diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-04-08 19:31:21 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-04-08 19:31:50 +0300 |
commit | 9960feb7e39fa832edac79dd5130236c8fbd1b30 (patch) | |
tree | 58b7b0bf47fa0cc3046ba31159146a51b5452f30 /source/blender/gpu | |
parent | fc6b69bedc96bb3a09385c3238d1221e7ee2e1b9 (diff) |
GPU Select: Remove warnings on Intel GPU.
- Disable scissor test for fast clear. This could lead to some issues but
I cannot think of one and could not find one either.
- Manually wait for queries to be available instead of making the driver
wait and issue warnings.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/intern/gpu_select_sample_query.c | 20 |
1 files changed, 18 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_select_sample_query.c b/source/blender/gpu/intern/gpu_select_sample_query.c index b8c3e164055..d9e8351c094 100644 --- a/source/blender/gpu/intern/gpu_select_sample_query.c +++ b/source/blender/gpu/intern/gpu_select_sample_query.c @@ -44,6 +44,8 @@ #include "BLI_utildefines.h" +#include "PIL_time.h" + #include "gpu_select_private.h" @@ -96,7 +98,7 @@ void gpu_select_query_begin( 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); - gpuPushAttrib(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT); + gpuPushAttrib(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT | GPU_SCISSOR_BIT); /* disable writing to the framebuffer */ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); @@ -114,6 +116,7 @@ void gpu_select_query_begin( glDepthMask(GL_FALSE); } else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) { + glDisable(GL_SCISSOR_TEST); /* allows fast clear */ glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); @@ -172,8 +175,21 @@ uint gpu_select_query_end(void) glEndQuery(GL_SAMPLES_PASSED); } + /* We need to sync to get the results anyway. + * If we don't do that the driver will do. */ + glFinish(); + for (i = 0; i < g_query_state.active_query; i++) { - uint result; + uint result = 0; + /* Wait until the result is available. This can happen even if glFinish() was called. */ + 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) { |