Files
test/source/blender/gpu/intern/gpu_select_sample_query.cc
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

192 lines
5.4 KiB
C++

/* SPDX-FileCopyrightText: 2014 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \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 <cstdlib>
#include "GPU_debug.h"
#include "GPU_framebuffer.h"
#include "GPU_select.h"
#include "GPU_state.h"
#include "MEM_guardedalloc.h"
#include "BLI_rect.h"
#include "BLI_utildefines.h"
#include "BLI_vector.hh"
#include "gpu_backend.hh"
#include "gpu_query.hh"
#include "gpu_select_private.h"
using namespace blender;
using namespace blender::gpu;
struct GPUSelectQueryState {
/** Tracks whether a query has been issued so that gpu_load_id can end the previous one. */
bool query_issued;
/** GPU queries abstraction. Contains an array of queries. */
QueryPool *queries;
/** Array holding the id corresponding id to each query. */
Vector<uint, QUERY_MIN_LEN> *ids;
/** Cache on initialization. */
GPUSelectResult *buffer;
/** The capacity of the `buffer` array. */
uint buffer_len;
/** Mode of operation. */
eGPUSelectMode mode;
uint index;
int oldhits;
/** Previous state to restore after drawing. */
int viewport[4];
int scissor[4];
eGPUWriteMask write_mask;
eGPUDepthTest depth_test;
};
static GPUSelectQueryState g_query_state = {false};
void gpu_select_query_begin(GPUSelectResult *buffer,
uint buffer_len,
const rcti *input,
const eGPUSelectMode mode,
int oldhits)
{
GPU_debug_group_begin("Selection Queries");
g_query_state.query_issued = false;
g_query_state.buffer = buffer;
g_query_state.buffer_len = buffer_len;
g_query_state.mode = mode;
g_query_state.index = 0;
g_query_state.oldhits = oldhits;
g_query_state.ids = new Vector<uint, QUERY_MIN_LEN>();
g_query_state.queries = GPUBackend::get()->querypool_alloc();
g_query_state.queries->init(GPU_QUERY_OCCLUSION);
g_query_state.write_mask = GPU_write_mask_get();
g_query_state.depth_test = GPU_depth_test_get();
GPU_scissor_get(g_query_state.scissor);
GPU_viewport_size_get_i(g_query_state.viewport);
/* Write to color buffer. Seems to fix issues with selecting alpha blended geom (see #7997). */
GPU_color_mask(true, true, true, true);
/* 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 */
int viewport[4] = {
UNPACK2(g_query_state.viewport), BLI_rcti_size_x(input), BLI_rcti_size_y(input)};
GPU_viewport(UNPACK4(viewport));
GPU_scissor(UNPACK4(viewport));
GPU_scissor_test(false);
/* 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) {
/* #glQueries on Windows+Intel drivers only works with depth testing turned on.
* See #62947 for details */
GPU_depth_test(GPU_DEPTH_ALWAYS);
GPU_depth_mask(true);
}
else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
GPU_depth_mask(true);
GPU_clear_depth(1.0f);
}
else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
GPU_depth_test(GPU_DEPTH_EQUAL);
GPU_depth_mask(false);
}
}
bool gpu_select_query_load_id(uint id)
{
if (g_query_state.query_issued) {
g_query_state.queries->end_query();
}
g_query_state.queries->begin_query();
g_query_state.ids->append(id);
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 `buffer_len` 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].id == id) {
g_query_state.index++;
return true;
}
return false;
}
}
return true;
}
uint gpu_select_query_end()
{
uint hits = 0;
const uint maxhits = g_query_state.buffer_len;
if (g_query_state.query_issued) {
g_query_state.queries->end_query();
}
Span<uint> ids = *g_query_state.ids;
Vector<uint32_t, QUERY_MIN_LEN> result(ids.size());
g_query_state.queries->get_occlusion_result(result);
for (int i = 0; i < result.size(); i++) {
if (result[i] != 0) {
if (g_query_state.mode != GPU_SELECT_NEAREST_SECOND_PASS) {
if (hits < maxhits) {
g_query_state.buffer[hits].depth = 0xFFFF;
g_query_state.buffer[hits].id = ids[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].id == ids[i]) {
g_query_state.buffer[j].depth = 0;
}
}
break;
}
}
}
delete g_query_state.queries;
delete g_query_state.ids;
GPU_write_mask(g_query_state.write_mask);
GPU_depth_test(g_query_state.depth_test);
GPU_viewport(UNPACK4(g_query_state.viewport));
GPU_debug_group_end();
return hits;
}