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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/gpu/intern/gpu_select_sample_query.c
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/gpu/intern/gpu_select_sample_query.c')
-rw-r--r--source/blender/gpu/intern/gpu_select_sample_query.c314
1 files changed, 157 insertions, 157 deletions
diff --git a/source/blender/gpu/intern/gpu_select_sample_query.c b/source/blender/gpu/intern/gpu_select_sample_query.c
index 60f42b31725..3fbc24d6089 100644
--- a/source/blender/gpu/intern/gpu_select_sample_query.c
+++ b/source/blender/gpu/intern/gpu_select_sample_query.c
@@ -42,179 +42,179 @@
#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;
+ /* 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;
} GPUQueryState;
static GPUQueryState g_query_state = {0};
-
void gpu_select_query_begin(
- uint (*buffer)[4], uint bufsize,
- const rcti *input, char mode,
- int oldhits)
+ uint (*buffer)[4], uint bufsize, const rcti *input, char mode, int oldhits)
{
- float viewport[4];
-
- 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);
-
- gpuPushAttr(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT | GPU_SCISSOR_BIT);
- /* disable writing to the framebuffer */
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
-
- /* 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 */
- glGetFloatv(GL_VIEWPORT, viewport);
- glViewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input));
-
- /* 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) {
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- }
- else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
- glClear(GL_DEPTH_BUFFER_BIT);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(GL_TRUE);
- glDepthFunc(GL_LEQUAL);
- }
- else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
- glEnable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glDepthFunc(GL_EQUAL);
- }
+ float viewport[4];
+
+ 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);
+
+ gpuPushAttr(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT | GPU_SCISSOR_BIT);
+ /* disable writing to the framebuffer */
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ /* 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 */
+ glGetFloatv(GL_VIEWPORT, viewport);
+ glViewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input));
+
+ /* 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) {
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ }
+ else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+ glDepthFunc(GL_LEQUAL);
+ }
+ else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ glDepthFunc(GL_EQUAL);
+ }
}
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;
- }
- else {
- return false;
- }
- }
- }
-
- return true;
+ 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;
+ }
+ else {
+ 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;
- /* Wait until the result is available. */
- while (result == 0) {
- glGetQueryObjectuiv(g_query_state.queries[i], GL_QUERY_RESULT_AVAILABLE, &result);
- if (result == 0) {
- /* (fclem) Not sure if this is better than calling
- * glGetQueryObjectuiv() indefinitely. */
- PIL_sleep_ms(1);
- }
- }
- 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);
- gpuPopAttr();
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-
- return hits;
+ 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;
+ /* Wait until the result is available. */
+ while (result == 0) {
+ glGetQueryObjectuiv(g_query_state.queries[i], GL_QUERY_RESULT_AVAILABLE, &result);
+ if (result == 0) {
+ /* (fclem) Not sure if this is better than calling
+ * glGetQueryObjectuiv() indefinitely. */
+ PIL_sleep_ms(1);
+ }
+ }
+ 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);
+ gpuPopAttr();
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ return hits;
}