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author | Clément Foucault <foucault.clem@gmail.com> | 2020-09-08 00:52:55 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-09-08 01:02:04 +0300 |
commit | 5c2ac8520e070db2085b7d95d9d232b567edb247 (patch) | |
tree | c91d89789e0e390937c84807dd73cf1637cada70 /source/blender/gpu/intern/gpu_select_sample_query.cc | |
parent | d4fd363d05943eaf021ef3bff8756cdf96241c0e (diff) |
GPUQuery: GL Backend isolation
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.
Diffstat (limited to 'source/blender/gpu/intern/gpu_select_sample_query.cc')
-rw-r--r-- | source/blender/gpu/intern/gpu_select_sample_query.cc | 201 |
1 files changed, 201 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_select_sample_query.cc b/source/blender/gpu/intern/gpu_select_sample_query.cc new file mode 100644 index 00000000000..1b54cbff5dd --- /dev/null +++ b/source/blender/gpu/intern/gpu_select_sample_query.cc @@ -0,0 +1,201 @@ +/* + * 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_select.h" +#include "GPU_state.h" + +#include "MEM_guardedalloc.h" + +#include "BLI_rect.h" + +#include "BLI_bitmap.h" +#include "BLI_utildefines.h" +#include "BLI_vector.hh" + +#include "gpu_backend.hh" +#include "gpu_query.hh" + +#include "gpu_select_private.h" + +using namespace blender; +using namespace blender::gpu; + +typedef struct GPUSelectQueryState { + /* Tracks whether a query has been issued so that gpu_load_id can end the previous one */ + bool query_issued; + /* GPU queries abstraction. Contains an array of queries. */ + QueryPool *queries; + /* Array holding the id corresponding id to each query. */ + Vector<uint> *ids; + /* 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; +} GPUSelectQueryState; + +static GPUSelectQueryState 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.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.ids = new Vector<uint>(); + g_query_state.queries = GPUBackend::get()->querypool_alloc(); + g_query_state.queries->init(GPU_QUERY_OCCLUSION); + + 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) { + g_query_state.queries->end_query(); + } + + g_query_state.queries->begin_query(); + g_query_state.ids->append(id); + 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) +{ + uint hits = 0; + const uint maxhits = g_query_state.bufsize; + + if (g_query_state.query_issued) { + g_query_state.queries->end_query(); + } + + Span<uint> ids = *g_query_state.ids; + Vector<uint32_t> result(ids.size()); + g_query_state.queries->get_occlusion_result(result); + + for (int i = 0; i < result.size(); i++) { + if (result[i] != 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] = ids[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] == ids[i]) { + g_query_state.buffer[j][1] = 0; + g_query_state.buffer[j][2] = 0; + } + } + break; + } + } + } + + delete g_query_state.queries; + delete g_query_state.ids; + + 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; +} |