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authorCampbell Barton <campbell@blender.org>2022-05-11 13:14:32 +0300
committerCampbell Barton <campbell@blender.org>2022-05-11 13:55:10 +0300
commit5045968f24b5d7891a77021722017e93ca02f8cb (patch)
tree15d679a066b3ce5eb82f457dd20c434ad130a53b /source/blender/windowmanager/gizmo
parent49173399f328bb4c67d1b559c7c3ebe765ef9462 (diff)
Revert "Gizmo: optimize intersection tests, fix selection bias"
Manually revert commit [0] as it caused problems macOS (reported T96435). - Includes fixes from [1] & [2]. - T98037 TODO has been created to keep track of this feature. Thanks to @jbakker & @sergey for investigating this issue as I wasn't able to reproduce the bug. [0]: 0cb5eae9d0617abedf745753c23061ddfcfd1416 [1]: cb986446e29a51b07bdb73b999a0339df5ecdeb4 [2]: cc8fe1a1cbc63db66c038773b070dca14e82cebb
Diffstat (limited to 'source/blender/windowmanager/gizmo')
-rw-r--r--source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c205
1 files changed, 53 insertions, 152 deletions
diff --git a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
index a61d73b9f0b..f481f19045d 100644
--- a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
+++ b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
@@ -492,7 +492,8 @@ void WM_gizmomap_draw(wmGizmoMap *gzmap,
static void gizmo_draw_select_3d_loop(const bContext *C,
wmGizmo **visible_gizmos,
- const int visible_gizmos_len)
+ const int visible_gizmos_len,
+ bool *r_use_select_bias)
{
/* TODO(campbell): this depends on depth buffer being written to,
@@ -528,6 +529,10 @@ static void gizmo_draw_select_3d_loop(const bContext *C,
is_depth_skip_prev = is_depth_skip;
}
+ if (gz->select_bias != 0.0) {
+ *r_use_select_bias = true;
+ }
+
/* pass the selection id shifted by 8 bits. Last 8 bits are used for selected gizmo part id */
gz->type->draw_select(C, gz, select_id << 8);
@@ -545,10 +550,7 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
const int visible_gizmos_len,
const bContext *C,
const int co[2],
- const int hotspot,
- const bool use_depth_test,
- const bool has_3d_select_bias,
- int *r_hits)
+ const int hotspot)
{
const wmWindowManager *wm = CTX_wm_manager(C);
ScrArea *area = CTX_wm_area(C);
@@ -562,76 +564,30 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
BLI_rcti_init_pt_radius(&rect, co, hotspot);
- /* The selection mode is assigned for the following reasons:
- *
- * - #GPU_SELECT_ALL: Use it to check if there is anything at the cursor location
- * (only ever runs once).
- * - #GPU_SELECT_PICK_NEAREST: Use if there are more than 1 item at the cursor location,
- * pick the nearest one.
- * - #GPU_SELECT_PICK_ALL: Use for the same purpose as #GPU_SELECT_PICK_NEAREST
- * when the selection depths need to re-ordered based on a bias.
- * */
- const eGPUSelectMode gpu_select_mode =
- (use_depth_test ? (has_3d_select_bias ?
- /* Using select bias means the depths need to be
- * re-calculated based on the bias to pick the best. */
- GPU_SELECT_PICK_ALL :
- /* No bias, just pick the closest. */
- GPU_SELECT_PICK_NEAREST) :
- /* Fast-path (occlusion queries). */
- GPU_SELECT_ALL);
-
- /* When switching between modes and the mouse pointer is over a gizmo, the highlight test is
- * performed before the viewport is fully initialized (region->draw_buffer = NULL).
- * When this is the case we should not use depth testing. */
- GPUViewport *gpu_viewport = WM_draw_region_get_viewport(region);
- if (use_depth_test && gpu_viewport == NULL) {
- return -1;
- }
+ ED_view3d_draw_setup_view(
+ wm, CTX_wm_window(C), depsgraph, CTX_data_scene(C), region, v3d, NULL, NULL, &rect);
- if (GPU_select_is_cached()) {
- GPU_select_begin(buffer, ARRAY_SIZE(buffer), &rect, gpu_select_mode, 0);
- GPU_select_cache_load_id();
- hits = GPU_select_end();
- }
- else {
- /* TODO: waiting for the GPU in the middle of the event loop for every
- * mouse move is bad for performance, we need to find a solution to not
- * use the GPU or draw something once. (see T61474) */
+ bool use_select_bias = false;
- ED_view3d_draw_setup_view(
- wm, CTX_wm_window(C), depsgraph, CTX_data_scene(C), region, v3d, NULL, NULL, &rect);
+ /* TODO: waiting for the GPU in the middle of the event loop for every
+ * mouse move is bad for performance, we need to find a solution to not
+ * use the GPU or draw something once. (see T61474) */
+ GPU_select_begin(buffer, ARRAY_SIZE(buffer), &rect, GPU_SELECT_NEAREST_FIRST_PASS, 0);
+ /* do the drawing */
+ gizmo_draw_select_3d_loop(C, visible_gizmos, visible_gizmos_len, &use_select_bias);
- /* There is no need to bind to the depth buffer outside this function
- * because all future passes the will use the cached depths. */
- GPUFrameBuffer *depth_read_fb = NULL;
- if (use_depth_test) {
- GPUTexture *depth_tx = GPU_viewport_depth_texture(gpu_viewport);
- GPU_framebuffer_ensure_config(&depth_read_fb,
- {
- GPU_ATTACHMENT_TEXTURE(depth_tx),
- GPU_ATTACHMENT_NONE,
- });
- GPU_framebuffer_bind(depth_read_fb);
- }
+ hits = GPU_select_end();
- GPU_select_begin(buffer, ARRAY_SIZE(buffer), &rect, gpu_select_mode, 0);
- gizmo_draw_select_3d_loop(C, visible_gizmos, visible_gizmos_len);
- hits = GPU_select_end();
-
- if (use_depth_test) {
- GPU_framebuffer_restore();
- GPU_framebuffer_free(depth_read_fb);
- }
-
- ED_view3d_draw_setup_view(
- wm, CTX_wm_window(C), depsgraph, CTX_data_scene(C), region, v3d, NULL, NULL, NULL);
+ if (hits > 0) {
+ GPU_select_begin(buffer, ARRAY_SIZE(buffer), &rect, GPU_SELECT_NEAREST_SECOND_PASS, hits);
+ gizmo_draw_select_3d_loop(C, visible_gizmos, visible_gizmos_len, &use_select_bias);
+ GPU_select_end();
}
- /* When selection bias is needed, this function will run again with `use_depth_test` enabled. */
- int hit_found = -1;
+ ED_view3d_draw_setup_view(
+ wm, CTX_wm_window(C), depsgraph, CTX_data_scene(C), region, v3d, NULL, NULL, NULL);
- if (has_3d_select_bias && use_depth_test && (hits > 1)) {
+ if (use_select_bias && (hits > 1)) {
float co_direction[3];
float co_screen[3] = {co[0], co[1], 0.0f};
ED_view3d_win_to_vector(region, (float[2]){UNPACK2(co)}, co_direction);
@@ -643,6 +599,7 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
GPU_matrix_unproject_3fv(co_screen, rv3d->viewinv, rv3d->winmat, viewport, co_3d_origin);
GPUSelectResult *buf_iter = buffer;
+ int hit_found = -1;
float dot_best = FLT_MAX;
for (int i = 0; i < hits; i++, buf_iter++) {
@@ -662,16 +619,11 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
hit_found = buf_iter->id;
}
}
- }
- else {
- const GPUSelectResult *hit_near = GPU_select_buffer_near(buffer, hits);
- if (hit_near) {
- hit_found = hit_near->id;
- }
+ return hit_found;
}
- *r_hits = hits;
- return hit_found;
+ const GPUSelectResult *hit_near = GPU_select_buffer_near(buffer, hits);
+ return hit_near ? hit_near->id : -1;
}
/**
@@ -694,7 +646,6 @@ static wmGizmo *gizmo_find_intersected_3d(bContext *C,
/* Search for 3D gizmo's that use the 2D callback for checking intersections. */
bool has_3d = false;
- bool has_3d_select_bias = false;
{
for (int select_id = 0; select_id < visible_gizmos_len; select_id++) {
wmGizmo *gz = visible_gizmos[select_id];
@@ -710,9 +661,6 @@ static wmGizmo *gizmo_find_intersected_3d(bContext *C,
}
else if (gz->type->draw_select != NULL) {
has_3d = true;
- if (gz->select_bias != 0.0f) {
- has_3d_select_bias = true;
- }
}
}
}
@@ -721,86 +669,39 @@ static wmGizmo *gizmo_find_intersected_3d(bContext *C,
* This way we always use the first hit. */
if (has_3d) {
- /* NOTE(@campbellbarton): The selection logic here uses a fast-path that exits early
- * where possible. This is important as this runs on cursor-motion in the 3D view-port.
- *
- * - First, don't use the depth buffer at all, use occlusion queries to detect any gizmos.
- * If there are no gizmos or only one - early exit, otherwise.
- *
- * - Bind the depth buffer and use selection picking logic.
- * This is much slower than occlusion queries (since it's reading depths while drawing).
- * When there is a single gizmo under the cursor (quite common), early exit, otherwise.
- *
- * - Perform another pass at a reduced size (see: `hotspot_radii`),
- * since the result depths are cached this pass is practically free.
- *
- * Other notes:
- *
- * - If any of these passes fail, use the nearest result from the previous pass.
- *
- * - Drawing is only ever done twice.
- */
-
- /* Order largest to smallest so the first pass can be used as cache for
- * later passes (when `use_depth_test == true`). */
- const int hotspot_radii[] = {
- 10 * U.pixelsize,
- /* This runs on mouse move, careful doing too many tests! */
- 3 * U.pixelsize,
- };
-
- /* Narrowing may assign zero to `hit`, allow falling back to the previous test. */
- int hit_prev = -1;
+ /* The depth buffer is needed for for gizmos to obscure eachother. */
+ GPUViewport *viewport = WM_draw_region_get_viewport(CTX_wm_region(C));
- bool use_depth_test = false;
- bool use_depth_cache = false;
-
- /* Workaround for MS-Windows & NVidia failing to detect any gizmo undo the cursor unless the
- * depth test is enabled, see: T97124.
- * NOTE(@campbellbarton): Ideally the exact cause of this could be tracked down,
- * disable as I don't have a system to test this configuration. */
- if (GPU_type_matches(GPU_DEVICE_NVIDIA | GPU_DEVICE_SOFTWARE, GPU_OS_WIN, GPU_DRIVER_ANY)) {
- use_depth_test = true;
+ /* When switching between modes and the mouse pointer is over a gizmo, the highlight test is
+ * performed before the viewport is fully initialized (region->draw_buffer = NULL).
+ * When this is the case we should not use depth testing. */
+ if (viewport == NULL) {
+ return NULL;
}
+ GPUTexture *depth_tx = GPU_viewport_depth_texture(viewport);
+ GPUFrameBuffer *depth_read_fb = NULL;
+ GPU_framebuffer_ensure_config(&depth_read_fb,
+ {
+ GPU_ATTACHMENT_TEXTURE(depth_tx),
+ GPU_ATTACHMENT_NONE,
+ });
+ GPU_framebuffer_bind(depth_read_fb);
+ const int hotspot_radii[] = {
+ 3 * U.pixelsize,
+ /* This runs on mouse move, careful doing too many tests! */
+ 10 * U.pixelsize,
+ };
for (int i = 0; i < ARRAY_SIZE(hotspot_radii); i++) {
-
- if (use_depth_test && (use_depth_cache == false)) {
- GPU_select_cache_begin();
- use_depth_cache = true;
- }
-
- int hit_count;
- hit = gizmo_find_intersected_3d_intern(visible_gizmos,
- visible_gizmos_len_trim,
- C,
- co,
- hotspot_radii[i],
- use_depth_test,
- has_3d_select_bias,
- &hit_count);
- /* Only continue searching when there are multiple options to narrow down. */
- if (hit_count < 2) {
+ hit = gizmo_find_intersected_3d_intern(
+ visible_gizmos, visible_gizmos_len_trim, C, co, hotspot_radii[i]);
+ if (hit != -1) {
break;
}
-
- /* Fast path for simple case, one item or nothing. */
- if (use_depth_test == false) {
- /* Restart, using depth buffer (slower). */
- use_depth_test = true;
- i = -1;
- }
- hit_prev = hit;
- }
- /* Narrowing the search area may yield no hits,
- * in this case fall back to the previous search. */
- if (hit == -1) {
- hit = hit_prev;
}
- if (use_depth_cache) {
- GPU_select_cache_end();
- }
+ GPU_framebuffer_restore();
+ GPU_framebuffer_free(depth_read_fb);
if (hit != -1) {
const int select_id = hit >> 8;