This was caused by querying on the selection state before it is setup. It is only setup just before the draw function. To fix this, we sync the `info_buf` just before drawing the overlays. Also add some safety to avoid uninitialized memory.
104 lines
3.1 KiB
C++
104 lines
3.1 KiB
C++
/* SPDX-FileCopyrightText: 2014 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "BLI_span.hh"
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#include "BLI_sys_types.h"
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#include "BLI_vector.hh"
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struct rcti;
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/** Flags for mode of operation. */
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enum eGPUSelectMode {
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GPU_SELECT_INVALID = 0,
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GPU_SELECT_ALL = 1,
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/* gpu_select_query */
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GPU_SELECT_NEAREST_FIRST_PASS = 2,
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GPU_SELECT_NEAREST_SECOND_PASS = 3,
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/* gpu_select_pick */
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GPU_SELECT_PICK_ALL = 4,
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GPU_SELECT_PICK_NEAREST = 5,
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};
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/**
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* The result of calling #GPU_select_begin & #GPU_select_end.
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*/
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struct GPUSelectResult {
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/** The selection identifier matching the value passed in by #GPU_select_load_id. */
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unsigned int id;
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/**
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* The nearest depth.
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* - Only supported by picking modes (#GPU_SELECT_PICK_ALL and #GPU_SELECT_PICK_NEAREST)
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* since occlusion quires don't provide a convenient way of accessing the depth-buffer.
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* - OpenGL's `GL_SELECT` supported both near and far depths,
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* this has not been included as Blender doesn't need this however support could be added.
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*/
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unsigned int depth;
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};
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using GPUSelectStorage = blender::Vector<GPUSelectResult, 2500>;
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struct GPUSelectBuffer {
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GPUSelectStorage storage;
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};
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/**
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* Initialize and provide buffer for results.
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*/
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void GPU_select_begin(GPUSelectBuffer *buffer,
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const rcti *input,
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eGPUSelectMode mode,
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int oldhits);
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/**
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* Initialize and provide buffer for results.
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* Uses the new Select-Next engine if enabled.
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*/
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void GPU_select_begin_next(GPUSelectBuffer *buffer,
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const rcti *input,
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eGPUSelectMode mode,
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int oldhits);
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/**
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* Loads a new selection id and ends previous query, if any.
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* In second pass of selection it also returns
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* if id has been hit on the first pass already.
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* Thus we can skip drawing un-hit objects.
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*
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* \warning We rely on the order of object rendering on passes to be the same for this to work.
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*/
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bool GPU_select_load_id(unsigned int id);
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void GPU_select_finalize();
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/**
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* Cleanup and flush selection results to buffer.
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* Return number of hits and hits in buffer.
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* if \a dopass is true, we will do a second pass with occlusion queries to get the closest hit.
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*/
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unsigned int GPU_select_end();
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/* Cache selection region. */
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bool GPU_select_is_cached();
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void GPU_select_cache_begin();
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void GPU_select_cache_load_id();
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void GPU_select_cache_end();
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/* Utilities. */
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/**
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* Helper function, nothing special but avoids doing inline since hits aren't sorted by depth
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* and purpose of 4x buffer indices isn't so clear.
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*
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* Note that comparing depth as uint is fine.
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*/
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const GPUSelectResult *GPU_select_buffer_near(const blender::Span<GPUSelectResult> hit_results);
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uint GPU_select_buffer_remove_by_id(blender::MutableSpan<GPUSelectResult> hit_results,
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uint select_id);
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/**
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* Part of the solution copied from `rect_subregion_stride_calc`.
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*/
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void GPU_select_buffer_stride_realign(const rcti *src, const rcti *dst, uint *r_buf);
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