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authorClément Foucault <foucault.clem@gmail.com>2019-04-26 16:33:16 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-04-26 16:33:49 +0300
commit86914e713347082aed8d77b663a02068c03b6313 (patch)
treebe234ae3f5c15d69e5e3fa872874bc7c743f448f /source/blender/gpu/intern/gpu_select_pick.c
parent50d75cd528b904760426ff9bcc31a3794e995edb (diff)
GPUSelect: Don't read depth on every draw
If the draw uses the same id as the previous draw, there is no need to read the depth buffer at this point, avoiding a CPU-GPU sync bubble. Fixes T62511 Selection is significantly slower in production scenes. With this patch glReadPixels is not the bottleneck. Regular drawing Is still very slow so I would suggest fixing the regular drawing first before trying to improve the selection algorithm.
Diffstat (limited to 'source/blender/gpu/intern/gpu_select_pick.c')
-rw-r--r--source/blender/gpu/intern/gpu_select_pick.c7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_select_pick.c b/source/blender/gpu/intern/gpu_select_pick.c
index 6c3e05912b0..ffd4cd6efbc 100644
--- a/source/blender/gpu/intern/gpu_select_pick.c
+++ b/source/blender/gpu/intern/gpu_select_pick.c
@@ -479,7 +479,14 @@ static void gpu_select_load_id_pass_nearest(const DepthBufCache *rect_prev,
bool gpu_select_pick_load_id(uint id)
{
GPUPickState *ps = &g_pick_state;
+
if (ps->gl.is_init) {
+ if (id == ps->gl.prev_id) {
+ /* No need to read if we are still drawing for the same id since
+ * all these depths will be merged / deduplicated in the end. */
+ return true;
+ }
+
const uint rect_len = ps->src.rect_len;
glReadPixels(UNPACK4(ps->gl.clip_readpixels),
GL_DEPTH_COMPONENT,