Files
test2/source/blender/gpu/intern/gpu_select_sample_query.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

192 lines
5.4 KiB
C++

/* SPDX-FileCopyrightText: 2014 Blender Authors
*
* 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;
}