Cleanup: Optimize gl query code path

Currently whenever gl queries are performed for the viewport, a large
1024 byte array is allocated to store the query results (256 of them).

Unfortunately, if any gizmo using a `draw_select` callback is active
(e.g. the transform gizmos), these queries (and allocations) will occur
during every mouse move event.

Change the vector to allow for up to 16 query results before making an
allocation. This provides enough space for every built-in gizmo except
Scale Cage (which needs 27 queries). It also removes unnecessary
allocations from two other related vectors used during query processing.

Differential Revision: https://developer.blender.org/D13784
This commit is contained in:
Jesse Yurkovich
2022-02-12 21:52:24 -08:00
parent 52be063012
commit 7413c2feed
4 changed files with 9 additions and 6 deletions

View File

@@ -11,6 +11,8 @@
namespace blender::gpu {
#define QUERY_MIN_LEN 16
typedef enum GPUQueryType {
GPU_QUERY_OCCLUSION = 0,
} GPUQueryType;

View File

@@ -37,7 +37,7 @@ struct GPUSelectQueryState {
/** GPU queries abstraction. Contains an array of queries. */
QueryPool *queries;
/** Array holding the id corresponding id to each query. */
Vector<uint> *ids;
Vector<uint, QUERY_MIN_LEN> *ids;
/** Cache on initialization. */
GPUSelectResult *buffer;
/** The capacity of the `buffer` array. */
@@ -71,7 +71,7 @@ void gpu_select_query_begin(GPUSelectResult *buffer,
g_query_state.index = 0;
g_query_state.oldhits = oldhits;
g_query_state.ids = new Vector<uint>();
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);
@@ -149,7 +149,7 @@ uint gpu_select_query_end()
}
Span<uint> ids = *g_query_state.ids;
Vector<uint32_t> result(ids.size());
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++) {

View File

@@ -37,8 +37,9 @@ void GLQueryPool::begin_query()
/* TODO: add assert about expected usage. */
while (query_issued_ >= query_ids_.size()) {
int64_t prev_size = query_ids_.size();
query_ids_.resize(prev_size + QUERY_CHUNCK_LEN);
glGenQueries(QUERY_CHUNCK_LEN, &query_ids_[prev_size]);
int64_t chunk_size = prev_size == 0 ? query_ids_.capacity() : QUERY_CHUNCK_LEN;
query_ids_.resize(prev_size + chunk_size);
glGenQueries(chunk_size, &query_ids_[prev_size]);
}
glBeginQuery(gl_type_, query_ids_[query_issued_++]);
}

View File

@@ -18,7 +18,7 @@ namespace blender::gpu {
class GLQueryPool : public QueryPool {
private:
/** Contains queries object handles. */
Vector<GLuint> query_ids_;
Vector<GLuint, QUERY_MIN_LEN> query_ids_;
/** Type of this query pool. */
GPUQueryType type_;
/** Associated GL type. */