[Bug 34495] Selecting objects in Blender 2.56 slow with gallium r600 driver

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Fri Jul 1 09:00:59 PDT 2011


https://bugs.freedesktop.org/show_bug.cgi?id=34495

--- Comment #27 from Pierre-Eric Pelloux-Prayer <pelloux at gmail.com> 2011-07-01 09:00:56 PDT ---
(In reply to comment #26)
> @Pierre: After looking at your patch for a while I have the following
> doubts/suggestions:
> 
> 1) on _mesa_exec_select_batch() why would you loop through buffer[..] for each
> batch entry? at first sight it seems to me that if there is more than one
> entry, the minZ and maxZ values written by write_hit_record would be the same
> for every entry.

This is what I understood from GL_SELECT behavior : "Both the minimum and
maximum window-coordinate z values of all vertices of the primitives that
intersected the viewing volume"
So by looping over buffer[] I'm trying to find the min/max z for the entry (at
least that was the point, but maybe it's incorrectly done :-))

> 
> 2) What happens if the user changes the fbo or any state needed (depth and
> scissor) after calling "glRenderMode(GL_SELECT)"? 

What happens if user changes something : it will not work reliably... Thanks to
remind me of this problem which I almost forgot.
Now the necessary state change should be limited :
- GL_DEPTH_TEST : I don't understand why it doesn't work with it enabled, but
it definitely not be changed
- GL_SCISSOR : this one is more annoying, as it's wrong to disable it too
(maybe the user really wants to GL_SELECT on a sub area of the window). But as
glScissor take window coordinates values, those should be changed before
drawing (scissor_width would become : scissor_width * fbo_width / window_width)
- FBO is needed

> Maybe we should create our
> st_select_draw_vbo that makes sure to have the correct state->render using
> st_draw_vbo->restore state. It is possible that this could be a little heavy on
> state changes but it feels safer... Maybe we could implement some kind of
> "state-override" later to make sure we only restore states after exiting
> GL_SELECT mode and still be sure that the end user isn't interfering with our
> GL_SELECT implementation.

The 1st version of the patch had a custom drawing function
('select_draw_func'). Initially I was doing some state changes over there, but
it caused problem in 'vbo_exec_FlushVertices' with this assert :
assert(exec->flush_call_depth == 1);
But sure, it would be safer to have some state check/change over there.

-- 
Configure bugmail: https://bugs.freedesktop.org/userprefs.cgi?tab=email
------- You are receiving this mail because: -------
You are the assignee for the bug.


More information about the dri-devel mailing list