/* * ***** 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) 2014 Blender Foundation. * All rights reserved. * * Contributor(s): Antony Riakiotakis. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/gpu/intern/gpu_select_sample_query.c * \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 #include "GPU_immediate.h" #include "GPU_draw.h" #include "GPU_select.h" #include "GPU_extensions.h" #include "GPU_glew.h" #include "MEM_guardedalloc.h" #include "BLI_rect.h" #include "BLI_utildefines.h" #include "PIL_time.h" #include "gpu_select_private.h" /* Ad hoc number of queries to allocate to skip doing many glGenQueries */ #define ALLOC_QUERIES 200 typedef struct GPUQueryState { /* Tracks whether a query has been issued so that gpu_load_id can end the previous one */ bool query_issued; /* array holding the OpenGL query identifiers */ uint *queries; /* array holding the id corresponding to each query */ uint *id; /* number of queries in *queries and *id */ uint num_of_queries; /* index to the next query to start */ uint active_query; /* 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; } GPUQueryState; static GPUQueryState g_query_state = {0}; void gpu_select_query_begin( uint (*buffer)[4], uint bufsize, const rcti *input, char mode, int oldhits) { float viewport[4]; g_query_state.query_issued = false; g_query_state.active_query = 0; g_query_state.num_of_queries = 0; 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.num_of_queries = ALLOC_QUERIES; g_query_state.queries = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.queries), "gpu selection queries"); 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 | GPU_SCISSOR_BIT); /* disable writing to the framebuffer */ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); /* 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 */ glGetFloatv(GL_VIEWPORT, viewport); glViewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input)); /* 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) { glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); } else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) { glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glDepthFunc(GL_LEQUAL); } else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) { glEnable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glDepthFunc(GL_EQUAL); } } bool gpu_select_query_load_id(uint id) { if (g_query_state.query_issued) { glEndQuery(GL_SAMPLES_PASSED); } /* if required, allocate extra queries */ if (g_query_state.active_query == g_query_state.num_of_queries) { g_query_state.num_of_queries += ALLOC_QUERIES; g_query_state.queries = MEM_reallocN(g_query_state.queries, g_query_state.num_of_queries * sizeof(*g_query_state.queries)); g_query_state.id = MEM_reallocN(g_query_state.id, g_query_state.num_of_queries * sizeof(*g_query_state.id)); glGenQueries(ALLOC_QUERIES, &g_query_state.queries[g_query_state.active_query]); } glBeginQuery(GL_SAMPLES_PASSED, g_query_state.queries[g_query_state.active_query]); g_query_state.id[g_query_state.active_query] = id; g_query_state.active_query++; 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; } else { return false; } } } return true; } uint gpu_select_query_end(void) { int i; uint hits = 0; const uint maxhits = g_query_state.bufsize; if (g_query_state.query_issued) { glEndQuery(GL_SAMPLES_PASSED); } for (i = 0; i < g_query_state.active_query; i++) { uint result = 0; /* Wait until the result is available. */ 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) { 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] = g_query_state.id[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] == g_query_state.id[i]) { g_query_state.buffer[j][1] = 0; g_query_state.buffer[j][2] = 0; } } break; } } } glDeleteQueries(g_query_state.num_of_queries, g_query_state.queries); MEM_freeN(g_query_state.queries); MEM_freeN(g_query_state.id); gpuPopAttrib(); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); return hits; }