The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
191 lines
5.4 KiB
C++
191 lines
5.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2014 Blender Foundation */
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/** \file
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* \ingroup gpu
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*
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* Interface for accessing GPU-related methods for selection. The semantics will be
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* similar to `glRenderMode(GL_SELECT)` since the goal is to maintain compatibility.
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*/
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#include <cstdlib>
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#include "GPU_debug.h"
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#include "GPU_framebuffer.h"
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#include "GPU_select.h"
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#include "GPU_state.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_rect.h"
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#include "BLI_utildefines.h"
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#include "BLI_vector.hh"
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#include "gpu_backend.hh"
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#include "gpu_query.hh"
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#include "gpu_select_private.h"
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using namespace blender;
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using namespace blender::gpu;
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struct GPUSelectQueryState {
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/** Tracks whether a query has been issued so that gpu_load_id can end the previous one. */
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bool query_issued;
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/** GPU queries abstraction. Contains an array of queries. */
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QueryPool *queries;
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/** Array holding the id corresponding id to each query. */
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Vector<uint, QUERY_MIN_LEN> *ids;
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/** Cache on initialization. */
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GPUSelectResult *buffer;
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/** The capacity of the `buffer` array. */
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uint buffer_len;
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/** Mode of operation. */
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eGPUSelectMode mode;
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uint index;
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int oldhits;
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/** Previous state to restore after drawing. */
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int viewport[4];
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int scissor[4];
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eGPUWriteMask write_mask;
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eGPUDepthTest depth_test;
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};
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static GPUSelectQueryState g_query_state = {false};
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void gpu_select_query_begin(GPUSelectResult *buffer,
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uint buffer_len,
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const rcti *input,
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const eGPUSelectMode mode,
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int oldhits)
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{
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GPU_debug_group_begin("Selection Queries");
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g_query_state.query_issued = false;
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g_query_state.buffer = buffer;
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g_query_state.buffer_len = buffer_len;
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g_query_state.mode = mode;
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g_query_state.index = 0;
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g_query_state.oldhits = oldhits;
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g_query_state.ids = new Vector<uint, QUERY_MIN_LEN>();
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g_query_state.queries = GPUBackend::get()->querypool_alloc();
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g_query_state.queries->init(GPU_QUERY_OCCLUSION);
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g_query_state.write_mask = GPU_write_mask_get();
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g_query_state.depth_test = GPU_depth_test_get();
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GPU_scissor_get(g_query_state.scissor);
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GPU_viewport_size_get_i(g_query_state.viewport);
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/* Write to color buffer. Seems to fix issues with selecting alpha blended geom (see #7997). */
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GPU_color_mask(true, true, true, true);
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/* In order to save some fill rate we minimize the viewport using rect.
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* We need to get the region of the viewport so that our geometry doesn't
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* get rejected before the depth test. Should probably cull rect against
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* the viewport but this is a rare case I think */
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int viewport[4] = {
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UNPACK2(g_query_state.viewport), BLI_rcti_size_x(input), BLI_rcti_size_y(input)};
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GPU_viewport(UNPACK4(viewport));
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GPU_scissor(UNPACK4(viewport));
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GPU_scissor_test(false);
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/* occlusion queries operates on fragments that pass tests and since we are interested on all
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* objects in the view frustum independently of their order, we need to disable the depth test */
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if (mode == GPU_SELECT_ALL) {
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/* #glQueries on Windows+Intel drivers only works with depth testing turned on.
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* See #62947 for details */
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GPU_depth_test(GPU_DEPTH_ALWAYS);
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GPU_depth_mask(true);
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}
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else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
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GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
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GPU_depth_mask(true);
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GPU_clear_depth(1.0f);
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}
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else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
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GPU_depth_test(GPU_DEPTH_EQUAL);
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GPU_depth_mask(false);
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}
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}
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bool gpu_select_query_load_id(uint id)
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{
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if (g_query_state.query_issued) {
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g_query_state.queries->end_query();
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}
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g_query_state.queries->begin_query();
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g_query_state.ids->append(id);
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g_query_state.query_issued = true;
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if (g_query_state.mode == GPU_SELECT_NEAREST_SECOND_PASS) {
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/* Second pass should never run if first pass fails,
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* can read past `buffer_len` in this case. */
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BLI_assert(g_query_state.oldhits != -1);
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if (g_query_state.index < g_query_state.oldhits) {
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if (g_query_state.buffer[g_query_state.index].id == id) {
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g_query_state.index++;
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return true;
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}
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return false;
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}
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}
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return true;
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}
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uint gpu_select_query_end()
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{
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uint hits = 0;
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const uint maxhits = g_query_state.buffer_len;
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if (g_query_state.query_issued) {
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g_query_state.queries->end_query();
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}
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Span<uint> ids = *g_query_state.ids;
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Vector<uint32_t, QUERY_MIN_LEN> result(ids.size());
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g_query_state.queries->get_occlusion_result(result);
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for (int i = 0; i < result.size(); i++) {
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if (result[i] != 0) {
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if (g_query_state.mode != GPU_SELECT_NEAREST_SECOND_PASS) {
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if (hits < maxhits) {
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g_query_state.buffer[hits].depth = 0xFFFF;
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g_query_state.buffer[hits].id = ids[i];
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hits++;
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}
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else {
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hits = -1;
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break;
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}
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}
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else {
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int j;
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/* search in buffer and make selected object first */
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for (j = 0; j < g_query_state.oldhits; j++) {
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if (g_query_state.buffer[j].id == ids[i]) {
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g_query_state.buffer[j].depth = 0;
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}
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}
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break;
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}
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}
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}
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delete g_query_state.queries;
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delete g_query_state.ids;
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GPU_write_mask(g_query_state.write_mask);
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GPU_depth_test(g_query_state.depth_test);
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GPU_viewport(UNPACK4(g_query_state.viewport));
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GPU_debug_group_end();
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return hits;
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}
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