mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 15:20:07 +00:00
376 lines
12 KiB
C++
376 lines
12 KiB
C++
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//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#if not defined(__APPLE__)
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#if defined(_WIN32)
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#include <windows.h>
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#endif
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#include <GL/glew.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#include "../osd/debug.h"
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#include "../osd/error.h"
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#include "../osd/glslComputeContext.h"
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#include "../osd/glslDispatcher.h"
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#include "../osd/glslKernelBundle.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdGLSLComputeTable::OsdGLSLComputeTable(const FarTable<int> &farTable)
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: _buffer(0), _marker(farTable.GetMarkers()) {
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createBuffer(farTable.GetMemoryUsed(), farTable[0]);
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}
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OsdGLSLComputeTable::OsdGLSLComputeTable(const FarTable<unsigned int> &farTable)
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: _buffer(0), _marker(farTable.GetMarkers()) {
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createBuffer(farTable.GetMemoryUsed(), farTable[0]);
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}
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OsdGLSLComputeTable::OsdGLSLComputeTable(const FarTable<float> &farTable)
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: _buffer(0), _marker(farTable.GetMarkers()) {
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createBuffer(farTable.GetMemoryUsed(), farTable[0]);
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}
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void
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OsdGLSLComputeTable::createBuffer(int size, const void *ptr) {
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GLint prev = 0;
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glGenBuffers(1, &_buffer);
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &prev);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, _buffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, size, ptr, GL_STATIC_DRAW);
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/*
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CHECK_GL_ERROR("UpdateTable tableIndex %d, size %ld, buffer =%d\n",
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tableIndex, size, _tableBuffers[tableIndex]);
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*/
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, prev);
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}
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OsdGLSLComputeTable::~OsdGLSLComputeTable() {
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glDeleteBuffers(1, &_buffer);
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}
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GLuint
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OsdGLSLComputeTable::GetBuffer() const {
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return _buffer;
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}
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int
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OsdGLSLComputeTable::GetMarker(int level) const {
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return _marker[level];
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}
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int
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OsdGLSLComputeTable::GetNumElements(int level) const {
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return _marker[level+1] - _marker[level];
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}
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// ----------------------------------------------------------------------------
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OsdGLSLComputeHEditTable::OsdGLSLComputeHEditTable(
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const FarVertexEditTables<OsdVertex>::VertexEditBatch &batch)
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: _primvarIndicesTable(new OsdGLSLComputeTable(batch.GetVertexIndices())),
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_editValuesTable(new OsdGLSLComputeTable(batch.GetValues())) {
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_operation = batch.GetOperation();
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_primvarOffset = batch.GetPrimvarIndex();
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_primvarWidth = batch.GetPrimvarWidth();
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}
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OsdGLSLComputeHEditTable::~OsdGLSLComputeHEditTable() {
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delete _primvarIndicesTable;
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delete _editValuesTable;
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}
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const OsdGLSLComputeTable *
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OsdGLSLComputeHEditTable::GetPrimvarIndices() const {
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return _primvarIndicesTable;
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}
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const OsdGLSLComputeTable *
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OsdGLSLComputeHEditTable::GetEditValues() const {
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return _editValuesTable;
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}
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int
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OsdGLSLComputeHEditTable::GetOperation() const {
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return _operation;
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}
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int
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OsdGLSLComputeHEditTable::GetPrimvarOffset() const {
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return _primvarOffset;
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}
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int
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OsdGLSLComputeHEditTable::GetPrimvarWidth() const {
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return _primvarWidth;
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}
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// ----------------------------------------------------------------------------
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OsdGLSLComputeContext::OsdGLSLComputeContext(
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FarMesh<OsdVertex> *farMesh)
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: OsdComputeContext(farMesh),
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_vertexTexture(0), _varyingTexture(0) {
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FarSubdivisionTables<OsdVertex> const * farTables =
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farMesh->GetSubdivisionTables();
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// allocate 5 or 7 tables
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// XXXtakahito: Although _tables size depends on table type, F_IT is set
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// to NULL even in loop case, to determine the condition in
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// bindShaderStorageBuffer()...
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_tables.resize(7, 0);
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_tables[Table::E_IT] = new OsdGLSLComputeTable(farTables->Get_E_IT());
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_tables[Table::V_IT] = new OsdGLSLComputeTable(farTables->Get_V_IT());
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_tables[Table::V_ITa] = new OsdGLSLComputeTable(farTables->Get_V_ITa());
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_tables[Table::E_W] = new OsdGLSLComputeTable(farTables->Get_E_W());
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_tables[Table::V_W] = new OsdGLSLComputeTable(farTables->Get_V_W());
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if (const FarCatmarkSubdivisionTables<OsdVertex> * ccTables =
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dynamic_cast<const FarCatmarkSubdivisionTables<OsdVertex>*>(farTables)) {
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// catmark
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_tables[Table::F_IT] = new OsdGLSLComputeTable(ccTables->Get_F_IT());
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_tables[Table::F_ITa] = new OsdGLSLComputeTable(ccTables->Get_F_ITa());
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} else if (const FarBilinearSubdivisionTables<OsdVertex> * bTables =
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dynamic_cast<const FarBilinearSubdivisionTables<OsdVertex>*>(farTables)) {
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// bilinear
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_tables[Table::F_IT] = new OsdGLSLComputeTable(bTables->Get_F_IT());
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_tables[Table::F_ITa] = new OsdGLSLComputeTable(bTables->Get_F_ITa());
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} else {
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_tables[Table::F_IT] = NULL;
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_tables[Table::F_ITa] = NULL;
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}
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// create hedit tables
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FarVertexEditTables<OsdVertex> const *editTables = farMesh->GetVertexEdit();
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if (editTables) {
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int numEditBatches = editTables->GetNumBatches();
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_editTables.reserve(numEditBatches);
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for (int i = 0; i < numEditBatches; ++i) {
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const FarVertexEditTables<OsdVertex>::VertexEditBatch & edit =
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editTables->GetBatch(i);
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_editTables.push_back(new OsdGLSLComputeHEditTable(edit));
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}
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}
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}
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OsdGLSLComputeContext::~OsdGLSLComputeContext() {
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for (size_t i = 0; i < _tables.size(); ++i) {
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delete _tables[i];
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}
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for (size_t i = 0; i < _editTables.size(); ++i) {
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delete _editTables[i];
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}
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}
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const OsdGLSLComputeTable *
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OsdGLSLComputeContext::GetTable(int tableIndex) const {
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return _tables[tableIndex];
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}
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int
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OsdGLSLComputeContext::GetNumEditTables() const {
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return static_cast<int>(_editTables.size());
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}
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const OsdGLSLComputeHEditTable *
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OsdGLSLComputeContext::GetEditTable(int tableIndex) const {
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return _editTables[tableIndex];
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}
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GLuint
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OsdGLSLComputeContext::GetCurrentVertexBuffer() const {
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return _currentVertexBuffer;
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}
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GLuint
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OsdGLSLComputeContext::GetCurrentVaryingBuffer() const {
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return _currentVaryingBuffer;
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}
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int
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OsdGLSLComputeContext::GetNumCurrentVertexElements() const {
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return _numVertexElements;
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}
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int
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OsdGLSLComputeContext::GetNumCurrentVaryingElements() const {
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return _numVaryingElements;
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}
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OsdGLSLComputeKernelBundle *
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OsdGLSLComputeContext::GetKernelBundle() const {
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return _kernelBundle;
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}
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void
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OsdGLSLComputeContext::SetKernelBundle(
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OsdGLSLComputeKernelBundle *kernelBundle) {
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_kernelBundle = kernelBundle;
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}
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OsdGLSLComputeContext *
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OsdGLSLComputeContext::Create(FarMesh<OsdVertex> *farmesh) {
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return new OsdGLSLComputeContext(farmesh);
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}
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void
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OsdGLSLComputeContext::BindEditShaderStorageBuffers(int editIndex) {
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const OsdGLSLComputeHEditTable * edit = _editTables[editIndex];
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const OsdGLSLComputeTable * primvarIndices = edit->GetPrimvarIndices();
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const OsdGLSLComputeTable * editValues = edit->GetEditValues();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9,
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primvarIndices->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10,
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editValues->GetBuffer());
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}
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void
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OsdGLSLComputeContext::UnbindEditShaderStorageBuffers() {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10, 0);
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}
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void
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OsdGLSLComputeContext::bindShaderStorageBuffers() {
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_kernelBundle->UseProgram();
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if (_currentVertexBuffer)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, _currentVertexBuffer);
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if (_currentVaryingBuffer)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, _currentVaryingBuffer);
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// XXX: should be better handling for loop subdivision.
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if (_tables[Table::F_IT]) {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2,
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_tables[Table::F_IT]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3,
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_tables[Table::F_ITa]->GetBuffer());
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}
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4,
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_tables[Table::E_IT]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5,
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_tables[Table::V_IT]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6,
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_tables[Table::V_ITa]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7,
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_tables[Table::E_W]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8,
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_tables[Table::V_W]->GetBuffer());
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}
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void
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OsdGLSLComputeContext::unbindShaderStorageBuffers() {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0);
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if (_tables[Table::F_IT]) {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
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}
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8, 0);
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glUseProgram(0);
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OSD_DEBUG_CHECK_GL_ERROR("UnbindTextures");
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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