GPU: Simplify select shaders.

The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`.
This commit allows the drawing of the mesh select ids to be done on a 32UI format texture.
This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion.

Differential Revision: https://developer.blender.org/D4350
This commit is contained in:
mano-wii 2019-03-15 16:02:55 -03:00
parent 4510f88d00
commit 681661dbed
23 changed files with 390 additions and 468 deletions

@ -7085,7 +7085,6 @@ static void direct_link_region(FileData *fd, ARegion *ar, int spacetype)
rv3d->clipbb = newdataadr(fd, rv3d->clipbb);
rv3d->depths = NULL;
rv3d->gpuoffscreen = NULL;
rv3d->render_engine = NULL;
rv3d->sms = NULL;
rv3d->smooth_timer = NULL;

@ -123,6 +123,10 @@ void DRW_draw_depth_loop(
struct Depsgraph *depsgraph,
struct ARegion *ar, struct View3D *v3d);
void DRW_framebuffer_select_id_setup(struct ARegion *ar, const bool clear);
void DRW_framebuffer_select_id_release(struct ARegion *ar);
void DRW_framebuffer_select_id_read(const struct rcti *rect, uint *r_buf);
/* grease pencil render */
bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);
void DRW_render_gpencil(struct RenderEngine *engine, struct Depsgraph *depsgraph);

@ -2015,20 +2015,26 @@ void DRW_custom_pipeline(
}
static struct DRWSelectBuffer {
struct GPUFrameBuffer *framebuffer;
struct GPUFrameBuffer *framebuffer_depth_only;
struct GPUFrameBuffer *framebuffer_select_id;
struct GPUTexture *texture_depth;
struct GPUTexture *texture_u32;
} g_select_buffer = {NULL};
static void draw_select_framebuffer_setup(const rcti *rect)
static void draw_select_framebuffer_depth_only_setup(const rcti *rect)
{
if (g_select_buffer.framebuffer == NULL) {
g_select_buffer.framebuffer = GPU_framebuffer_create();
float size[2];
size[0] = BLI_rcti_size_x(rect);
size[1] = BLI_rcti_size_y(rect);
if (g_select_buffer.framebuffer_depth_only == NULL) {
g_select_buffer.framebuffer_depth_only = GPU_framebuffer_create();
g_select_buffer.framebuffer_select_id = GPU_framebuffer_create();
}
/* If size mismatch recreate the texture. */
if ((g_select_buffer.texture_depth != NULL) &&
((GPU_texture_width(g_select_buffer.texture_depth) != BLI_rcti_size_x(rect)) ||
(GPU_texture_height(g_select_buffer.texture_depth) != BLI_rcti_size_y(rect))))
((GPU_texture_width(g_select_buffer.texture_depth) != size[0]) ||
(GPU_texture_height(g_select_buffer.texture_depth) != size[1])))
{
GPU_texture_free(g_select_buffer.texture_depth);
g_select_buffer.texture_depth = NULL;
@ -2036,13 +2042,50 @@ static void draw_select_framebuffer_setup(const rcti *rect)
if (g_select_buffer.texture_depth == NULL) {
g_select_buffer.texture_depth = GPU_texture_create_2D(
BLI_rcti_size_x(rect), BLI_rcti_size_y(rect), GPU_DEPTH_COMPONENT24, NULL, NULL);
size[0], size[1], GPU_DEPTH_COMPONENT24, NULL, NULL);
GPU_framebuffer_texture_attach(g_select_buffer.framebuffer, g_select_buffer.texture_depth, 0, 0);
GPU_framebuffer_texture_attach(
g_select_buffer.framebuffer_depth_only,
g_select_buffer.texture_depth, 0, 0);
if (!GPU_framebuffer_check_valid(g_select_buffer.framebuffer, NULL)) {
printf("Error invalid selection framebuffer\n");
}
GPU_framebuffer_texture_attach(
g_select_buffer.framebuffer_select_id,
g_select_buffer.texture_depth, 0, 0);
GPU_framebuffer_check_valid(
g_select_buffer.framebuffer_depth_only, __func__);
GPU_framebuffer_check_valid(
g_select_buffer.framebuffer_select_id, __func__);
}
}
static void draw_select_framebuffer_select_id_setup(const rcti *rect)
{
float size[2];
size[0] = BLI_rcti_size_x(rect);
size[1] = BLI_rcti_size_y(rect);
draw_select_framebuffer_depth_only_setup(rect);
if ((g_select_buffer.texture_u32 != NULL) &&
((GPU_texture_width(g_select_buffer.texture_u32) != size[0]) ||
(GPU_texture_height(g_select_buffer.texture_u32) != size[1])))
{
GPU_texture_free(g_select_buffer.texture_u32);
g_select_buffer.texture_u32 = NULL;
}
if (g_select_buffer.texture_u32 == NULL) {
g_select_buffer.texture_u32 = GPU_texture_create_2D(
size[0], size[1], GPU_R32UI, NULL, NULL);
GPU_framebuffer_texture_attach(
g_select_buffer.framebuffer_select_id,
g_select_buffer.texture_u32, 0, 0);
GPU_framebuffer_check_valid(
g_select_buffer.framebuffer_select_id, __func__);
}
}
@ -2209,9 +2252,9 @@ void DRW_draw_select_loop(
}
/* Setup framebuffer */
draw_select_framebuffer_setup(rect);
GPU_framebuffer_bind(g_select_buffer.framebuffer);
GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f);
draw_select_framebuffer_depth_only_setup(rect);
GPU_framebuffer_bind(g_select_buffer.framebuffer_depth_only);
GPU_framebuffer_clear_depth(g_select_buffer.framebuffer_depth_only, 1.0f);
/* Start Drawing */
DRW_state_reset();
@ -2315,9 +2358,9 @@ void DRW_draw_depth_loop(
GPU_viewport_size_set(viewport, (const int[2]){ar->winx, ar->winy});
/* Setup framebuffer */
draw_select_framebuffer_setup(&ar->winrct);
GPU_framebuffer_bind(g_select_buffer.framebuffer);
GPU_framebuffer_clear_depth(g_select_buffer.framebuffer, 1.0f);
draw_select_framebuffer_depth_only_setup(&ar->winrct);
GPU_framebuffer_bind(g_select_buffer.framebuffer_depth_only);
GPU_framebuffer_clear_depth(g_select_buffer.framebuffer_depth_only, 1.0f);
DST.viewport = viewport;
DST.options.is_depth = true;
@ -2421,6 +2464,67 @@ void DRW_draw_depth_loop(
GPU_matrix_pop_projection();
}
/* Set an opengl context to be used with shaders that draw on U32 colors. */
void DRW_framebuffer_select_id_setup(ARegion *ar, const bool clear)
{
RegionView3D *rv3d = ar->regiondata;
DRW_opengl_context_enable();
/* Setup framebuffer */
draw_select_framebuffer_select_id_setup(&ar->winrct);
GPU_framebuffer_bind(g_select_buffer.framebuffer_select_id);
/* dithering and AA break color coding, so disable */
glDisable(GL_DITHER);
GPU_depth_test(true);
if (clear) {
GPU_framebuffer_clear_color_depth(
g_select_buffer.framebuffer_select_id, (const float[4]){0.0f}, 1.0f);
}
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_set(rv3d);
}
}
/* Ends the context for selection and restoring the previous one. */
void DRW_framebuffer_select_id_release(ARegion *ar)
{
RegionView3D *rv3d = ar->regiondata;
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_disable();
}
GPU_framebuffer_restore();
GPU_depth_test(false);
glEnable(GL_DITHER);
DRW_opengl_context_disable();
}
/* Read a block of pixels from the select frame buffer. */
void DRW_framebuffer_select_id_read(const rcti *rect, uint *r_buf)
{
DRW_opengl_context_enable();
GPU_framebuffer_bind(g_select_buffer.framebuffer_select_id);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(rect->xmin, rect->ymin,
BLI_rcti_size_x(rect), BLI_rcti_size_y(rect),
GL_RED_INTEGER, GL_UNSIGNED_INT, r_buf);
GPU_framebuffer_restore();
DRW_opengl_context_disable();
}
/** \} */
@ -2612,8 +2716,10 @@ void DRW_engines_free(void)
DRW_opengl_context_enable();
DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_u32);
DRW_TEXTURE_FREE_SAFE(g_select_buffer.texture_depth);
GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer);
GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer_select_id);
GPU_FRAMEBUFFER_FREE_SAFE(g_select_buffer.framebuffer_depth_only);
DRW_hair_free();
DRW_shape_cache_free();

@ -237,7 +237,7 @@ void EDBM_project_snap_verts(struct bContext *C, struct ARegion *ar, struct BMEd
/* editface.c */
void paintface_flush_flags(struct bContext *C, struct Object *ob, short flag);
bool paintface_mouse_select(struct bContext *C, struct Object *ob, const int mval[2], bool extend, bool deselect, bool toggle);
int do_paintface_box_select(struct ViewContext *vc, struct rcti *rect, int sel_op);
int do_paintface_box_select(struct ViewContext *vc, const struct rcti *rect, int sel_op);
void paintface_deselect_all_visible(struct bContext *C, struct Object *ob, int action, bool flush_flags);
void paintface_select_linked(struct bContext *C, struct Object *ob, const int mval[2], const bool select);
bool paintface_minmax(struct Object *ob, float r_min[3], float r_max[3]);
@ -365,9 +365,9 @@ int *mesh_get_x_mirror_faces(struct Object *ob, struct BMEditMesh *em, struct Me
int ED_mesh_mirror_get_vert(struct Object *ob, int index);
bool ED_mesh_pick_vert(struct bContext *C, struct Object *ob, const int mval[2], unsigned int *index, int size, bool use_zbuf);
bool ED_mesh_pick_face(struct bContext *C, struct Object *ob, const int mval[2], unsigned int *index, int size);
bool ED_mesh_pick_face_vert(struct bContext *C, struct Object *ob, const int mval[2], unsigned int *index, int size);
bool ED_mesh_pick_vert(struct bContext *C, struct Object *ob, const int mval[2], unsigned int *index, int dist_px, bool use_zbuf);
bool ED_mesh_pick_face(struct bContext *C, struct Object *ob, const int mval[2], unsigned int *index, int dist_px);
bool ED_mesh_pick_face_vert(struct bContext *C, struct Object *ob, const int mval[2], unsigned int *index, int dist_px);
struct MDeformVert *ED_mesh_active_dvert_get_em(struct Object *ob, struct BMVert **r_eve);
@ -377,8 +377,8 @@ struct MDeformVert *ED_mesh_active_dvert_get_only(struct Object *ob);
void EDBM_mesh_stats_multi(struct Object **objects, const uint objects_len, int totelem[3], int totelem_sel[3]);
void EDBM_mesh_elem_index_ensure_multi(struct Object **objects, const uint objects_len, const char htype);
#define ED_MESH_PICK_DEFAULT_VERT_SIZE 50
#define ED_MESH_PICK_DEFAULT_FACE_SIZE 3
#define ED_MESH_PICK_DEFAULT_VERT_DIST 25
#define ED_MESH_PICK_DEFAULT_FACE_DIST 1
#define USE_LOOPSLIDE_HACK

@ -348,16 +348,24 @@ float ED_view3d_radius_to_dist(
void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned pos);
/* backbuffer select and draw support */
void ED_view3d_backbuf_validate_with_select_mode(struct ViewContext *vc, short select_mode);
void ED_view3d_backbuf_validate(struct ViewContext *vc);
struct ImBuf *ED_view3d_backbuf_read(
struct ViewContext *vc, int xmin, int ymin, int xmax, int ymax);
unsigned int ED_view3d_backbuf_sample_rect(
struct ViewContext *vc, const int mval[2], int size,
unsigned int min, unsigned int max, float *r_dist);
int ED_view3d_backbuf_sample_size_clamp(struct ARegion *ar, const float dist);
unsigned int ED_view3d_backbuf_sample(
void ED_view3d_backbuf_depth_validate(struct ViewContext *vc);
int ED_view3d_backbuf_sample_size_clamp(struct ARegion *ar, const float dist);
void ED_view3d_select_id_validate(struct ViewContext *vc);
void ED_view3d_select_id_validate_with_select_mode(
struct ViewContext *vc, short select_mode);
uint ED_view3d_select_id_sample(
struct ViewContext *vc, int x, int y);
uint *ED_view3d_select_id_read(
struct ViewContext *vc,
int xmin, int ymin, int xmax, int ymax,
uint *r_buf_len);
uint *ED_view3d_select_id_read_rect(
struct ViewContext *vc, const struct rcti *rect, uint *r_buf_len);
uint ED_view3d_select_id_read_nearest(
struct ViewContext *vc, const int mval[2],
const uint min, const uint max, uint *r_dist);
bool ED_view3d_autodist(
struct Depsgraph *depsgraph, struct ARegion *ar, struct View3D *v3d,

@ -272,7 +272,7 @@ void paintface_select_linked(bContext *C, Object *ob, const int mval[2], const b
if (me == NULL || me->totpoly == 0) return;
if (mval) {
if (!ED_mesh_pick_face(C, ob, mval, &index, ED_MESH_PICK_DEFAULT_FACE_SIZE)) {
if (!ED_mesh_pick_face(C, ob, mval, &index, ED_MESH_PICK_DEFAULT_FACE_DIST)) {
return;
}
}
@ -374,7 +374,7 @@ bool paintface_mouse_select(struct bContext *C, Object *ob, const int mval[2], b
/* Get the face under the cursor */
me = BKE_mesh_from_object(ob);
if (!ED_mesh_pick_face(C, ob, mval, &index, ED_MESH_PICK_DEFAULT_FACE_SIZE))
if (!ED_mesh_pick_face(C, ob, mval, &index, ED_MESH_PICK_DEFAULT_FACE_DIST))
return false;
if (index >= me->totpoly)
@ -418,22 +418,17 @@ bool paintface_mouse_select(struct bContext *C, Object *ob, const int mval[2], b
return true;
}
int do_paintface_box_select(ViewContext *vc, rcti *rect, int sel_op)
int do_paintface_box_select(ViewContext *vc, const rcti *rect, int sel_op)
{
Object *ob = vc->obact;
Mesh *me;
MPoly *mpoly;
struct ImBuf *ibuf;
unsigned int *rt;
uint *rt;
char *selar;
int a, index;
const int size[2] = {
BLI_rcti_size_x(rect) + 1,
BLI_rcti_size_y(rect) + 1};
me = BKE_mesh_from_object(ob);
if ((me == NULL) || (me->totpoly == 0) || (size[0] * size[1] <= 0)) {
if ((me == NULL) || (me->totpoly == 0) || BLI_rcti_is_empty(rect)) {
return OPERATOR_CANCELLED;
}
@ -443,17 +438,12 @@ int do_paintface_box_select(ViewContext *vc, rcti *rect, int sel_op)
paintface_deselect_all_visible(vc->C, vc->obact, SEL_DESELECT, false);
}
ED_view3d_backbuf_validate(vc);
uint buf_len;
uint *buf = ED_view3d_select_id_read_rect(vc, rect, &buf_len);
ibuf = IMB_allocImBuf(size[0], size[1], 32, IB_rect);
rt = ibuf->rect;
view3d_opengl_read_pixels(vc->ar, rect->xmin, rect->ymin, size[0], size[1], GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
if (ENDIAN_ORDER == B_ENDIAN) {
IMB_convert_rgba_to_abgr(ibuf);
}
GPU_select_to_index_array(ibuf->rect, size[0] * size[1]);
rt = buf;
a = size[0] * size[1];
a = buf_len;
while (a--) {
if (*rt) {
index = *rt;
@ -476,7 +466,7 @@ int do_paintface_box_select(ViewContext *vc, rcti *rect, int sel_op)
}
}
IMB_freeImBuf(ibuf);
MEM_freeN(buf);
MEM_freeN(selar);
#ifdef __APPLE__

@ -213,32 +213,29 @@ bool EDBM_backbuf_border_init(
ViewContext *vc, short xmin,
short ymin, short xmax, short ymax)
{
struct ImBuf *buf;
unsigned int *dr;
int a;
uint *buf, *dr, buf_len;
if (vc->obedit == NULL || !V3D_IS_ZBUF(vc->v3d)) {
return false;
}
buf = ED_view3d_backbuf_read(vc, xmin, ymin, xmax, ymax);
buf = ED_view3d_select_id_read(vc, xmin, ymin, xmax, ymax, &buf_len);
if ((buf == NULL) || (bm_vertoffs == 0)) {
return false;
}
dr = buf->rect;
dr = buf;
/* build selection lookup */
selbuf = edbm_backbuf_alloc(bm_vertoffs + 1);
a = (xmax - xmin + 1) * (ymax - ymin + 1);
while (a--) {
while (buf_len--) {
if (*dr > 0 && *dr <= bm_vertoffs) {
BLI_BITMAP_ENABLE(selbuf, *dr);
}
dr++;
}
IMB_freeImBuf(buf);
MEM_freeN(buf);
return true;
}
@ -286,9 +283,7 @@ static void edbm_mask_lasso_px_cb(int x, int x_end, int y, void *user_data)
*/
bool EDBM_backbuf_border_mask_init(ViewContext *vc, const int mcords[][2], short tot, short xmin, short ymin, short xmax, short ymax)
{
unsigned int *dr, *dr_mask, *dr_mask_arr;
struct ImBuf *buf;
int a;
uint *buf, *dr, *dr_mask, *dr_mask_arr, buf_len;
struct LassoMaskData lasso_mask_data;
/* method in use for face selecting too */
@ -301,14 +296,14 @@ bool EDBM_backbuf_border_mask_init(ViewContext *vc, const int mcords[][2], short
return false;
}
buf = ED_view3d_backbuf_read(vc, xmin, ymin, xmax, ymax);
buf = ED_view3d_select_id_read(vc, xmin, ymin, xmax, ymax, &buf_len);
if ((buf == NULL) || (bm_vertoffs == 0)) {
return false;
}
dr = buf->rect;
dr = buf;
dr_mask = dr_mask_arr = MEM_callocN(sizeof(*dr_mask) * buf->x * buf->y, __func__);
dr_mask = dr_mask_arr = MEM_callocN(sizeof(*dr_mask) * buf_len, __func__);
lasso_mask_data.px = dr_mask;
lasso_mask_data.width = (xmax - xmin) + 1;
@ -320,14 +315,13 @@ bool EDBM_backbuf_border_mask_init(ViewContext *vc, const int mcords[][2], short
/* build selection lookup */
selbuf = edbm_backbuf_alloc(bm_vertoffs + 1);
a = (xmax - xmin + 1) * (ymax - ymin + 1);
while (a--) {
while (buf_len--) {
if (*dr > 0 && *dr <= bm_vertoffs && *dr_mask == true) {
BLI_BITMAP_ENABLE(selbuf, *dr);
}
dr++; dr_mask++;
}
IMB_freeImBuf(buf);
MEM_freeN(buf);
MEM_freeN(dr_mask_arr);
return true;
@ -338,8 +332,7 @@ bool EDBM_backbuf_circle_init(
ViewContext *vc,
short xs, short ys, short rads)
{
struct ImBuf *buf;
unsigned int *dr;
uint *buf, *dr;
short xmin, ymin, xmax, ymax, xc, yc;
int radsq;
@ -355,12 +348,12 @@ bool EDBM_backbuf_circle_init(
xmin = xs - rads; xmax = xs + rads;
ymin = ys - rads; ymax = ys + rads;
buf = ED_view3d_backbuf_read(vc, xmin, ymin, xmax, ymax);
buf = ED_view3d_select_id_read(vc, xmin, ymin, xmax, ymax, NULL);
if ((buf == NULL) || (bm_vertoffs == 0)) {
return false;
}
dr = buf->rect;
dr = buf;
/* build selection lookup */
selbuf = edbm_backbuf_alloc(bm_vertoffs + 1);
@ -375,7 +368,7 @@ bool EDBM_backbuf_circle_init(
}
}
IMB_freeImBuf(buf);
MEM_freeN(buf);
return true;
}
@ -472,26 +465,24 @@ BMVert *EDBM_vert_find_nearest_ex(
BMesh *bm = vc->em->bm;
if (V3D_IS_ZBUF(vc->v3d)) {
const int dist_px = ED_view3d_backbuf_sample_size_clamp(vc->ar, *r_dist);
float dist_test;
uint dist_px = (uint)ED_view3d_backbuf_sample_size_clamp(vc->ar, *r_dist);
unsigned int index;
BMVert *eve;
/* No afterqueue (yet), so we check it now, otherwise the bm_xxxofs indices are bad. */
{
FAKE_SELECT_MODE_BEGIN(vc, fake_select_mode, select_mode, SCE_SELECT_VERTEX);
ED_view3d_backbuf_validate_with_select_mode(vc, select_mode);
ED_view3d_select_id_validate_with_select_mode(vc, select_mode);
index = ED_view3d_backbuf_sample_rect(
vc, vc->mval, dist_px, bm_wireoffs, 0xFFFFFF, &dist_test);
index = ED_view3d_select_id_read_nearest(vc, vc->mval, bm_wireoffs, 0xFFFFFF, &dist_px);
eve = index ? BM_vert_at_index_find_or_table(bm, index - 1) : NULL;
FAKE_SELECT_MODE_END(vc, fake_select_mode);
}
if (eve) {
if (dist_test < *r_dist) {
*r_dist = dist_test;
if (dist_px < *r_dist) {
*r_dist = dist_px;
return eve;
}
}
@ -665,17 +656,16 @@ BMEdge *EDBM_edge_find_nearest_ex(
BMesh *bm = vc->em->bm;
if (V3D_IS_ZBUF(vc->v3d)) {
const int dist_px = ED_view3d_backbuf_sample_size_clamp(vc->ar, *r_dist);
float dist_test = 0.0f;
uint dist_px = (uint)ED_view3d_backbuf_sample_size_clamp(vc->ar, *r_dist);
unsigned int index;
BMEdge *eed;
/* No afterqueue (yet), so we check it now, otherwise the bm_xxxofs indices are bad. */
{
FAKE_SELECT_MODE_BEGIN(vc, fake_select_mode, select_mode, SCE_SELECT_EDGE);
ED_view3d_backbuf_validate_with_select_mode(vc, select_mode);
ED_view3d_select_id_validate_with_select_mode(vc, select_mode);
index = ED_view3d_backbuf_sample_rect(vc, vc->mval, dist_px, bm_solidoffs, bm_wireoffs, &dist_test);
index = ED_view3d_select_id_read_nearest(vc, vc->mval, bm_solidoffs, bm_wireoffs, &dist_px);
eed = index ? BM_edge_at_index_find_or_table(bm, index - 1) : NULL;
FAKE_SELECT_MODE_END(vc, fake_select_mode);
@ -703,8 +693,8 @@ BMEdge *EDBM_edge_find_nearest_ex(
/* end exception */
if (eed) {
if (dist_test < *r_dist) {
*r_dist = dist_test;
if (dist_px < *r_dist) {
*r_dist = dist_px;
return eed;
}
}
@ -842,9 +832,9 @@ BMFace *EDBM_face_find_nearest_ex(
{
FAKE_SELECT_MODE_BEGIN(vc, fake_select_mode, select_mode, SCE_SELECT_FACE);
ED_view3d_backbuf_validate_with_select_mode(vc, select_mode);
ED_view3d_select_id_validate_with_select_mode(vc, select_mode);
index = ED_view3d_backbuf_sample(vc, vc->mval[0], vc->mval[1]);
index = ED_view3d_select_id_sample(vc, vc->mval[0], vc->mval[1]);
efa = index ? BM_face_at_index_find_or_table(bm, index - 1) : NULL;
FAKE_SELECT_MODE_END(vc, fake_select_mode);
@ -974,7 +964,6 @@ static bool unified_findnearest(
Object *obedit = base_iter->object;
ED_view3d_viewcontext_init_object(vc, obedit);
BLI_assert(vc->em->selectmode == em->selectmode);
ED_view3d_backbuf_validate(vc);
BMFace *efa_zbuf = NULL;
BMFace *efa_test = EDBM_face_find_nearest_ex(vc, &dist, dist_center_p, true, use_cycle, &efa_zbuf);
if (efa_test && dist_center_p) {
@ -999,7 +988,6 @@ static bool unified_findnearest(
Base *base_iter = bases[base_index];
Object *obedit = base_iter->object;
ED_view3d_viewcontext_init_object(vc, obedit);
ED_view3d_backbuf_validate(vc);
BMEdge *eed_zbuf = NULL;
BMEdge *eed_test = EDBM_edge_find_nearest_ex(vc, &dist, dist_center_p, true, use_cycle, &eed_zbuf);
if (eed_test && dist_center_p) {
@ -1021,7 +1009,6 @@ static bool unified_findnearest(
Base *base_iter = bases[base_index];
Object *obedit = base_iter->object;
ED_view3d_viewcontext_init_object(vc, obedit);
ED_view3d_backbuf_validate(vc);
BMVert *eve_test = EDBM_vert_find_nearest_ex(vc, &dist, true, use_cycle);
if (eve_test) {
hit.v.base_index = base_index;

@ -1014,7 +1014,7 @@ int *mesh_get_x_mirror_faces(Object *ob, BMEditMesh *em, Mesh *me_eval)
*
* \return boolean true == Found
*/
bool ED_mesh_pick_face(bContext *C, Object *ob, const int mval[2], unsigned int *index, int size)
bool ED_mesh_pick_face(bContext *C, Object *ob, const int mval[2], unsigned int *index, int dist_px)
{
ViewContext vc;
Mesh *me = ob->data;
@ -1026,16 +1026,18 @@ bool ED_mesh_pick_face(bContext *C, Object *ob, const int mval[2], unsigned int
ED_view3d_viewcontext_init(C, &vc);
if (size) {
if (dist_px) {
/* sample rect to increase chances of selecting, so that when clicking
* on an edge in the backbuf, we can still select a face */
float dummy_dist;
*index = ED_view3d_backbuf_sample_rect(&vc, mval, size, 1, me->totpoly + 1, &dummy_dist);
ED_view3d_select_id_validate(&vc);
*index = ED_view3d_select_id_read_nearest(
&vc, mval, 1, me->totpoly + 1, &dist_px);
}
else {
/* sample only on the exact position */
*index = ED_view3d_backbuf_sample(&vc, mval[0], mval[1]);
*index = ED_view3d_select_id_sample(&vc, mval[0], mval[1]);
}
if ((*index) == 0 || (*index) > (unsigned int)me->totpoly)
@ -1045,6 +1047,7 @@ bool ED_mesh_pick_face(bContext *C, Object *ob, const int mval[2], unsigned int
return true;
}
static void ed_mesh_pick_face_vert__mpoly_find(
/* context */
struct ARegion *ar, const float mval[2],
@ -1073,7 +1076,7 @@ static void ed_mesh_pick_face_vert__mpoly_find(
* Use when the back buffer stores face index values. but we want a vert.
* This gets the face then finds the closest vertex to mval.
*/
bool ED_mesh_pick_face_vert(bContext *C, Object *ob, const int mval[2], unsigned int *index, int size)
bool ED_mesh_pick_face_vert(bContext *C, Object *ob, const int mval[2], unsigned int *index, int dist_px)
{
Depsgraph *depsgraph = CTX_data_depsgraph(C);
unsigned int poly_index;
@ -1081,7 +1084,7 @@ bool ED_mesh_pick_face_vert(bContext *C, Object *ob, const int mval[2], unsigned
BLI_assert(me && GS(me->id.name) == ID_ME);
if (ED_mesh_pick_face(C, ob, mval, &poly_index, size)) {
if (ED_mesh_pick_face(C, ob, mval, &poly_index, dist_px)) {
Scene *scene_eval = DEG_get_evaluated_scene(depsgraph);
Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
struct ARegion *ar = CTX_wm_region(C);
@ -1181,7 +1184,7 @@ static void ed_mesh_pick_vert__mapFunc(void *userData, int index, const float co
}
}
}
bool ED_mesh_pick_vert(bContext *C, Object *ob, const int mval[2], unsigned int *index, int size, bool use_zbuf)
bool ED_mesh_pick_vert(bContext *C, Object *ob, const int mval[2], unsigned int *index, int dist_px, bool use_zbuf)
{
ViewContext vc;
Mesh *me = ob->data;
@ -1194,16 +1197,18 @@ bool ED_mesh_pick_vert(bContext *C, Object *ob, const int mval[2], unsigned int
ED_view3d_viewcontext_init(C, &vc);
if (use_zbuf) {
if (size > 0) {
if (dist_px > 0) {
/* sample rect to increase chances of selecting, so that when clicking
* on an face in the backbuf, we can still select a vert */
float dummy_dist;
*index = ED_view3d_backbuf_sample_rect(&vc, mval, size, 1, me->totvert + 1, &dummy_dist);
ED_view3d_select_id_validate(&vc);
*index = ED_view3d_select_id_read_nearest(
&vc, mval, 1, me->totvert + 1, &dist_px);
}
else {
/* sample only on the exact position */
*index = ED_view3d_backbuf_sample(&vc, mval[0], mval[1]);
*index = ED_view3d_select_id_sample(&vc, mval[0], mval[1]);
}
if ((*index) == 0 || (*index) > (unsigned int)me->totvert)

@ -451,7 +451,7 @@ static void PE_set_view3d_data(bContext *C, PEData *data)
/* needed or else the draw matrix can be incorrect */
view3d_operator_needs_opengl(C);
ED_view3d_backbuf_validate(&data->vc);
ED_view3d_backbuf_depth_validate(&data->vc);
/* we may need to force an update here by setting the rv3d as dirty
* for now it seems ok, but take care!:
* rv3d->depths->dirty = 1; */

@ -362,7 +362,7 @@ static int imapaint_pick_face(
return 0;
/* sample only on the exact position */
*r_index = ED_view3d_backbuf_sample(vc, mval[0], mval[1]);
*r_index = ED_view3d_select_id_sample(vc, mval[0], mval[1]);
if ((*r_index) == 0 || (*r_index) > (unsigned int)totpoly) {
return 0;

@ -188,15 +188,15 @@ static int weight_sample_invoke(bContext *C, wmOperator *op, const wmEvent *even
ED_view3d_init_mats_rv3d(vc.obact, vc.rv3d);
if (use_vert_sel) {
if (ED_mesh_pick_vert(C, vc.obact, event->mval, &index, ED_MESH_PICK_DEFAULT_VERT_SIZE, true)) {
if (ED_mesh_pick_vert(C, vc.obact, event->mval, &index, ED_MESH_PICK_DEFAULT_VERT_DIST, true)) {
v_idx_best = index;
}
}
else {
if (ED_mesh_pick_face_vert(C, vc.obact, event->mval, &index, ED_MESH_PICK_DEFAULT_FACE_SIZE)) {
if (ED_mesh_pick_face_vert(C, vc.obact, event->mval, &index, ED_MESH_PICK_DEFAULT_FACE_DIST)) {
v_idx_best = index;
}
else if (ED_mesh_pick_face(C, vc.obact, event->mval, &index, ED_MESH_PICK_DEFAULT_FACE_SIZE)) {
else if (ED_mesh_pick_face(C, vc.obact, event->mval, &index, ED_MESH_PICK_DEFAULT_FACE_DIST)) {
/* this relies on knowning the internal worksings of ED_mesh_pick_face_vert() */
BKE_report(op->reports, RPT_WARNING, "The modifier used does not support deformed locations");
}
@ -312,13 +312,13 @@ static const EnumPropertyItem *weight_paint_sample_enum_itemf(
ED_view3d_init_mats_rv3d(vc.obact, vc.rv3d);
if (use_vert_sel) {
if (ED_mesh_pick_vert(C, vc.obact, mval, &index, ED_MESH_PICK_DEFAULT_VERT_SIZE, true)) {
if (ED_mesh_pick_vert(C, vc.obact, mval, &index, ED_MESH_PICK_DEFAULT_VERT_DIST, true)) {
MDeformVert *dvert = &me->dvert[index];
found |= weight_paint_sample_enum_itemf__helper(dvert, defbase_tot, groups);
}
}
else {
if (ED_mesh_pick_face(C, vc.obact, mval, &index, ED_MESH_PICK_DEFAULT_FACE_SIZE)) {
if (ED_mesh_pick_face(C, vc.obact, mval, &index, ED_MESH_PICK_DEFAULT_FACE_DIST)) {
const MPoly *mp = &me->mpoly[index];
uint fidx = mp->totloop - 1;

@ -47,6 +47,8 @@
#include "UI_resources.h"
#include "DRW_engine.h"
#include "view3d_intern.h" /* bad level include */
#include "../../draw/intern/draw_cache_impl.h" /* bad level include (temporary) */
@ -281,7 +283,7 @@ static void bbs_mesh_solid_faces(Scene *UNUSED(scene), Object *ob, const float w
bbs_mesh_face(geom_faces, true, world_clip_planes);
}
void draw_object_backbufsel(
void draw_object_select_id(
Depsgraph *depsgraph, Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob,
short select_mode)
{
@ -380,6 +382,52 @@ void draw_object_backbufsel(
GPU_matrix_set(rv3d->viewmat);
}
void draw_object_depth(RegionView3D *rv3d, Object *ob)
{
GPU_matrix_mul(ob->obmat);
GPU_depth_test(true);
const float (*world_clip_planes)[4] = NULL;
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_local(rv3d, ob->obmat);
world_clip_planes = rv3d->clip_local;
}
switch (ob->type) {
case OB_MESH:
{
GPUBatch *batch;
Mesh *me = ob->data;
if (ob->mode & OB_MODE_EDIT) {
batch = DRW_mesh_batch_cache_get_edit_triangles(me);
}
else {
batch = DRW_mesh_batch_cache_get_surface(me);
}
DRW_mesh_batch_cache_create_requested(ob, me, NULL, false, true);
DRW_opengl_context_enable();
const eGPUShaderConfig sh_cfg = world_clip_planes ? GPU_SHADER_CFG_CLIPPED : GPU_SHADER_CFG_DEFAULT;
GPU_batch_program_set_builtin_with_config(batch, GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
if (world_clip_planes != NULL) {
bbs_world_clip_planes_from_rv3d(batch, world_clip_planes);
}
GPU_batch_draw(batch);
DRW_opengl_context_disable();
}
break;
case OB_CURVE:
case OB_SURF:
break;
}
GPU_matrix_set(rv3d->viewmat);
}
void ED_draw_object_facemap(
Depsgraph *depsgraph, Object *ob, const float col[4], const int facemap)

@ -536,11 +536,6 @@ static void view3d_main_region_exit(wmWindowManager *wm, ARegion *ar)
RegionView3D *rv3d = ar->regiondata;
ED_view3d_stop_render_preview(wm, ar);
if (rv3d->gpuoffscreen) {
GPU_offscreen_free(rv3d->gpuoffscreen);
rv3d->gpuoffscreen = NULL;
}
}
static bool view3d_ob_drop_poll(bContext *UNUSED(C), wmDrag *drag, const wmEvent *UNUSED(event), const char **UNUSED(tooltip))
@ -729,9 +724,6 @@ static void view3d_main_region_free(ARegion *ar)
if (rv3d->sms) {
MEM_freeN(rv3d->sms);
}
if (rv3d->gpuoffscreen) {
GPU_offscreen_free(rv3d->gpuoffscreen);
}
MEM_freeN(rv3d);
ar->regiondata = NULL;
@ -751,7 +743,6 @@ static void *view3d_main_region_duplicate(void *poin)
new->clipbb = MEM_dupallocN(rv3d->clipbb);
new->depths = NULL;
new->gpuoffscreen = NULL;
new->render_engine = NULL;
new->sms = NULL;
new->smooth_timer = NULL;

@ -149,7 +149,7 @@ void ED_view3d_clipping_enable(void)
/* *********************** backdraw for selection *************** */
static void backdrawview3d(
static void validate_object_select_id(
struct Depsgraph *depsgraph, Scene *scene,
ARegion *ar, View3D *v3d,
Object *obact, Object *obedit,
@ -203,81 +203,24 @@ static void backdrawview3d(
if (v3d->shading.type > OB_WIRE) v3d->zbuf = true;
#endif
/* dithering and AA break color coding, so disable */
glDisable(GL_DITHER);
if (false) {
/* for multisample we use an offscreen FBO. multisample drawing can fail
* with color coded selection drawing, and reading back depths from such
* a buffer can also cause a few seconds freeze on OS X / NVidia.
*
* NOTE: code is no longer used now, but offscreen drawing is likely
* what we will always want to do for the new viewport. */
int w = BLI_rcti_size_x(&ar->winrct);
int h = BLI_rcti_size_y(&ar->winrct);
char error[256];
if (rv3d->gpuoffscreen) {
if (GPU_offscreen_width(rv3d->gpuoffscreen) != w ||
GPU_offscreen_height(rv3d->gpuoffscreen) != h)
{
GPU_offscreen_free(rv3d->gpuoffscreen);
rv3d->gpuoffscreen = NULL;
}
}
if (!rv3d->gpuoffscreen) {
rv3d->gpuoffscreen = GPU_offscreen_create(w, h, 0, true, false, error);
if (!rv3d->gpuoffscreen)
fprintf(stderr, "Failed to create offscreen selection buffer for multisample: %s\n", error);
}
}
if (rv3d->gpuoffscreen)
GPU_offscreen_bind(rv3d->gpuoffscreen, true);
else
GPU_scissor(ar->winrct.xmin, ar->winrct.ymin, BLI_rcti_size_x(&ar->winrct), BLI_rcti_size_y(&ar->winrct));
GPU_clear_color(0.0, 0.0, 0.0, 0.0);
GPU_depth_test(true);
GPU_clear(GPU_COLOR_BIT | GPU_DEPTH_BIT);
if (rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(rv3d);
G.f |= G_FLAG_BACKBUFSEL;
if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE) != 0)) {
draw_object_backbufsel(depsgraph, scene_eval, v3d, rv3d, obact_eval, select_mode);
DRW_framebuffer_select_id_setup(ar, true);
draw_object_select_id(depsgraph, scene_eval, v3d, rv3d, obact_eval, select_mode);
DRW_framebuffer_select_id_release(ar);
}
if (rv3d->gpuoffscreen)
GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
* made on the backbuffer in this case. */
v3d->flag &= ~V3D_INVALID_BACKBUF;
G.f &= ~G_FLAG_BACKBUFSEL;
GPU_depth_test(false);
glEnable(GL_DITHER);
if (rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_disable();
}
void view3d_opengl_read_pixels(ARegion *ar, int x, int y, int w, int h, int format, int type, void *data)
{
RegionView3D *rv3d = ar->regiondata;
if (rv3d->gpuoffscreen) {
GPU_offscreen_bind(rv3d->gpuoffscreen, true);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(x, y, w, h, format, type, data);
GPU_offscreen_unbind(rv3d->gpuoffscreen, true);
}
else {
glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
}
glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
}
/* XXX depth reading exception, for code not using gpu offscreen */
@ -286,16 +229,70 @@ static void view3d_opengl_read_Z_pixels(ARegion *ar, int x, int y, int w, int h,
glReadPixels(ar->winrct.xmin + x, ar->winrct.ymin + y, w, h, format, type, data);
}
void ED_view3d_backbuf_validate_with_select_mode(ViewContext *vc, short select_mode)
void ED_view3d_select_id_validate_with_select_mode(ViewContext *vc, short select_mode)
{
/* TODO: Create a flag in `DRW_manager` because the drawing is no longer
* made on the backbuffer in this case. */
if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
backdrawview3d(vc->depsgraph, vc->scene, vc->ar, vc->v3d, vc->obact, vc->obedit, select_mode);
validate_object_select_id(
vc->depsgraph, vc->scene, vc->ar, vc->v3d,
vc->obact, vc->obedit, select_mode);
}
}
void ED_view3d_backbuf_validate(ViewContext *vc)
void ED_view3d_select_id_validate(ViewContext *vc)
{
ED_view3d_backbuf_validate_with_select_mode(vc, -1);
ED_view3d_select_id_validate_with_select_mode(vc, -1);
}
void ED_view3d_backbuf_depth_validate(ViewContext *vc)
{
if (vc->v3d->flag & V3D_INVALID_BACKBUF) {
ARegion *ar = vc->ar;
RegionView3D *rv3d = ar->regiondata;
Object *obact_eval = DEG_get_evaluated_object(vc->depsgraph, vc->obact);
if (obact_eval && ((obact_eval->base_flag & BASE_VISIBLE) != 0)) {
GPU_scissor(ar->winrct.xmin, ar->winrct.ymin,
BLI_rcti_size_x(&ar->winrct),
BLI_rcti_size_y(&ar->winrct));
GPU_depth_test(true);
GPU_clear(GPU_DEPTH_BIT);
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_set(rv3d);
}
draw_object_depth(rv3d, obact_eval);
if (rv3d->rflag & RV3D_CLIPPING) {
ED_view3d_clipping_disable(rv3d);
}
GPU_depth_test(false);
}
vc->v3d->flag &= ~V3D_INVALID_BACKBUF;
}
}
uint *ED_view3d_select_id_read_rect(ViewContext *vc, const rcti *clip, uint *r_buf_len)
{
ED_view3d_select_id_validate(vc);
uint width = BLI_rcti_size_x(clip);
uint height = BLI_rcti_size_y(clip);
uint buf_len = width * height;
uint *buf = MEM_mallocN(buf_len * sizeof(*buf), __func__);
DRW_framebuffer_select_id_read(clip, buf);
if (r_buf_len) {
*r_buf_len = buf_len;
}
return buf;
}
/**
@ -308,111 +305,81 @@ int ED_view3d_backbuf_sample_size_clamp(ARegion *ar, const float dist)
}
/* samples a single pixel (copied from vpaint) */
uint ED_view3d_backbuf_sample(
uint ED_view3d_select_id_sample(
ViewContext *vc, int x, int y)
{
if (x >= vc->ar->winx || y >= vc->ar->winy) {
return 0;
}
ED_view3d_backbuf_validate(vc);
uint buf_len;
uint *buf = ED_view3d_select_id_read(vc, x, y, x, y, &buf_len);
BLI_assert(0 != buf_len);
uint ret = buf[0];
MEM_freeN(buf);
uint col;
view3d_opengl_read_pixels(vc->ar, x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
glReadBuffer(GL_BACK);
if (ENDIAN_ORDER == B_ENDIAN) {
BLI_endian_switch_uint32(&col);
}
return GPU_select_to_index(col);
return ret;
}
/* reads full rect, converts indices */
ImBuf *ED_view3d_backbuf_read(
ViewContext *vc, int xmin, int ymin, int xmax, int ymax)
uint *ED_view3d_select_id_read(
ViewContext *vc, int xmin, int ymin, int xmax, int ymax, uint *r_buf_len)
{
/* clip */
const rcti clip = {
max_ii(xmin, 0), min_ii(xmax, vc->ar->winx - 1),
max_ii(ymin, 0), min_ii(ymax, vc->ar->winy - 1)};
const int size_clip[2] = {
BLI_rcti_size_x(&clip) + 1,
BLI_rcti_size_y(&clip) + 1};
if (UNLIKELY((clip.xmin > clip.xmax) ||
(clip.ymin > clip.ymax)))
{
if (UNLIKELY((xmin > xmax) || (ymin > ymax))) {
return NULL;
}
ImBuf *ibuf_clip = IMB_allocImBuf(size_clip[0], size_clip[1], 32, IB_rect);
const rcti rect = {
.xmin = xmin, .xmax = xmax + 1,
.ymin = ymin, .ymax = ymax + 1,
};
ED_view3d_backbuf_validate(vc);
uint buf_len;
uint *buf = ED_view3d_select_id_read_rect(vc, &rect, &buf_len);
view3d_opengl_read_pixels(vc->ar, clip.xmin, clip.ymin, size_clip[0], size_clip[1], GL_RGBA, GL_UNSIGNED_BYTE, ibuf_clip->rect);
glReadBuffer(GL_BACK);
if (ENDIAN_ORDER == B_ENDIAN) {
IMB_convert_rgba_to_abgr(ibuf_clip);
if (r_buf_len) {
*r_buf_len = buf_len;
}
GPU_select_to_index_array(ibuf_clip->rect, size_clip[0] * size_clip[1]);
if ((clip.xmin == xmin) &&
(clip.xmax == xmax) &&
(clip.ymin == ymin) &&
(clip.ymax == ymax))
{
return ibuf_clip;
}
else {
/* put clipped result into a non-clipped buffer */
const int size[2] = {
(xmax - xmin + 1),
(ymax - ymin + 1)};
ImBuf *ibuf_full = IMB_allocImBuf(size[0], size[1], 32, IB_rect);
IMB_rectcpy(
ibuf_full, ibuf_clip,
clip.xmin - xmin, clip.ymin - ymin,
0, 0,
size_clip[0], size_clip[1]);
IMB_freeImBuf(ibuf_clip);
return ibuf_full;
}
return buf;
}
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
uint ED_view3d_backbuf_sample_rect(
ViewContext *vc, const int mval[2], int size,
uint min, uint max, float *r_dist)
uint ED_view3d_select_id_read_nearest(
struct ViewContext *vc, const int mval[2],
const uint min, const uint max, uint *r_dist)
{
uint index = 0;
int dirvec[4][2];
const int amount = (size - 1) / 2;
rcti rect;
BLI_rcti_init_pt_radius(&rect, mval, *r_dist);
rect.xmax += 1;
rect.ymax += 1;
const int minx = mval[0] - (amount + 1);
const int miny = mval[1] - (amount + 1);
ImBuf *buf = ED_view3d_backbuf_read(vc, minx, miny, minx + size - 1, miny + size - 1);
if (!buf) return 0;
uint width, height;
width = height = BLI_rcti_size_x(&rect);
uint buf_len = width * height;
uint *buf = MEM_mallocN(buf_len * sizeof(*buf), __func__);
DRW_framebuffer_select_id_read(&rect, buf);
BLI_assert(width == height); /* This algorithm doesn't work well with rectangles */
unsigned index = 0;
int rc = 0;
dirvec[0][0] = 1; dirvec[0][1] = 0;
dirvec[1][0] = 0; dirvec[1][1] = -size;
dirvec[1][0] = 0; dirvec[1][1] = -height;
dirvec[2][0] = -1; dirvec[2][1] = 0;
dirvec[3][0] = 0; dirvec[3][1] = size;
dirvec[3][0] = 0; dirvec[3][1] = height;
const unsigned *bufmin = buf->rect;
const unsigned *tbuf = buf->rect;
const unsigned *bufmax = buf->rect + size * size;
tbuf += amount * size + amount;
const uint *bufmin = buf;
const uint *bufmax = buf + buf_len;
const uint *tbuf = buf + (height * (int)(width / 2) + height / 2 - 1);
for (int nr = 1; nr <= size; nr++) {
for (int nr = 1; nr <= height; nr++) {
for (int a = 0; a < 2; a++) {
for (int b = 0; b < nr; b++) {
if (*tbuf && *tbuf >= min && *tbuf < max) {
@ -421,8 +388,8 @@ uint ED_view3d_backbuf_sample_rect(
/* get x,y pixel coords from the offset
* (manhatten distance in keeping with other screen-based selection) */
*r_dist = (float)(
abs(((int)(tbuf - buf->rect) % size) - (size / 2)) +
abs(((int)(tbuf - buf->rect) / size) - (size / 2)));
abs(((int)(tbuf - buf) % height) - (height / 2)) +
abs(((int)(tbuf - buf) / height) - (height / 2)));
/* indices start at 1 here */
index = (*tbuf - min) + 1;
@ -441,7 +408,7 @@ uint ED_view3d_backbuf_sample_rect(
}
exit:
IMB_freeImBuf(buf);
MEM_freeN(buf);
return index;
}

@ -123,11 +123,13 @@ void VIEW3D_OT_fly(struct wmOperatorType *ot);
void VIEW3D_OT_walk(struct wmOperatorType *ot);
/* drawobject.c */
void draw_object_backbufsel(
void draw_object_select_id(
struct Depsgraph *depsgraph, Scene *scene,
View3D *v3d, RegionView3D *rv3d, struct Object *ob,
short select_mode);
void draw_object_depth(RegionView3D *rv3d, struct Object *ob);
int view3d_effective_drawtype(const struct View3D *v3d);
/* view3d_draw.c */

@ -1924,7 +1924,7 @@ static bool ed_wpaint_vertex_select_pick(
uint index = 0;
MVert *mv;
if (ED_mesh_pick_vert(C, obact, mval, &index, ED_MESH_PICK_DEFAULT_VERT_SIZE, use_zbuf)) {
if (ED_mesh_pick_vert(C, obact, mval, &index, ED_MESH_PICK_DEFAULT_VERT_DIST, use_zbuf)) {
mv = &me->mvert[index];
if (extend) {
mv->flag |= SELECT;
@ -2112,22 +2112,17 @@ static void do_paintvert_box_select__doSelectVert(void *userData, MVert *mv, con
}
}
static int do_paintvert_box_select(
ViewContext *vc, rcti *rect, const eSelectOp sel_op)
ViewContext *vc, const rcti *rect, const eSelectOp sel_op)
{
const bool use_zbuf = V3D_IS_ZBUF(vc->v3d);
Mesh *me;
MVert *mvert;
struct ImBuf *ibuf;
uint *rt;
unsigned int *rt;
int a, index;
char *selar;
const int size[2] = {
BLI_rcti_size_x(rect) + 1,
BLI_rcti_size_y(rect) + 1};
me = vc->obact->data;
if ((me == NULL) || (me->totvert == 0) || (size[0] * size[1] <= 0)) {
if ((me == NULL) || (me->totvert == 0) || BLI_rcti_is_empty(rect)) {
return OPERATOR_CANCELLED;
}
@ -2137,20 +2132,13 @@ static int do_paintvert_box_select(
if (use_zbuf) {
selar = MEM_callocN(me->totvert + 1, "selar");
ED_view3d_backbuf_validate(vc);
ibuf = IMB_allocImBuf(size[0], size[1], 32, IB_rect);
rt = ibuf->rect;
glReadPixels(
rect->xmin + vc->ar->winrct.xmin,
rect->ymin + vc->ar->winrct.ymin,
size[0], size[1], GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
if (ENDIAN_ORDER == B_ENDIAN) {
IMB_convert_rgba_to_abgr(ibuf);
}
GPU_select_to_index_array(ibuf->rect, size[0] * size[1]);
uint buf_len;
uint *buf = ED_view3d_select_id_read_rect(vc, rect, &buf_len);
a = size[0] * size[1];
rt = buf;
a = buf_len;
while (a--) {
if (*rt) {
index = *rt;
@ -2173,7 +2161,7 @@ static int do_paintvert_box_select(
}
}
IMB_freeImBuf(ibuf);
MEM_freeN(buf);
MEM_freeN(selar);
#ifdef __APPLE__

@ -99,11 +99,6 @@ void GPU_create_smoke_velocity(struct SmokeModifierData *smd);
void GPU_free_unused_buffers(struct Main *bmain);
/* utilities */
void GPU_select_index_set(int index);
void GPU_select_index_get(int index, int *r_col);
int GPU_select_to_index(unsigned int col);
void GPU_select_to_index_array(unsigned int *col, const unsigned int size);
typedef enum eGPUAttrMask {
GPU_DEPTH_BUFFER_BIT = (1 << 0),
GPU_ENABLE_BIT = (1 << 1),

@ -42,7 +42,6 @@ int GPU_max_cube_map_size(void);
int GPU_max_ubo_binds(void);
int GPU_max_ubo_size(void);
float GPU_max_line_width(void);
int GPU_color_depth(void);
void GPU_get_dfdy_factors(float fac[2]);
bool GPU_mip_render_workaround(void);
bool GPU_depth_blitting_workaround(void);

@ -1275,148 +1275,6 @@ void GPU_disable_program_point_size(void)
/** \name Framebuffer color depth, for selection codes
* \{ */
#ifdef __APPLE__
/* apple seems to round colors to below and up on some configs */
static uint index_to_framebuffer(int index)
{
uint i = index;
switch (GPU_color_depth()) {
case 12:
i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
/* sometimes dithering subtracts! */
i |= 0x070707;
break;
case 15:
case 16:
i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
i |= 0x030303;
break;
case 24:
break;
default: /* 18 bits... */
i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
i |= 0x010101;
break;
}
return i;
}
#else
/* this is the old method as being in use for ages.... seems to work? colors are rounded to lower values */
static uint index_to_framebuffer(int index)
{
uint i = index;
switch (GPU_color_depth()) {
case 8:
i = ((i & 48) << 18) + ((i & 12) << 12) + ((i & 3) << 6);
i |= 0x3F3F3F;
break;
case 12:
i = ((i & 0xF00) << 12) + ((i & 0xF0) << 8) + ((i & 0xF) << 4);
/* sometimes dithering subtracts! */
i |= 0x0F0F0F;
break;
case 15:
case 16:
i = ((i & 0x7C00) << 9) + ((i & 0x3E0) << 6) + ((i & 0x1F) << 3);
i |= 0x070707;
break;
case 24:
break;
default: /* 18 bits... */
i = ((i & 0x3F000) << 6) + ((i & 0xFC0) << 4) + ((i & 0x3F) << 2);
i |= 0x030303;
break;
}
return i;
}
#endif
void GPU_select_index_set(int index)
{
const int col = index_to_framebuffer(index);
glColor3ub(( (col) & 0xFF),
(((col) >> 8) & 0xFF),
(((col) >> 16) & 0xFF));
}
void GPU_select_index_get(int index, int *r_col)
{
const int col = index_to_framebuffer(index);
char *c_col = (char *)r_col;
c_col[0] = (col & 0xFF); /* red */
c_col[1] = ((col >> 8) & 0xFF); /* green */
c_col[2] = ((col >> 16) & 0xFF); /* blue */
c_col[3] = 0xFF; /* alpha */
}
#define INDEX_FROM_BUF_8(col) ((((col) & 0xC00000) >> 18) + (((col) & 0xC000) >> 12) + (((col) & 0xC0) >> 6))
#define INDEX_FROM_BUF_12(col) ((((col) & 0xF00000) >> 12) + (((col) & 0xF000) >> 8) + (((col) & 0xF0) >> 4))
#define INDEX_FROM_BUF_15_16(col) ((((col) & 0xF80000) >> 9) + (((col) & 0xF800) >> 6) + (((col) & 0xF8) >> 3))
#define INDEX_FROM_BUF_18(col) ((((col) & 0xFC0000) >> 6) + (((col) & 0xFC00) >> 4) + (((col) & 0xFC) >> 2))
#define INDEX_FROM_BUF_24(col) ((col) & 0xFFFFFF)
int GPU_select_to_index(uint col)
{
if (col == 0) {
return 0;
}
switch (GPU_color_depth()) {
case 8: return INDEX_FROM_BUF_8(col);
case 12: return INDEX_FROM_BUF_12(col);
case 15:
case 16: return INDEX_FROM_BUF_15_16(col);
case 24: return INDEX_FROM_BUF_24(col);
default: return INDEX_FROM_BUF_18(col);
}
}
void GPU_select_to_index_array(uint *col, const uint size)
{
#define INDEX_BUF_ARRAY(INDEX_FROM_BUF_BITS) \
for (i = size; i--; col++) { \
if ((c = *col)) { \
*col = INDEX_FROM_BUF_BITS(c); \
} \
} ((void)0)
if (size > 0) {
uint i, c;
switch (GPU_color_depth()) {
case 8:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_8);
break;
case 12:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_12);
break;
case 15:
case 16:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_15_16);
break;
case 24:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_24);
break;
default:
INDEX_BUF_ARRAY(INDEX_FROM_BUF_18);
break;
}
}
#undef INDEX_BUF_ARRAY
}
#define STATE_STACK_DEPTH 16

@ -67,7 +67,6 @@ static struct GPUGlobal {
GLint maxtexturesvert;
GLint maxubosize;
GLint maxubobinds;
int colordepth;
int samples_color_texture_max;
eGPUDeviceType device;
eGPUOSType os;
@ -252,12 +251,6 @@ void gpu_extensions_init(void)
BLI_assert(ret == GL_FRAMEBUFFER_DEFAULT);
#endif
GLint r, g, b;
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE, &r);
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, &g);
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_FRONT_LEFT, GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE, &b);
GG.colordepth = r + g + b; /* Assumes same depth for RGB. */
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &GG.samples_color_texture_max);
const char *vendor = (const char *)glGetString(GL_VENDOR);
@ -402,11 +395,6 @@ void gpu_extensions_exit(void)
GPU_invalid_tex_free();
}
int GPU_color_depth(void)
{
return GG.colordepth;
}
bool GPU_mem_stats_supported(void)
{
return (GLEW_NVX_gpu_memory_info || GLEW_ATI_meminfo) && (G.debug & G_DEBUG_GPU_MEM);

@ -7,17 +7,13 @@ in vec3 pos;
uniform uint offset;
in uint color;
flat out vec4 id;
flat out uint id;
#endif
void main()
{
#ifndef UNIFORM_ID
id = vec4(
(((color + offset) ) & 0xFFu) * (1.0f / 255.0f),
(((color + offset) >> 8u) & 0xFFu) * (1.0f / 255.0f),
(((color + offset) >> 16u) & 0xFFu) * (1.0f / 255.0f),
(((color + offset) >> 24u) ) * (1.0f / 255.0f));
id = offset + color;
#endif
vec4 pos_4d = vec4(pos, 1.0);

@ -2,20 +2,12 @@
#ifdef UNIFORM_ID
uniform uint id;
#else
flat in vec4 id;
flat in uint id;
#endif
out vec4 fragColor;
out uint fragColor;
void main()
{
#ifdef UNIFORM_ID
fragColor = vec4(
((id ) & 0xFFu) * (1.0f / 255.0f),
((id >> 8u) & 0xFFu) * (1.0f / 255.0f),
((id >> 16u) & 0xFFu) * (1.0f / 255.0f),
((id >> 24u) ) * (1.0f / 255.0f));
#else
fragColor = id;
#endif
}

@ -75,7 +75,6 @@ typedef struct RegionView3D {
struct RegionView3D *localvd;
struct RenderEngine *render_engine;
struct ViewDepths *depths;
void *gpuoffscreen;
/** Animated smooth view. */
struct SmoothView3DStore *sms;