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/*
* ***** 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 <stdlib.h>
#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 scissor so that our geometry doesn't
* get rejected before the depth test. Should probably cull rect against
* scissor for viewport but this is a rare case I think */
glGetFloatv(GL_SCISSOR_BOX, 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) {
glDisable(GL_SCISSOR_TEST); /* allows fast clear */
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);
}
/* 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 = 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) {
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;
}
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