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authorClément Foucault <foucault.clem@gmail.com>2020-09-08 00:52:55 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-09-08 01:02:04 +0300
commit5c2ac8520e070db2085b7d95d9d232b567edb247 (patch)
treec91d89789e0e390937c84807dd73cf1637cada70 /source/blender/gpu/intern/gpu_select_sample_query.cc
parentd4fd363d05943eaf021ef3bff8756cdf96241c0e (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.cc201
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
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+++ 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;
+}