.id));
glGenQueries(ALLOC_QUERIES, &g_query_state.queries[g_query_state.active_query]);
}
glBeginQuery(GL_SAMPLES_PASSED, g_query_state.queries[g_query_state.active_query]);
g_query_state.id[g_query_state.active_query] = id;
g_query_state.active_query++;
g_query_state.query_issued = true;
if (g_query_state.mode == GPU_SELECT_NEAREST_SECOND_PASS) {
/* Second pass should never run if first pass fails, can read past 'bufsize' in this case. */
BLI_assert(g_query_state.oldhits != -1);
if (g_query_state.index < g_query_state.oldhits) {
if (g_query_state.buffer[g_query_state.index][3] == id) {
g_query_state.index++;
return true;
}
return false;
}
}
return true;
}
uint gpu_select_query_end(void)
{
int i;
uint hits = 0;
const uint maxhits = g_query_state.bufsize;
if (g_query_state.query_issued) {
glEndQuery(GL_SAMPLES_PASSED);
}
for (i = 0; i < g_query_state.active_query; i++) {
uint result = 0;
/* We are not using GL_QUERY_RESULT_AVAILABLE and sleep to wait for results,
* because it causes lagging on Windows/NVIDIA, see T61474. */
glGetQueryObjectuiv(g_query_state.queries[i], GL_QUERY_RESULT, &result);
if (result > 0) {
if (g_query_state.mode != GPU_SELECT_NEAREST_SECOND_PASS) {
if (hits < maxhits) {
g_query_state.buffer[hits][0] = 1;
g_query_state.buffer[hits][1] = 0xFFFF;
g_query_state.buffer[hits][2] = 0xFFFF;
g_query_state.buffer[hits][3] = g_query_state.id[i];
hits++;
}
else {
hits = -1;
break;
}
}
else {
int j;
/* search in buffer and make selected object first */
for (j = 0; j < g_query_state.oldhits; j++) {
if (g_query_state.buffer[j][3] == g_query_state.id[i]) {
g_query_state.buffer[j][1] = 0;
g_query_state.buffer[j][2] = 0;
}
}
break;
}
}
}
glDeleteQueries(g_query_state.num_of_queries, g_query_state.queries);
MEM_freeN(g_query_state.queries);
MEM_freeN(g_query_state.id);
GPU_write_mask(g_query_state.write_mask);
GPU_depth_test(g_query_state.depth_test);
GPU_viewport(UNPACK4(g_query_state.viewport));
return hits;
}