diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_select_pick.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_select_pick.c | 718 |
1 files changed, 718 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_select_pick.c b/source/blender/gpu/intern/gpu_select_pick.c new file mode 100644 index 00000000000..31f82fd002d --- /dev/null +++ b/source/blender/gpu/intern/gpu_select_pick.c @@ -0,0 +1,718 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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) 2017 Blender Foundation. + * All rights reserved. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/gpu/intern/gpu_select_pick.c + * \ingroup gpu + * + * Custom select code for picking small regions (not efficient for large regions). + * `gpu_select_pick_*` API. + */ +#include <string.h> +#include <stdlib.h> +#include <float.h> + +#include "GPU_select.h" +#include "GPU_extensions.h" +#include "GPU_glew.h" + +#include "MEM_guardedalloc.h" + +#include "BLI_rect.h" +#include "BLI_listbase.h" +#include "BLI_math_vector.h" +#include "BLI_utildefines.h" + +#include "gpu_select_private.h" + +/* #define DEBUG_PRINT */ + +/* Alloc number for depths */ +#define ALLOC_DEPTHS 200 + +/* Z-depth of cleared depth buffer */ +#define DEPTH_MAX 0xffffffff + +/* ---------------------------------------------------------------------------- + * SubRectStride + */ + +/* For looping over a sub-region of a rect, could be moved into 'rct.c'*/ +typedef struct SubRectStride { + unsigned int start; /* start here */ + unsigned int span; /* read these */ + unsigned int span_len; /* len times (read span 'len' times). */ + unsigned int skip; /* skip those */ +} SubRectStride; + +/* we may want to change back to float if uint isn't well supported */ +typedef unsigned int depth_t; + +/** + * Calculate values needed for looping over a sub-region (smaller buffer within a larger buffer). + * + * 'src' must be bigger than 'dst'. + */ +static void rect_subregion_stride_calc(const rcti *src, const rcti *dst, SubRectStride *r_sub) +{ + const int src_x = BLI_rcti_size_x(src); + // const int src_y = BLI_rcti_size_y(src); + const int dst_x = BLI_rcti_size_x(dst); + const int dst_y = BLI_rcti_size_y(dst); + const int x = dst->xmin - src->xmin; + const int y = dst->ymin - src->ymin; + + BLI_assert(src->xmin <= dst->xmin && src->ymin <= dst->ymin && + src->ymax >= dst->ymax && src->ymax >= dst->ymax); + BLI_assert(x >= 0 && y >= 0); + + r_sub->start = (src_x * y) + x; + r_sub->span = dst_x; + r_sub->span_len = dst_y; + r_sub->skip = src_x - dst_x; +} + +/* ---------------------------------------------------------------------------- + * DepthBufCache + * + * Result of reading glReadPixels, + * use for both cache and non-cached storage. + */ + +/* store result of glReadPixels */ +typedef struct DepthBufCache { + struct DepthBufCache *next, *prev; + unsigned int id; + depth_t buf[0]; +} DepthBufCache; + +static DepthBufCache *depth_buf_malloc(unsigned int rect_len) +{ + DepthBufCache *rect = MEM_mallocN(sizeof(DepthBufCache) + sizeof(depth_t) * rect_len, __func__); + rect->id = SELECT_ID_NONE; + return rect; +} + +static bool depth_buf_rect_depth_any( + const DepthBufCache *rect_depth, + unsigned int rect_len) +{ + const depth_t *curr = rect_depth->buf; + for (unsigned int i = 0; i < rect_len; i++, curr++) { + if (*curr != DEPTH_MAX) { + return true; + } + } + return false; +} + +static bool depth_buf_subrect_depth_any( + const DepthBufCache *rect_depth, + const SubRectStride *sub_rect) +{ + const depth_t *curr = rect_depth->buf + sub_rect->start; + for (unsigned int i = 0; i < sub_rect->span_len; i++) { + const depth_t *curr_end = curr + sub_rect->span; + for (; curr < curr_end; curr++, curr++) { + if (*curr != DEPTH_MAX) { + return true; + } + } + curr += sub_rect->skip; + } + return false; +} + +static bool depth_buf_rect_not_equal( + const DepthBufCache *rect_depth_a, const DepthBufCache *rect_depth_b, + unsigned int rect_len) +{ + return memcmp(rect_depth_a->buf, rect_depth_b->buf, rect_len * sizeof(depth_t)) != 0; +} + +/** + * Both buffers are the same size, just check if the sub-rect contains any differences. + */ +static bool depth_buf_subrect_not_equal( + const DepthBufCache *rect_src, const DepthBufCache *rect_dst, + const SubRectStride *sub_rect) +{ + /* same as above but different rect sizes */ + const depth_t *prev = rect_src->buf + sub_rect->start; + const depth_t *curr = rect_dst->buf + sub_rect->start; + for (unsigned int i = 0; i < sub_rect->span_len; i++) { + const depth_t *curr_end = curr + sub_rect->span; + for (; curr < curr_end; prev++, curr++) { + if (*prev != *curr) { + return true; + } + } + prev += sub_rect->skip; + curr += sub_rect->skip; + } + return false; +} + +/* ---------------------------------------------------------------------------- + * DepthID + * + * Internal structure for storing hits. + */ + +typedef struct DepthID { + unsigned int id; + depth_t depth; +} DepthID; + +static int depth_id_cmp(const void *v1, const void *v2) +{ + const DepthID *d1 = v1, *d2 = v2; + if (d1->id < d2->id) { + return -1; + } + else if (d1->id > d2->id) { + return 1; + } + else { + return 0; + } +} + +static int depth_cmp(const void *v1, const void *v2) +{ + const DepthID *d1 = v1, *d2 = v2; + if (d1->depth < d2->depth) { + return -1; + } + else if (d1->depth > d2->depth) { + return 1; + } + else { + return 0; + } +} + +/* depth sorting */ +typedef struct GPUPickState { + /* cache on initialization */ + unsigned int (*buffer)[4]; + + /* buffer size (stores number of integers, for actual size multiply by sizeof integer)*/ + unsigned int bufsize; + /* mode of operation */ + char mode; + + /* OpenGL drawing, never use when (is_cached == true). */ + struct { + /* The current depth, accumulated as we draw */ + DepthBufCache *rect_depth; + /* Scratch buffer, avoid allocs every time (when not caching) */ + DepthBufCache *rect_depth_test; + + /* Pass to glReadPixels (x, y, w, h) */ + int clip_readpixels[4]; + + /* Set after first draw */ + bool is_init; + unsigned int prev_id; + } gl; + + /* src: data stored in 'cache' and 'gl', + * dst: use when cached region is smaller (where src -> dst isn't 1:1) */ + struct { + rcti clip_rect; + unsigned int rect_len; + } src, dst; + + /* Store cache between `GPU_select_cache_begin/end` */ + bool use_cache; + bool is_cached; + struct { + /* Cleanup used for iterating over both source and destination buffers: + * src.clip_rect -> dst.clip_rect */ + SubRectStride sub_rect; + + /* List of DepthBufCache, sized of 'src.clip_rect' */ + ListBase bufs; + } cache; + + /* Pickign methods */ + union { + /* GPU_SELECT_PICK_ALL */ + struct { + DepthID *hits; + unsigned int hits_len; + unsigned int hits_len_alloc; + } all; + + /* GPU_SELECT_PICK_NEAREST */ + struct { + unsigned int *rect_id; + } nearest; + }; +} GPUPickState; + + +static GPUPickState g_pick_state = {0}; + +void gpu_select_pick_begin( + unsigned int (*buffer)[4], unsigned int bufsize, + const rcti *input, char mode) +{ + GPUPickState *ps = &g_pick_state; + +#ifdef DEBUG_PRINT + printf("%s: mode=%d, use_cache=%d, is_cache=%d\n", __func__, mode, ps->use_cache, ps->is_cached); +#endif + + ps->bufsize = bufsize; + ps->buffer = buffer; + ps->mode = mode; + + const unsigned int rect_len = BLI_rcti_size_x(input) * BLI_rcti_size_y(input); + ps->dst.clip_rect = *input; + ps->dst.rect_len = rect_len; + + /* Restrict OpenGL operations for when we don't have cache */ + if (ps->is_cached == false) { + + glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_VIEWPORT_BIT); + /* disable writing to the framebuffer */ + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + + if (mode == GPU_SELECT_PICK_ALL) { + glDepthFunc(GL_ALWAYS); + } + else { + glDepthFunc(GL_LEQUAL); + } + + glPixelTransferi(GL_DEPTH_BIAS, 0.0); + glPixelTransferi(GL_DEPTH_SCALE, 1.0); + + + float viewport[4]; + glGetFloatv(GL_SCISSOR_BOX, viewport); + + ps->src.clip_rect = *input; + ps->src.rect_len = rect_len; + + ps->gl.clip_readpixels[0] = viewport[0]; + ps->gl.clip_readpixels[1] = viewport[1]; + ps->gl.clip_readpixels[2] = BLI_rcti_size_x(&ps->src.clip_rect); + ps->gl.clip_readpixels[3] = BLI_rcti_size_y(&ps->src.clip_rect); + + glViewport(UNPACK4(ps->gl.clip_readpixels)); + + /* It's possible we don't want to clear depth buffer, + * so existing elements are masked by current z-buffer. */ + glClear(GL_DEPTH_BUFFER_BIT); + + /* scratch buffer (read new values here) */ + ps->gl.rect_depth_test = depth_buf_malloc(rect_len); + ps->gl.rect_depth = depth_buf_malloc(rect_len); + + /* set initial 'far' value */ +#if 0 + glReadPixels(UNPACK4(ps->gl.clip_readpixels), GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, ps->gl.rect_depth->buf); +#else + for (unsigned int i = 0; i < rect_len; i++) { + ps->gl.rect_depth->buf[i] = DEPTH_MAX; + } +#endif + + ps->gl.is_init = false; + ps->gl.prev_id = 0; + } + else { + /* Using cache (ps->is_cached == true) */ + /* src.clip_rect -> dst.clip_rect */ + rect_subregion_stride_calc(&ps->src.clip_rect, &ps->dst.clip_rect, &ps->cache.sub_rect); + BLI_assert(ps->gl.rect_depth == NULL); + BLI_assert(ps->gl.rect_depth_test == NULL); + } + + if (mode == GPU_SELECT_PICK_ALL) { + ps->all.hits = MEM_mallocN(sizeof(*ps->all.hits) * ALLOC_DEPTHS, __func__); + ps->all.hits_len = 0; + ps->all.hits_len_alloc = ALLOC_DEPTHS; + } + else { + /* Set to 0xff for SELECT_ID_NONE */ + ps->nearest.rect_id = MEM_mallocN(sizeof(unsigned int) * ps->dst.rect_len, __func__); + memset(ps->nearest.rect_id, 0xff, sizeof(unsigned int) * ps->dst.rect_len); + } +} + +/** + * Given 2x depths, we know are different - update the depth information + * use for both cached/uncached depth buffers. + */ +static void gpu_select_load_id_pass_all(const DepthBufCache *rect_curr) +{ + GPUPickState *ps = &g_pick_state; + const unsigned int id = rect_curr->id; + /* find the best depth for this pass and store in 'all.hits' */ + depth_t depth_best = DEPTH_MAX; + +#define EVAL_TEST() \ + if (depth_best > *curr) { \ + depth_best = *curr; \ + } ((void)0) + + if (ps->is_cached == false) { + const depth_t *curr = rect_curr->buf; + BLI_assert(ps->src.rect_len == ps->dst.rect_len); + const unsigned int rect_len = ps->src.rect_len; + for (unsigned int i = 0; i < rect_len; i++, curr++) { + EVAL_TEST(); + } + } + else { + /* same as above but different rect sizes */ + const depth_t *curr = rect_curr->buf + ps->cache.sub_rect.start; + for (unsigned int i = 0; i < ps->cache.sub_rect.span_len; i++) { + const depth_t *curr_end = curr + ps->cache.sub_rect.span; + for (; curr < curr_end; curr++) { + EVAL_TEST(); + } + curr += ps->cache.sub_rect.skip; + } + } + +#undef EVAL_TEST + + /* ensure enough space */ + if (UNLIKELY(ps->all.hits_len == ps->all.hits_len_alloc)) { + ps->all.hits_len_alloc += ALLOC_DEPTHS; + ps->all.hits = MEM_reallocN(ps->all.hits, ps->all.hits_len_alloc * sizeof(*ps->all.hits)); + } + DepthID *d = &ps->all.hits[ps->all.hits_len++]; + d->id = id; + d->depth = depth_best; +} + +static void gpu_select_load_id_pass_nearest(const DepthBufCache *rect_prev, const DepthBufCache *rect_curr) +{ + GPUPickState *ps = &g_pick_state; + const unsigned int id = rect_curr->id; + /* keep track each pixels ID in 'nearest.rect_id' */ + if (id != SELECT_ID_NONE) { + unsigned int *id_ptr = ps->nearest.rect_id; + +#define EVAL_TEST() \ + if (*curr != *prev) { \ + *id_ptr = id; \ + } ((void)0) + + if (ps->is_cached == false) { + const depth_t *prev = rect_prev->buf; + const depth_t *curr = rect_curr->buf; + BLI_assert(ps->src.rect_len == ps->dst.rect_len); + const unsigned int rect_len = ps->src.rect_len; + for (unsigned int i = 0; i < rect_len; i++, curr++, prev++, id_ptr++) { + EVAL_TEST(); + } + } + else { + /* same as above but different rect sizes */ + const depth_t *prev = rect_prev->buf + ps->cache.sub_rect.start; + const depth_t *curr = rect_curr->buf + ps->cache.sub_rect.start; + for (unsigned int i = 0; i < ps->cache.sub_rect.span_len; i++) { + const depth_t *curr_end = curr + ps->cache.sub_rect.span; + for (; curr < curr_end; prev++, curr++, id_ptr++) { + EVAL_TEST(); + } + prev += ps->cache.sub_rect.skip; + curr += ps->cache.sub_rect.skip; + } + } + +#undef EVAL_TEST + } +} + + +bool gpu_select_pick_load_id(unsigned int id) +{ + GPUPickState *ps = &g_pick_state; + if (ps->gl.is_init) { + const unsigned int rect_len = ps->src.rect_len; + glReadPixels(UNPACK4(ps->gl.clip_readpixels), GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, ps->gl.rect_depth_test->buf); + /* perform initial check since most cases the array remains unchanged */ + + bool do_pass = false; + if (g_pick_state.mode == GPU_SELECT_PICK_ALL) { + if (depth_buf_rect_depth_any(ps->gl.rect_depth_test, rect_len)) { + ps->gl.rect_depth_test->id = ps->gl.prev_id; + gpu_select_load_id_pass_all(ps->gl.rect_depth_test); + do_pass = true; + } + } + else { + if (depth_buf_rect_not_equal(ps->gl.rect_depth, ps->gl.rect_depth_test, rect_len)) { + ps->gl.rect_depth_test->id = ps->gl.prev_id; + gpu_select_load_id_pass_nearest(ps->gl.rect_depth, ps->gl.rect_depth_test); + do_pass = true; + } + } + + if (do_pass) { + /* Store depth in cache */ + if (ps->use_cache) { + BLI_addtail(&ps->cache.bufs, ps->gl.rect_depth); + ps->gl.rect_depth = depth_buf_malloc(ps->src.rect_len); + } + + SWAP(DepthBufCache *, ps->gl.rect_depth, ps->gl.rect_depth_test); + + if (g_pick_state.mode == GPU_SELECT_PICK_ALL) { + /* we want new depths every time */ + glClear(GL_DEPTH_BUFFER_BIT); + } + } + } + + ps->gl.is_init = true; + ps->gl.prev_id = id; + + return true; +} + +unsigned int gpu_select_pick_end(void) +{ + GPUPickState *ps = &g_pick_state; + +#ifdef DEBUG_PRINT + printf("%s\n", __func__); +#endif + + if (ps->is_cached == false) { + if (ps->gl.is_init) { + /* force finishing last pass */ + gpu_select_pick_load_id(ps->gl.prev_id); + } + + glPopAttrib(); + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + } + + /* assign but never free directly since it may be in cache */ + DepthBufCache *rect_depth_final; + + /* Store depth in cache */ + if (ps->use_cache && !ps->is_cached) { + BLI_addtail(&ps->cache.bufs, ps->gl.rect_depth); + ps->gl.rect_depth = NULL; + rect_depth_final = ps->cache.bufs.last; + } + else if (ps->is_cached) { + rect_depth_final = ps->cache.bufs.last; + } + else { + /* common case, no cache */ + rect_depth_final = ps->gl.rect_depth; + } + + unsigned int maxhits = g_pick_state.bufsize; + DepthID *depth_data; + unsigned int depth_data_len = 0; + + if (g_pick_state.mode == GPU_SELECT_PICK_ALL) { + depth_data = ps->all.hits; + depth_data_len = ps->all.hits_len; + /* move ownership */ + ps->all.hits = NULL; + ps->all.hits_len = 0; + ps->all.hits_len_alloc = 0; + } + else { + /* GPU_SELECT_PICK_NEAREST */ + + /* Over alloc (unlikely we have as many depths as pixels) */ + unsigned int depth_data_len_first_pass = 0; + depth_data = MEM_mallocN(ps->dst.rect_len * sizeof(*depth_data), __func__); + + /* Partially de-duplicating copy, + * when contiguous ID's are found - update their closest depth. + * This isn't essential but means there is less data to sort. */ + +#define EVAL_TEST(i_src, i_dst) \ + { \ + const unsigned int id = ps->nearest.rect_id[i_dst]; \ + if (id != SELECT_ID_NONE) { \ + const depth_t depth = rect_depth_final->buf[i_src]; \ + if (depth_last == NULL || depth_last->id != id) { \ + DepthID *d = &depth_data[depth_data_len_first_pass++]; \ + d->id = id; \ + d->depth = depth; \ + } \ + else if (depth_last->depth > depth) { \ + depth_last->depth = depth; \ + } \ + } \ + } ((void)0) + + { + DepthID *depth_last = NULL; + if (ps->is_cached == false) { + for (unsigned int i = 0; i < ps->src.rect_len; i++) { + EVAL_TEST(i, i); + } + } + else { + /* same as above but different rect sizes */ + unsigned int i_src = ps->cache.sub_rect.start, i_dst = 0; + for (unsigned int j = 0; j < ps->cache.sub_rect.span_len; j++) { + const unsigned int i_src_end = i_src + ps->cache.sub_rect.span; + for (; i_src < i_src_end; i_src++, i_dst++) { + EVAL_TEST(i_src, i_dst); + } + i_src += ps->cache.sub_rect.skip; + } + } + } + +#undef EVAL_TEST + + qsort(depth_data, depth_data_len_first_pass, sizeof(DepthID), depth_id_cmp); + + /* Sort by ID's then keep the best depth for each ID */ + depth_data_len = 0; + { + DepthID *depth_last = NULL; + for (unsigned int i = 0; i < depth_data_len_first_pass; i++) { + if (depth_last == NULL || depth_last->id != depth_data[i].id) { + depth_last = &depth_data[depth_data_len++]; + *depth_last = depth_data[i]; + } + else if (depth_last->depth > depth_data[i].depth) { + depth_last->depth = depth_data[i].depth; + } + } + } + } + + /* Finally sort each unique (id, depth) pair by depth + * so the final hit-list is sorted by depth (nearest first) */ + unsigned int hits = 0; + + if (depth_data_len > maxhits) { + hits = -1; + } + else { + qsort(depth_data, depth_data_len, sizeof(DepthID), depth_cmp); + + for (unsigned int i = 0; i < depth_data_len; i++) { +#ifdef DEBUG_PRINT + printf(" hit: %d: depth %u\n", depth_data[i].id, depth_data[i].depth); +#endif + /* first 3 are dummy values */ + g_pick_state.buffer[hits][0] = 1; + g_pick_state.buffer[hits][1] = 0x0; + g_pick_state.buffer[hits][2] = 0x0; + g_pick_state.buffer[hits][3] = depth_data[i].id; + hits++; + } + BLI_assert(hits < maxhits); + } + + MEM_freeN(depth_data); + + MEM_SAFE_FREE(ps->gl.rect_depth); + MEM_SAFE_FREE(ps->gl.rect_depth_test); + + if (g_pick_state.mode == GPU_SELECT_PICK_ALL) { + /* 'hits' already freed as 'depth_data' */ + } + else { + MEM_freeN(ps->nearest.rect_id); + ps->nearest.rect_id = NULL; + } + + if (ps->use_cache) { + ps->is_cached = true; + } + + return hits; +} + +/* ---------------------------------------------------------------------------- + * Caching + * + * Support multiple begin/end's reusing depth buffers. + */ + +void gpu_select_pick_cache_begin(void) +{ + BLI_assert(g_pick_state.use_cache == false); +#ifdef DEBUG_PRINT + printf("%s\n", __func__); +#endif + g_pick_state.use_cache = true; + g_pick_state.is_cached = false; +} + +void gpu_select_pick_cache_end(void) +{ +#ifdef DEBUG_PRINT + printf("%s: with %d buffers\n", __func__, BLI_listbase_count(&g_pick_state.cache.bufs)); +#endif + g_pick_state.use_cache = false; + g_pick_state.is_cached = false; + + BLI_freelistN(&g_pick_state.cache.bufs); +} + +/* is drawing needed? */ +bool gpu_select_pick_is_cached(void) +{ + return g_pick_state.is_cached; +} + +void gpu_select_pick_cache_load_id(void) +{ + BLI_assert(g_pick_state.is_cached == true); + GPUPickState *ps = &g_pick_state; +#ifdef DEBUG_PRINT + printf("%s (building depth from cache)\n", __func__); +#endif + for (DepthBufCache *rect_depth = ps->cache.bufs.first; rect_depth; rect_depth = rect_depth->next) { + if (rect_depth->next != NULL) { + /* we know the buffers differ, but this sub-region may not. + * double check before adding an id-pass */ + if (g_pick_state.mode == GPU_SELECT_PICK_ALL) { + if (depth_buf_subrect_depth_any(rect_depth->next, &ps->cache.sub_rect)) { + gpu_select_load_id_pass_all(rect_depth->next); + } + } + else { + if (depth_buf_subrect_not_equal(rect_depth, rect_depth->next, &ps->cache.sub_rect)) { + gpu_select_load_id_pass_nearest(rect_depth, rect_depth->next); + } + } + } + } +} |