OpenSubdiv/opensubdiv/osd/glslTransformFeedbackKernelBundle.cpp

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//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
2013-07-18 21:19:50 +00:00
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include "../version.h"
#include <stdio.h>
#ifdef _MSC_VER
#define snprintf _snprintf
#endif
#include "../osd/debug.h"
#include "../osd/error.h"
#include "../osd/glslTransformFeedbackKernelBundle.h"
#include "../osd/vertex.h"
#include "../far/subdivisionTables.h"
#include "../osd/opengl.h"
#include <cassert>
#include <string>
#include <sstream>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
static const char *shaderSource =
#include "../osd/glslTransformFeedbackKernel.gen.h"
;
static const char *shaderDefines = ""
#ifdef OPT_CATMARK_V_IT_VEC2
"#define OPT_CATMARK_V_IT_VEC2\n"
#endif
#ifdef OPT_E0_IT_VEC4
"#define OPT_E0_IT_VEC4\n"
#endif
#ifdef OPT_E0_S_VEC2
"#define OPT_E0_S_VEC2\n"
#endif
;
OsdGLSLTransformFeedbackKernelBundle::OsdGLSLTransformFeedbackKernelBundle()
: _program(0),
_numVertexElements(0),
_vertexStride(0),
_numVaryingElements(0),
_varyingStride(0),
_interleaved(false) {
}
OsdGLSLTransformFeedbackKernelBundle::~OsdGLSLTransformFeedbackKernelBundle() {
if (_program)
glDeleteProgram(_program);
}
bool
OsdGLSLTransformFeedbackKernelBundle::Compile(
OsdVertexBufferDescriptor const &vertexDesc,
OsdVertexBufferDescriptor const &varyingDesc,
bool interleaved) {
_numVertexElements = vertexDesc.length;
_vertexStride = vertexDesc.stride;
_numVaryingElements = varyingDesc.length;
_varyingStride = varyingDesc.stride;
_interleaved = interleaved;
// modulo of vbo offset
_vertexOffsetMod = (_vertexStride ? vertexDesc.offset % _vertexStride : 0);
_varyingOffsetMod = (_varyingStride ? varyingDesc.offset % _varyingStride : 0);
_program = glCreateProgram();
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
std::ostringstream defines;
defines << "#define NUM_VERTEX_ELEMENTS " << _numVertexElements << "\n"
<< "#define VERTEX_STRIDE " << _vertexStride << "\n"
<< "#define NUM_VARYING_ELEMENTS " << _numVaryingElements << "\n"
<< "#define VARYING_STRIDE " << _varyingStride << "\n";
std::string defineStr = defines.str();
const char *shaderSources[3];
shaderSources[0] = defineStr.c_str();
shaderSources[1] = shaderDefines;
shaderSources[2] = shaderSource;
glShaderSource(shader, 3, shaderSources, NULL);
glCompileShader(shader);
glAttachShader(_program, shader);
std::vector<std::string> outputs;
/*
output attribute array
- interleaved
outVertexData[0]
outVertexData[1]
outVertexData[2]
(gl_SkipComponents1)
outVaryingData[0]
outVaryingData[1]
outVaryingData[2]
outVaryingData[3]
(gl_SkipComponents1)
...
- non-interleaved
outVertexData[0]
outVertexData[1]
outVertexData[2]
gl_NextBuffer
outVaryingData[0]
outVaryingData[1]
outVaryingData[2]
outVaryingData[3]
*/
if (_interleaved) {
assert(_vertexStride == _varyingStride);
assert(_numVertexElements + _numVaryingElements <= _vertexStride);
char attrName[32];
for (int i = 0; i < _vertexStride; ++i) {
int vertexElem = i - _vertexOffsetMod;
int varyingElem = i - _varyingOffsetMod;
if (vertexElem >= 0 and vertexElem < _numVertexElements) {
snprintf(attrName, 32, "outVertexData[%d]", vertexElem);
outputs.push_back(attrName);
} else if (varyingElem >= 0 and varyingElem <= _numVaryingElements) {
snprintf(attrName, 32, "outVaryingData[%d]", varyingElem);
outputs.push_back(attrName);
} else {
outputs.push_back("gl_SkipComponents1");
}
}
} else {
// non-interleaved
char attrName[32];
// vertex data (may include custom vertex data) and varying data
// are stored into the same buffer, interleaved.
for (int i = 0; i < _vertexOffsetMod; ++i)
outputs.push_back("gl_SkipComponents1");
for (int i = 0; i < _numVertexElements; ++i) {
snprintf(attrName, 32, "outVertexData[%d]", i);
outputs.push_back(attrName);
}
for (int i = _numVertexElements + _vertexOffsetMod; i < _vertexStride; ++i)
outputs.push_back("gl_SkipComponents1");
// varying
if (_numVaryingElements) {
outputs.push_back("gl_NextBuffer");
}
for (int i = 0; i < _varyingOffsetMod; ++i) {
outputs.push_back("gl_SkipComponents1");
}
for (int i = 0; i < _numVaryingElements; ++i) {
snprintf(attrName, 32, "outVaryingData[%d]", i);
outputs.push_back(attrName);
}
for (int i = _numVaryingElements + _varyingOffsetMod; i < _varyingStride; ++i) {
outputs.push_back("gl_SkipComponents1");
}
}
// convert to char* array
std::vector<const char *> pOutputs;
for (size_t i = 0; i < outputs.size(); ++i) {
pOutputs.push_back(&outputs[i][0]);
}
glTransformFeedbackVaryings(_program, (GLsizei)outputs.size(),
&pOutputs[0], GL_INTERLEAVED_ATTRIBS);
OSD_DEBUG_CHECK_GL_ERROR("Transform feedback initialize\n");
GLint linked = 0;
glLinkProgram(_program);
glGetProgramiv(_program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char buffer[1024];
glGetShaderInfoLog(shader, 1024, NULL, buffer);
OsdError(OSD_GLSL_LINK_ERROR, buffer);
glGetProgramInfoLog(_program, 1024, NULL, buffer);
OsdError(OSD_GLSL_LINK_ERROR, buffer);
glDeleteProgram(_program);
_program = 0;
// XXX ERROR HANDLE
return false;
}
glDeleteShader(shader);
_uniformVertexBuffer = glGetUniformLocation(_program, "vertexData");
_uniformVaryingBuffer = glGetUniformLocation(_program, "varyingData");
_subComputeFace = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeFace");
_subComputeQuadFace = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeQuadFace");
_subComputeTriQuadFace = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeTriQuadFace");
_subComputeEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeEdge");
_subComputeBilinearEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "bilinearComputeEdge");
_subComputeVertex = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "bilinearComputeVertex");
_subComputeVertexA = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexA");
_subComputeCatmarkVertexB = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexB");
_subComputeLoopVertexB = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "loopComputeVertexB");
_uniformVertexPass = glGetUniformLocation(_program, "vertexPass");
_uniformVertexOffset = glGetUniformLocation(_program, "vertexOffset");
_uniformTableOffset = glGetUniformLocation(_program, "tableOffset");
_uniformIndexStart = glGetUniformLocation(_program, "indexStart");
_uniformVertexBaseOffset = glGetUniformLocation(_program, "vertexBaseOffset");
_uniformVaryingBaseOffset = glGetUniformLocation(_program, "varyingBaseOffset");
_uniformTables[FarSubdivisionTables::F_IT] = glGetUniformLocation(_program, "_F0_IT");
_uniformTables[FarSubdivisionTables::F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
_uniformTables[FarSubdivisionTables::E_IT] = glGetUniformLocation(_program, "_E0_IT");
_uniformTables[FarSubdivisionTables::V_IT] = glGetUniformLocation(_program, "_V0_IT");
_uniformTables[FarSubdivisionTables::V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
_uniformTables[FarSubdivisionTables::E_W] = glGetUniformLocation(_program, "_E0_S");
_uniformTables[FarSubdivisionTables::V_W] = glGetUniformLocation(_program, "_V0_S");
// set unfiorm locations for edit
_subEditAdd = glGetSubroutineIndex(_program,
GL_VERTEX_SHADER, "editAdd");
_uniformEditPrimVarOffset = glGetUniformLocation(_program, "editPrimVarOffset");
_uniformEditPrimVarWidth = glGetUniformLocation(_program, "editPrimVarWidth");
_uniformEditIndices = glGetUniformLocation(_program, "_editIndices");
_uniformEditValues = glGetUniformLocation(_program, "_editValues");
_uniformVertexBufferImage = glGetUniformLocation(_program, "_vertexBufferImage");
return true;
}
void
OsdGLSLTransformFeedbackKernelBundle::transformGpuBufferData(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end) const {
int count = end - start;
if (count <= 0) return;
// set batch range
glUniform1i(_uniformIndexStart, start);
glUniform1i(_uniformVertexOffset, offset);
glUniform1i(_uniformTableOffset, tableOffset);
// XXX: end is not used here now
OSD_DEBUG_CHECK_GL_ERROR("Uniform index set at offset=%d. start=%d\n",
offset, start);
int vertexOrigin = vertexOffset - _vertexOffsetMod;
int varyingOrigin = varyingOffset - _varyingOffsetMod;
// set transform feedback buffer
if (_interleaved) {
int vertexStride = _vertexStride*sizeof(float);
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer,
(start + offset)*vertexStride + vertexOrigin*sizeof(float),
count*vertexStride);
} else {
if (vertexBuffer) {
int vertexStride = _vertexStride*sizeof(float);
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer,
(start + offset)*vertexStride + vertexOrigin*sizeof(float),
count*vertexStride);
}
if (varyingBuffer){
int varyingStride = _varyingStride*sizeof(float);
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, varyingBuffer,
(start + offset)*varyingStride + varyingOrigin*sizeof(float),
count*varyingStride);
}
}
OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData glBindBufferRange\n");
glBeginTransformFeedback(GL_POINTS);
OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData glBeginTransformFeedback\n");
// draw array -----------------------------------------
glDrawArrays(GL_POINTS, 0, count);
OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData DrawArray (%d)\n", count);
glEndTransformFeedback();
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearFaceVerticesKernel(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
transformGpuBufferData(vertexBuffer, varyingBuffer,
vertexOffset, varyingOffset,
offset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearEdgeVerticesKernel(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeBilinearEdge);
transformGpuBufferData(vertexBuffer, varyingBuffer,
vertexOffset, varyingOffset,
offset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearVertexVerticesKernel(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertex);
transformGpuBufferData(vertexBuffer, varyingBuffer,
vertexOffset, varyingOffset,
offset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkQuadFaceVerticesKernel(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeQuadFace);
transformGpuBufferData(vertexBuffer, varyingBuffer,
vertexOffset, varyingOffset,
offset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkTriQuadFaceVerticesKernel(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeTriQuadFace);
transformGpuBufferData(vertexBuffer, varyingBuffer,
vertexOffset, varyingOffset,
offset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkFaceVerticesKernel(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
transformGpuBufferData(vertexBuffer, varyingBuffer,
vertexOffset, varyingOffset,
offset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkEdgeVerticesKernel(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
transformGpuBufferData(vertexBuffer, varyingBuffer,
vertexOffset, varyingOffset,
offset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelB(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeCatmarkVertexB);
transformGpuBufferData(vertexBuffer, varyingBuffer,
vertexOffset, varyingOffset,
offset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelA(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end, bool pass) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
glUniform1i(_uniformVertexPass, pass ? 1 : 0);
transformGpuBufferData(vertexBuffer, varyingBuffer,
vertexOffset, varyingOffset,
offset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyLoopEdgeVerticesKernel(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
transformGpuBufferData(vertexBuffer, varyingBuffer,
vertexOffset, varyingOffset,
offset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelB(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeLoopVertexB);
transformGpuBufferData(vertexBuffer, varyingBuffer,
vertexOffset, varyingOffset,
offset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelA(
GLuint vertexBuffer, GLuint varyingBuffer,
int vertexOffset, int varyingOffset,
int offset, int tableOffset, int start, int end, bool pass) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
glUniform1i(_uniformVertexPass, pass ? 1 : 0);
transformGpuBufferData(vertexBuffer, varyingBuffer,
vertexOffset, varyingOffset,
offset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyEditAdd(
GLuint /* vertexBuffer */, GLuint /* varyingBuffer */,
int /* vertexOffset */, int /* varyingOffset */,
int primvarOffset, int primvarWidth,
int offset, int tableOffset, int start, int end) {
if (end - start <= 0) return;
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subEditAdd);
glUniform1i(_uniformEditPrimVarOffset, primvarOffset);
glUniform1i(_uniformEditPrimVarWidth, primvarWidth);
glUniform1i(_uniformIndexStart, start);
glUniform1i(_uniformVertexOffset, offset);
glUniform1i(_uniformTableOffset, tableOffset);
glDrawArrays(GL_POINTS, 0, end - start);
}
void
OsdGLSLTransformFeedbackKernelBundle::UseProgram(int vertexBaseOffset,
int varyingBaseOffset) const
{
glUseProgram(_program);
glUniform1i(_uniformVertexBaseOffset, vertexBaseOffset);
glUniform1i(_uniformVaryingBaseOffset, varyingBaseOffset);
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv