OpenSubdiv/opensubdiv/osd/glXFBEvaluator.h

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Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
//
// Copyright 2015 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
//
// 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.
//
#ifndef OPENSUBDIV3_OSD_GL_XFB_EVALUATOR_H
#define OPENSUBDIV3_OSD_GL_XFB_EVALUATOR_H
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
#include "../version.h"
#include "../osd/opengl.h"
#include "../osd/types.h"
#include "../osd/bufferDescriptor.h"
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Far {
class PatchTable;
class StencilTable;
class LimitStencilTable;
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
}
namespace Osd {
/// \brief GL TextureBuffer stencil table
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
///
/// This class is a GL Texture Buffer representation of Far::StencilTable.
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
///
/// GLSLTransformFeedback consumes this table to apply stencils
///
///
class GLStencilTableTBO {
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
public:
static GLStencilTableTBO *Create(
Far::StencilTable const *stencilTable, void *deviceContext = NULL) {
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
(void)deviceContext; // unused
return new GLStencilTableTBO(stencilTable);
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
}
static GLStencilTableTBO *Create(
Far::LimitStencilTable const *limitStencilTable,
void *deviceContext = NULL) {
(void)deviceContext; // unused
return new GLStencilTableTBO(limitStencilTable);
}
explicit GLStencilTableTBO(Far::StencilTable const *stencilTable);
explicit GLStencilTableTBO(Far::LimitStencilTable const *limitStencilTable);
~GLStencilTableTBO();
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
// interfaces needed for GLSLTransformFeedbackKernel
GLuint GetSizesTexture() const { return _sizes; }
GLuint GetOffsetsTexture() const { return _offsets; }
GLuint GetIndicesTexture() const { return _indices; }
GLuint GetWeightsTexture() const { return _weights; }
GLuint GetDuWeightsTexture() const { return _duWeights; }
GLuint GetDvWeightsTexture() const { return _dvWeights; }
GLuint GetDuuWeightsTexture() const { return _duuWeights; }
GLuint GetDuvWeightsTexture() const { return _duvWeights; }
GLuint GetDvvWeightsTexture() const { return _dvvWeights; }
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
int GetNumStencils() const { return _numStencils; }
private:
GLuint _sizes;
GLuint _offsets;
GLuint _indices;
GLuint _weights;
GLuint _duWeights;
GLuint _dvWeights;
GLuint _duuWeights;
GLuint _duvWeights;
GLuint _dvvWeights;
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
int _numStencils;
};
// ---------------------------------------------------------------------------
class GLXFBEvaluator {
public:
typedef bool Instantiatable;
/// Generic creator template.
template <typename DEVICE_CONTEXT>
static GLXFBEvaluator *Create(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
DEVICE_CONTEXT deviceContext) {
bool interleavedDerivativeBuffers = deviceContext
? deviceContext->AreInterleavedDerivativeBuffers()
: false;
return Create(srcDesc, dstDesc, duDesc, dvDesc,
interleavedDerivativeBuffers);
}
/// Specialization to allow creation without a device context.
static GLXFBEvaluator *Create(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
void * deviceContext) {
(void)deviceContext; // not used
return Create(srcDesc, dstDesc, duDesc, dvDesc);
}
static GLXFBEvaluator * Create(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
bool interleavedDerivativeBuffers = false) {
GLXFBEvaluator *instance = new GLXFBEvaluator(interleavedDerivativeBuffers);
if (instance->Compile(srcDesc, dstDesc, duDesc, dvDesc))
return instance;
delete instance;
return NULL;
}
/// Generic creator template.
template <typename DEVICE_CONTEXT>
static GLXFBEvaluator *Create(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
BufferDescriptor const &duuDesc,
BufferDescriptor const &duvDesc,
BufferDescriptor const &dvvDesc,
DEVICE_CONTEXT deviceContext) {
bool interleavedDerivativeBuffers = deviceContext
? deviceContext->AreInterleavedDerivativeBuffers()
: false;
return Create(srcDesc, dstDesc, duDesc, dvDesc,
duuDesc, duvDesc, dvvDesc,
interleavedDerivativeBuffers);
}
/// Specialization to allow creation without a device context.
static GLXFBEvaluator *Create(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
BufferDescriptor const &duuDesc,
BufferDescriptor const &duvDesc,
BufferDescriptor const &dvvDesc,
void * deviceContext) {
(void)deviceContext; // not used
return Create(srcDesc, dstDesc, duDesc, dvDesc,
duuDesc, duvDesc, dvvDesc);
}
static GLXFBEvaluator * Create(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
BufferDescriptor const &duuDesc,
BufferDescriptor const &duvDesc,
BufferDescriptor const &dvvDesc,
bool interleavedDerivativeBuffers = false) {
GLXFBEvaluator *instance = new GLXFBEvaluator(interleavedDerivativeBuffers);
if (instance->Compile(srcDesc, dstDesc, duDesc, dvDesc,
duuDesc, duvDesc, dvvDesc))
return instance;
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
delete instance;
return NULL;
}
/// \brief Constructor.
///
/// The transform feedback evaluator can make more sparing use of
/// transform feeback buffer bindings when it is known that evaluator
/// output buffers are shared and the corresponding buffer descriptors
/// are interleaved. When \a interleavedDerivativeBuffers is true
/// then evaluation requires that either 1st derivative outputs are
/// interleaved and 2nd derivative output are interleaved separately
/// or that both 1st derivative and 2nd derivative outputs are
/// interleaved together. This reduces the maximum number of required
/// transform feedback buffer bindings to 3 instead of 6 which is
/// significant, since most transform feedback implementations support
/// a maximum of 4 bindings.
GLXFBEvaluator(bool interleavedDerivativeBuffers = false);
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
/// Destructor. note that the GL context must be made current.
~GLXFBEvaluator();
/// ----------------------------------------------------------------------
///
/// Stencil evaluations with StencilTable
///
/// ----------------------------------------------------------------------
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
/// \brief Generic static stencil function. This function has a same
/// signature as other device kernels have so that it can be called
/// transparently from OsdMesh template interface.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param stencilTable stencil table to be applied. The table must have
/// Texture Buffer Object interfaces.
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext not used in the GLSLTransformFeedback kernel
///
template <typename SRC_BUFFER, typename DST_BUFFER, typename STENCIL_TABLE>
static bool EvalStencils(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
STENCIL_TABLE const *stencilTable,
GLXFBEvaluator const *instance,
void * deviceContext = NULL) {
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
if (instance) {
return instance->EvalStencils(srcBuffer, srcDesc,
dstBuffer, dstDesc,
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
stencilTable);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc,
BufferDescriptor(),
BufferDescriptor());
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
if (instance) {
bool r = instance->EvalStencils(srcBuffer, srcDesc,
dstBuffer, dstDesc,
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
stencilTable);
delete instance;
return r;
}
return false;
}
}
/// \brief Generic static stencil function. This function has a same
/// signature as other device kernels have so that it can be called
/// transparently from OsdMesh template interface.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the dstBuffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param stencilTable stencil table to be applied. The table must have
/// Texture Buffer Object interfaces.
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext not used in the GLSLTransformFeedback kernel
///
template <typename SRC_BUFFER, typename DST_BUFFER, typename STENCIL_TABLE>
static bool EvalStencils(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
STENCIL_TABLE const *stencilTable,
GLXFBEvaluator const *instance,
void * deviceContext = NULL) {
if (instance) {
return instance->EvalStencils(srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
stencilTable);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc, duDesc, dvDesc);
if (instance) {
bool r = instance->EvalStencils(srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
stencilTable);
delete instance;
return r;
}
return false;
}
}
/// \brief Generic static stencil function. This function has a same
/// signature as other device kernels have so that it can be called
/// transparently from OsdMesh template interface.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the dstBuffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param duuBuffer Output buffer 2nd derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duuDesc vertex buffer descriptor for the duuBuffer
///
/// @param duvBuffer Output buffer 2nd derivative wrt u and v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duvDesc vertex buffer descriptor for the duvBuffer
///
/// @param dvvBuffer Output buffer 2nd derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvvDesc vertex buffer descriptor for the dvvBuffer
///
/// @param stencilTable stencil table to be applied. The table must have
/// Texture Buffer Object interfaces.
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext not used in the GLSLTransformFeedback kernel
///
template <typename SRC_BUFFER, typename DST_BUFFER, typename STENCIL_TABLE>
static bool EvalStencils(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
DST_BUFFER *duuBuffer, BufferDescriptor const &duuDesc,
DST_BUFFER *duvBuffer, BufferDescriptor const &duvDesc,
DST_BUFFER *dvvBuffer, BufferDescriptor const &dvvDesc,
STENCIL_TABLE const *stencilTable,
GLXFBEvaluator const *instance,
void * deviceContext = NULL) {
if (instance) {
return instance->EvalStencils(srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
duuBuffer, duuDesc,
duvBuffer, duvDesc,
dvvBuffer, dvvDesc,
stencilTable);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc,
duDesc, dvDesc,
duuDesc, duvDesc, dvvDesc);
if (instance) {
bool r = instance->EvalStencils(srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
duuBuffer, duuDesc,
duvBuffer, duvDesc,
dvvBuffer, dvvDesc,
stencilTable);
delete instance;
return r;
}
return false;
}
}
/// \brief Generic stencil function.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param stencilTable stencil table to be applied. The table must have
/// Texture Buffer Object interfaces.
///
template <typename SRC_BUFFER, typename DST_BUFFER, typename STENCIL_TABLE>
bool EvalStencils(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
STENCIL_TABLE const *stencilTable) const {
return EvalStencils(srcBuffer->BindVBO(), srcDesc,
dstBuffer->BindVBO(), dstDesc,
0, BufferDescriptor(),
0, BufferDescriptor(),
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
stencilTable->GetSizesTexture(),
stencilTable->GetOffsetsTexture(),
stencilTable->GetIndicesTexture(),
stencilTable->GetWeightsTexture(),
0,
0,
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
/* start = */ 0,
/* end = */ stencilTable->GetNumStencils());
}
/// \brief Generic stencil function.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the dstBuffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param stencilTable stencil table to be applied. The table must have
/// Texture Buffer Object interfaces.
///
template <typename SRC_BUFFER, typename DST_BUFFER, typename STENCIL_TABLE>
bool EvalStencils(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
STENCIL_TABLE const *stencilTable) const {
return EvalStencils(srcBuffer->BindVBO(), srcDesc,
dstBuffer->BindVBO(), dstDesc,
duBuffer->BindVBO(), duDesc,
dvBuffer->BindVBO(), dvDesc,
stencilTable->GetSizesTexture(),
stencilTable->GetOffsetsTexture(),
stencilTable->GetIndicesTexture(),
stencilTable->GetWeightsTexture(),
stencilTable->GetDuWeightsTexture(),
stencilTable->GetDvWeightsTexture(),
/* start = */ 0,
/* end = */ stencilTable->GetNumStencils());
}
/// \brief Generic stencil function.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the dstBuffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param duuBuffer Output buffer 2nd derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duuDesc vertex buffer descriptor for the duuBuffer
///
/// @param duvBuffer Output buffer 2nd derivative wrt u and v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duvDesc vertex buffer descriptor for the duvBuffer
///
/// @param dvvBuffer Output buffer 2nd derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvvDesc vertex buffer descriptor for the dvvBuffer
///
/// @param stencilTable stencil table to be applied. The table must have
/// Texture Buffer Object interfaces.
///
template <typename SRC_BUFFER, typename DST_BUFFER, typename STENCIL_TABLE>
bool EvalStencils(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
DST_BUFFER *duuBuffer, BufferDescriptor const &duuDesc,
DST_BUFFER *duvBuffer, BufferDescriptor const &duvDesc,
DST_BUFFER *dvvBuffer, BufferDescriptor const &dvvDesc,
STENCIL_TABLE const *stencilTable) const {
return EvalStencils(srcBuffer->BindVBO(), srcDesc,
dstBuffer->BindVBO(), dstDesc,
duBuffer->BindVBO(), duDesc,
dvBuffer->BindVBO(), dvDesc,
duuBuffer->BindVBO(), duuDesc,
duvBuffer->BindVBO(), duvDesc,
dvvBuffer->BindVBO(), dvvDesc,
stencilTable->GetSizesTexture(),
stencilTable->GetOffsetsTexture(),
stencilTable->GetIndicesTexture(),
stencilTable->GetWeightsTexture(),
stencilTable->GetDuWeightsTexture(),
stencilTable->GetDvWeightsTexture(),
stencilTable->GetDuuWeightsTexture(),
stencilTable->GetDuvWeightsTexture(),
stencilTable->GetDvvWeightsTexture(),
/* start = */ 0,
/* end = */ stencilTable->GetNumStencils());
}
/// \brief Dispatch the GLSL XFB kernel on on GPU asynchronously
/// returns false if the kernel hasn't been compiled yet.
///
/// @param srcBuffer GL buffer of input primvar source data
///
/// @param srcDesc vertex buffer descriptor for the srcBuffer
///
/// @param dstBuffer GL buffer of output primvar destination data
///
/// @param dstDesc vertex buffer descriptor for the dstBuffer
///
/// @param duBuffer GL buffer of output derivative wrt u
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer GL buffer of output derivative wrt v
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param sizesBuffer GL buffer of the sizes in the stencil table
///
/// @param offsetsBuffer GL buffer of the offsets in the stencil table
///
/// @param indicesBuffer GL buffer of the indices in the stencil table
///
/// @param weightsBuffer GL buffer of the weights in the stencil table
///
/// @param duWeightsBuffer GL buffer of the du weights in the stencil table
///
/// @param dvWeightsBuffer GL buffer of the dv weights in the stencil table
///
/// @param start start index of stencil table
///
/// @param end end index of stencil table
///
bool EvalStencils(GLuint srcBuffer, BufferDescriptor const &srcDesc,
GLuint dstBuffer, BufferDescriptor const &dstDesc,
GLuint duBuffer, BufferDescriptor const &duDesc,
GLuint dvBuffer, BufferDescriptor const &dvDesc,
GLuint sizesBuffer,
GLuint offsetsBuffer,
GLuint indicesBuffer,
GLuint weightsBuffer,
GLuint duWeightsBuffer,
GLuint dvWeightsBuffer,
int start,
int end) const;
/// \brief Dispatch the GLSL XFB kernel on on GPU asynchronously
/// returns false if the kernel hasn't been compiled yet.
///
/// @param srcBuffer GL buffer of input primvar source data
///
/// @param srcDesc vertex buffer descriptor for the srcBuffer
///
/// @param dstBuffer GL buffer of output primvar destination data
///
/// @param dstDesc vertex buffer descriptor for the dstBuffer
///
/// @param duBuffer GL buffer of output derivative wrt u
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer GL buffer of output derivative wrt v
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param duuBuffer GL buffer of output 2nd derivative wrt u
///
/// @param duuDesc vertex buffer descriptor for the duuBuffer
///
/// @param duvBuffer GL buffer of output 2nd derivative wrt u and v
///
/// @param duvDesc vertex buffer descriptor for the duvBuffer
///
/// @param dvvBuffer GL buffer of output 2nd derivative wrt v
///
/// @param dvvDesc vertex buffer descriptor for the dvvBuffer
///
/// @param sizesBuffer GL buffer of the sizes in the stencil table
///
/// @param offsetsBuffer GL buffer of the offsets in the stencil table
///
/// @param indicesBuffer GL buffer of the indices in the stencil table
///
/// @param weightsBuffer GL buffer of the weights in the stencil table
///
/// @param duWeightsBuffer GL buffer of the du weights in the stencil table
///
/// @param dvWeightsBuffer GL buffer of the dv weights in the stencil table
///
/// @param duuWeightsBuffer GL buffer of the duu weights in the stencil table
///
/// @param duvWeightsBuffer GL buffer of the duv weights in the stencil table
///
/// @param dvvWeightsBuffer GL buffer of the dvv weights in the stencil table
///
/// @param start start index of stencil table
///
/// @param end end index of stencil table
///
bool EvalStencils(GLuint srcBuffer, BufferDescriptor const &srcDesc,
GLuint dstBuffer, BufferDescriptor const &dstDesc,
GLuint duBuffer, BufferDescriptor const &duDesc,
GLuint dvBuffer, BufferDescriptor const &dvDesc,
GLuint duuBuffer, BufferDescriptor const &duuDesc,
GLuint duvBuffer, BufferDescriptor const &duvDesc,
GLuint dvvBuffer, BufferDescriptor const &dvvDesc,
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
GLuint sizesBuffer,
GLuint offsetsBuffer,
GLuint indicesBuffer,
GLuint weightsBuffer,
GLuint duWeightsBuffer,
GLuint dvWeightsBuffer,
GLuint duuWeightsBuffer,
GLuint duvWeightsBuffer,
GLuint dvvWeightsBuffer,
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
int start,
int end) const;
/// ----------------------------------------------------------------------
///
/// Limit evaluations with PatchTable
///
/// ----------------------------------------------------------------------
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext not used in the GLXFB evaluator
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
static bool EvalPatches(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable,
GLXFBEvaluator const *instance,
void * deviceContext = NULL) {
if (instance) {
return instance->EvalPatches(srcBuffer, srcDesc,
dstBuffer, dstDesc,
numPatchCoords, patchCoords,
patchTable);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc,
BufferDescriptor(),
BufferDescriptor());
if (instance) {
bool r = instance->EvalPatches(srcBuffer, srcDesc,
dstBuffer, dstDesc,
numPatchCoords, patchCoords,
patchTable);
delete instance;
return r;
}
return false;
}
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext not used in the GLXFB evaluator
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
static bool EvalPatches(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable,
GLXFBEvaluator const *instance,
void * deviceContext = NULL) {
if (instance) {
return instance->EvalPatches(srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
numPatchCoords, patchCoords,
patchTable);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc, duDesc, dvDesc);
if (instance) {
bool r = instance->EvalPatches(srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
numPatchCoords, patchCoords,
patchTable);
delete instance;
return r;
}
return false;
}
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param duuBuffer Output buffer 2nd derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duuDesc vertex buffer descriptor for the duuBuffer
///
/// @param duvBuffer Output buffer 2nd derivative wrt u and v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duvDesc vertex buffer descriptor for the duvBuffer
///
/// @param dvvBuffer Output buffer 2nd derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvvDesc vertex buffer descriptor for the dvvBuffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext not used in the GLXFB evaluator
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
static bool EvalPatches(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
DST_BUFFER *duuBuffer, BufferDescriptor const &duuDesc,
DST_BUFFER *duvBuffer, BufferDescriptor const &duvDesc,
DST_BUFFER *dvvBuffer, BufferDescriptor const &dvvDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable,
GLXFBEvaluator const *instance,
void * deviceContext = NULL) {
if (instance) {
return instance->EvalPatches(srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
duuBuffer, duuDesc,
duvBuffer, duvDesc,
dvvBuffer, dvvDesc,
numPatchCoords, patchCoords,
patchTable);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc,
duDesc, dvDesc,
duuDesc, duvDesc, dvvDesc);
if (instance) {
bool r = instance->EvalPatches(srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
duuBuffer, duuDesc,
duvBuffer, duvDesc,
dvvBuffer, dvvDesc,
numPatchCoords, patchCoords,
patchTable);
delete instance;
return r;
}
return false;
}
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
bool EvalPatches(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable) const {
return EvalPatches(srcBuffer->BindVBO(), srcDesc,
dstBuffer->BindVBO(), dstDesc,
0, BufferDescriptor(),
0, BufferDescriptor(),
numPatchCoords,
patchCoords->BindVBO(),
patchTable->GetPatchArrays(),
patchTable->GetPatchIndexTextureBuffer(),
patchTable->GetPatchParamTextureBuffer());
}
/// \brief Generic limit eval function with derivatives. This function has
/// a same signature as other device kernels have so that it can be
/// called in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
///
/// @param patchTable GLPatchTable or equivalent
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
bool EvalPatches(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable) const {
return EvalPatches(srcBuffer->BindVBO(), srcDesc,
dstBuffer->BindVBO(), dstDesc,
duBuffer->BindVBO(), duDesc,
dvBuffer->BindVBO(), dvDesc,
numPatchCoords,
patchCoords->BindVBO(),
patchTable->GetPatchArrays(),
patchTable->GetPatchIndexTextureBuffer(),
patchTable->GetPatchParamTextureBuffer());
}
/// \brief Generic limit eval function with derivatives. This function has
/// a same signature as other device kernels have so that it can be
/// called in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param duuBuffer Output buffer 2nd derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duuDesc vertex buffer descriptor for the duuBuffer
///
/// @param duvBuffer Output buffer 2nd derivative wrt u and v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duvDesc vertex buffer descriptor for the duvBuffer
///
/// @param dvvBuffer Output buffer 2nd derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvvDesc vertex buffer descriptor for the dvvBuffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
///
/// @param patchTable GLPatchTable or equivalent
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
bool EvalPatches(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
DST_BUFFER *duuBuffer, BufferDescriptor const &duuDesc,
DST_BUFFER *duvBuffer, BufferDescriptor const &duvDesc,
DST_BUFFER *dvvBuffer, BufferDescriptor const &dvvDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable) const {
return EvalPatches(srcBuffer->BindVBO(), srcDesc,
dstBuffer->BindVBO(), dstDesc,
duBuffer->BindVBO(), duDesc,
dvBuffer->BindVBO(), dvDesc,
duuBuffer->BindVBO(), duuDesc,
duvBuffer->BindVBO(), duvDesc,
dvvBuffer->BindVBO(), dvvDesc,
numPatchCoords,
patchCoords->BindVBO(),
patchTable->GetPatchArrays(),
patchTable->GetPatchIndexTextureBuffer(),
patchTable->GetPatchParamTextureBuffer());
}
bool EvalPatches(GLuint srcBuffer, BufferDescriptor const &srcDesc,
GLuint dstBuffer, BufferDescriptor const &dstDesc,
GLuint duBuffer, BufferDescriptor const &duDesc,
GLuint dvBuffer, BufferDescriptor const &dvDesc,
int numPatchCoords,
GLuint patchCoordsBuffer,
const PatchArrayVector &patchArrays,
GLuint patchIndexBuffer,
GLuint patchParamsBuffer) const;
bool EvalPatches(GLuint srcBuffer, BufferDescriptor const &srcDesc,
GLuint dstBuffer, BufferDescriptor const &dstDesc,
GLuint duBuffer, BufferDescriptor const &duDesc,
GLuint dvBuffer, BufferDescriptor const &dvDesc,
GLuint duuBuffer, BufferDescriptor const &duuDesc,
GLuint duvBuffer, BufferDescriptor const &duvDesc,
GLuint dvvBuffer, BufferDescriptor const &dvvDesc,
int numPatchCoords,
GLuint patchCoordsBuffer,
const PatchArrayVector &patchArrays,
GLuint patchIndexBuffer,
GLuint patchParamsBuffer) const;
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext not used in the GLXFB evaluator
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
static bool EvalPatchesVarying(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable,
GLXFBEvaluator const *instance,
void * deviceContext = NULL) {
if (instance) {
return instance->EvalPatchesVarying(
srcBuffer, srcDesc,
dstBuffer, dstDesc,
numPatchCoords, patchCoords,
patchTable);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc,
BufferDescriptor(),
BufferDescriptor());
if (instance) {
bool r = instance->EvalPatchesVarying(
srcBuffer, srcDesc,
dstBuffer, dstDesc,
numPatchCoords, patchCoords,
patchTable);
delete instance;
return r;
}
return false;
}
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
bool EvalPatchesVarying(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable) const {
return EvalPatches(srcBuffer->BindVBO(), srcDesc,
dstBuffer->BindVBO(), dstDesc,
0, BufferDescriptor(),
0, BufferDescriptor(),
numPatchCoords,
patchCoords->BindVBO(),
patchTable->GetVaryingPatchArrays(),
patchTable->GetVaryingPatchIndexTextureBuffer(),
patchTable->GetPatchParamTextureBuffer());
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext not used in the GLXFB evaluator
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
static bool EvalPatchesVarying(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable,
GLXFBEvaluator const *instance,
void * deviceContext = NULL) {
if (instance) {
return instance->EvalPatchesVarying(
srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
numPatchCoords, patchCoords,
patchTable);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc,
duDesc, dvDesc);
if (instance) {
bool r = instance->EvalPatchesVarying(
srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
numPatchCoords, patchCoords,
patchTable);
delete instance;
return r;
}
return false;
}
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
bool EvalPatchesVarying(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable) const {
return EvalPatches(srcBuffer->BindVBO(), srcDesc,
dstBuffer->BindVBO(), dstDesc,
duBuffer->BindVBO(), duDesc,
dvBuffer->BindVBO(), dvDesc,
numPatchCoords,
patchCoords->BindVBO(),
patchTable->GetVaryingPatchArrays(),
patchTable->GetVaryingPatchIndexTextureBuffer(),
patchTable->GetPatchParamTextureBuffer());
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param duuBuffer Output buffer 2nd derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duuDesc vertex buffer descriptor for the duuBuffer
///
/// @param duvBuffer Output buffer 2nd derivative wrt u and v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duvDesc vertex buffer descriptor for the duvBuffer
///
/// @param dvvBuffer Output buffer 2nd derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvvDesc vertex buffer descriptor for the dvvBuffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext not used in the GLXFB evaluator
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
static bool EvalPatchesVarying(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
DST_BUFFER *duuBuffer, BufferDescriptor const &duuDesc,
DST_BUFFER *duvBuffer, BufferDescriptor const &duvDesc,
DST_BUFFER *dvvBuffer, BufferDescriptor const &dvvDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable,
GLXFBEvaluator const *instance,
void * deviceContext = NULL) {
if (instance) {
return instance->EvalPatchesVarying(
srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
duuBuffer, duuDesc,
duvBuffer, duvDesc,
dvvBuffer, dvvDesc,
numPatchCoords, patchCoords,
patchTable);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc,
duDesc, dvDesc,
duuDesc, duvDesc, dvvDesc);
if (instance) {
bool r = instance->EvalPatchesVarying(
srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
duuBuffer, duuDesc,
duvBuffer, duvDesc,
dvvBuffer, dvvDesc,
numPatchCoords, patchCoords,
patchTable);
delete instance;
return r;
}
return false;
}
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param duuBuffer Output buffer 2nd derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duuDesc vertex buffer descriptor for the duuBuffer
///
/// @param duvBuffer Output buffer 2nd derivative wrt u and v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duvDesc vertex buffer descriptor for the duvBuffer
///
/// @param dvvBuffer Output buffer 2nd derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvvDesc vertex buffer descriptor for the dvvBuffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
bool EvalPatchesVarying(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
DST_BUFFER *duuBuffer, BufferDescriptor const &duuDesc,
DST_BUFFER *duvBuffer, BufferDescriptor const &duvDesc,
DST_BUFFER *dvvBuffer, BufferDescriptor const &dvvDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable) const {
return EvalPatches(srcBuffer->BindVBO(), srcDesc,
dstBuffer->BindVBO(), dstDesc,
duBuffer->BindVBO(), duDesc,
dvBuffer->BindVBO(), dvDesc,
duuBuffer->BindVBO(), duuDesc,
duvBuffer->BindVBO(), duvDesc,
dvvBuffer->BindVBO(), dvvDesc,
numPatchCoords,
patchCoords->BindVBO(),
patchTable->GetVaryingPatchArrays(),
patchTable->GetVaryingPatchIndexTextureBuffer(),
patchTable->GetPatchParamTextureBuffer());
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
/// @param fvarChannel face-varying channel
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext not used in the GLXFB evaluator
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
static bool EvalPatchesFaceVarying(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable,
int fvarChannel,
GLXFBEvaluator const *instance,
void * deviceContext = NULL) {
if (instance) {
return instance->EvalPatchesFaceVarying(
srcBuffer, srcDesc,
dstBuffer, dstDesc,
numPatchCoords, patchCoords,
patchTable, fvarChannel);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc,
BufferDescriptor(),
BufferDescriptor());
if (instance) {
bool r = instance->EvalPatchesFaceVarying(
srcBuffer, srcDesc,
dstBuffer, dstDesc,
numPatchCoords, patchCoords,
patchTable, fvarChannel);
delete instance;
return r;
}
return false;
}
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
/// @param fvarChannel face-varying channel
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
bool EvalPatchesFaceVarying(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable,
int fvarChannel = 0) const {
return EvalPatches(srcBuffer->BindVBO(), srcDesc,
dstBuffer->BindVBO(), dstDesc,
0, BufferDescriptor(),
0, BufferDescriptor(),
numPatchCoords,
patchCoords->BindVBO(),
patchTable->GetFVarPatchArrays(fvarChannel),
patchTable->GetFVarPatchIndexTextureBuffer(fvarChannel),
patchTable->GetFVarPatchParamTextureBuffer(fvarChannel));
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
/// @param fvarChannel face-varying channel
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext not used in the GLXFB evaluator
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
static bool EvalPatchesFaceVarying(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable,
int fvarChannel,
GLXFBEvaluator const *instance,
void * deviceContext = NULL) {
if (instance) {
return instance->EvalPatchesFaceVarying(
srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
numPatchCoords, patchCoords,
patchTable, fvarChannel);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc,
duDesc, dvDesc);
if (instance) {
bool r = instance->EvalPatchesFaceVarying(
srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
numPatchCoords, patchCoords,
patchTable, fvarChannel);
delete instance;
return r;
}
return false;
}
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
/// @param fvarChannel face-varying channel
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
bool EvalPatchesFaceVarying(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable,
int fvarChannel = 0) const {
return EvalPatches(srcBuffer->BindVBO(), srcDesc,
dstBuffer->BindVBO(), dstDesc,
duBuffer->BindVBO(), duDesc,
dvBuffer->BindVBO(), dvDesc,
numPatchCoords,
patchCoords->BindVBO(),
patchTable->GetFVarPatchArrays(fvarChannel),
patchTable->GetFVarPatchIndexTextureBuffer(fvarChannel),
patchTable->GetFVarPatchParamTextureBuffer(fvarChannel));
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param duuBuffer Output buffer 2nd derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duuDesc vertex buffer descriptor for the duuBuffer
///
/// @param duvBuffer Output buffer 2nd derivative wrt u and v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duvDesc vertex buffer descriptor for the duvBuffer
///
/// @param dvvBuffer Output buffer 2nd derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvvDesc vertex buffer descriptor for the dvvBuffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
/// @param fvarChannel face-varying channel
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext not used in the GLXFB evaluator
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
static bool EvalPatchesFaceVarying(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
DST_BUFFER *duuBuffer, BufferDescriptor const &duuDesc,
DST_BUFFER *duvBuffer, BufferDescriptor const &duvDesc,
DST_BUFFER *dvvBuffer, BufferDescriptor const &dvvDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable,
int fvarChannel,
GLXFBEvaluator const *instance,
void * deviceContext = NULL) {
if (instance) {
return instance->EvalPatchesFaceVarying(
srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
duuBuffer, duuDesc,
duvBuffer, duvDesc,
dvvBuffer, dvvDesc,
numPatchCoords, patchCoords,
patchTable, fvarChannel);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc,
duDesc, dvDesc,
duuDesc, duvDesc, dvvDesc);
if (instance) {
bool r = instance->EvalPatchesFaceVarying(
srcBuffer, srcDesc,
dstBuffer, dstDesc,
duBuffer, duDesc,
dvBuffer, dvDesc,
duuBuffer, duuDesc,
duvBuffer, duvDesc,
dvvBuffer, dvvDesc,
numPatchCoords, patchCoords,
patchTable, fvarChannel);
delete instance;
return r;
}
return false;
}
}
/// \brief Generic limit eval function. This function has a same
/// signature as other device kernels have so that it can be called
/// in the same way.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a GL
/// buffer object of source data
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param duBuffer Output buffer derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duDesc vertex buffer descriptor for the duBuffer
///
/// @param dvBuffer Output buffer derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvDesc vertex buffer descriptor for the dvBuffer
///
/// @param duuBuffer Output buffer 2nd derivative wrt u
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duuDesc vertex buffer descriptor for the duuBuffer
///
/// @param duvBuffer Output buffer 2nd derivative wrt u and v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param duvDesc vertex buffer descriptor for the duvBuffer
///
/// @param dvvBuffer Output buffer 2nd derivative wrt v
/// must have BindVBO() method returning a GL
/// buffer object of destination data
///
/// @param dvvDesc vertex buffer descriptor for the dvvBuffer
///
/// @param numPatchCoords number of patchCoords.
///
/// @param patchCoords array of locations to be evaluated.
/// must have BindVBO() method returning an
/// array of PatchCoord struct in VBO.
///
/// @param patchTable GLPatchTable or equivalent
///
/// @param fvarChannel face-varying channel
///
template <typename SRC_BUFFER, typename DST_BUFFER,
typename PATCHCOORD_BUFFER, typename PATCH_TABLE>
bool EvalPatchesFaceVarying(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
DST_BUFFER *duBuffer, BufferDescriptor const &duDesc,
DST_BUFFER *dvBuffer, BufferDescriptor const &dvDesc,
DST_BUFFER *duuBuffer, BufferDescriptor const &duuDesc,
DST_BUFFER *duvBuffer, BufferDescriptor const &duvDesc,
DST_BUFFER *dvvBuffer, BufferDescriptor const &dvvDesc,
int numPatchCoords,
PATCHCOORD_BUFFER *patchCoords,
PATCH_TABLE *patchTable,
int fvarChannel = 0) const {
return EvalPatches(srcBuffer->BindVBO(), srcDesc,
dstBuffer->BindVBO(), dstDesc,
duBuffer->BindVBO(), duDesc,
dvBuffer->BindVBO(), dvDesc,
duuBuffer->BindVBO(), duuDesc,
duvBuffer->BindVBO(), duvDesc,
dvvBuffer->BindVBO(), dvvDesc,
numPatchCoords,
patchCoords->BindVBO(),
patchTable->GetFVarPatchArrays(fvarChannel),
patchTable->GetFVarPatchIndexTextureBuffer(fvarChannel),
patchTable->GetFVarPatchParamTextureBuffer(fvarChannel));
}
/// ----------------------------------------------------------------------
///
/// Other methods
///
/// ----------------------------------------------------------------------
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
/// Configure GLSL kernel. A valid GL context must be made current before
/// calling this function. Returns false if it fails to compile the kernel.
bool Compile(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc = BufferDescriptor(),
BufferDescriptor const &dvDesc = BufferDescriptor(),
BufferDescriptor const &duuDesc = BufferDescriptor(),
BufferDescriptor const &duvDesc = BufferDescriptor(),
BufferDescriptor const &dvvDesc = BufferDescriptor());
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
/// Wait the dispatched kernel finishes.
static void Synchronize(void *kernel);
private:
GLuint _srcBufferTexture;
bool _interleavedDerivativeBuffers;
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
struct _StencilKernel {
_StencilKernel();
~_StencilKernel();
bool Compile(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
BufferDescriptor const &duuDesc,
BufferDescriptor const &duvDesc,
BufferDescriptor const &dvvDesc,
bool interleavedDerivativeBuffers);
GLuint program;
GLint uniformSrcBufferTexture;
GLint uniformSrcOffset; // src buffer offset (in elements)
GLint uniformSizesTexture;
GLint uniformOffsetsTexture;
GLint uniformIndicesTexture;
GLint uniformWeightsTexture;
GLint uniformDuWeightsTexture;
GLint uniformDvWeightsTexture;
GLint uniformDuuWeightsTexture;
GLint uniformDuvWeightsTexture;
GLint uniformDvvWeightsTexture;
GLint uniformStart; // range
GLint uniformEnd;
} _stencilKernel;
struct _PatchKernel {
_PatchKernel();
~_PatchKernel();
bool Compile(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
BufferDescriptor const &duuDesc,
BufferDescriptor const &duvDesc,
BufferDescriptor const &dvvDesc,
bool interleavedDerivativeBuffers);
GLuint program;
GLint uniformSrcBufferTexture;
GLint uniformSrcOffset; // src buffer offset (in elements)
GLint uniformPatchArray;
GLint uniformPatchParamTexture;
GLint uniformPatchIndexTexture;
} _patchKernel;
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OPENSUBDIV3_OSD_GL_XFB_EVALUATOR_H