OpenSubdiv/opensubdiv/osd/glslComputeContext.cpp

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//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
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// any additions or changes to the software.
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// with this license.
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#if not defined(__APPLE__)
#if defined(_WIN32)
#include <windows.h>
#endif
#include <GL/glew.h>
#else
#include <OpenGL/gl3.h>
#endif
#include "../osd/debug.h"
#include "../osd/error.h"
#include "../osd/glslComputeContext.h"
#include "../osd/glslDispatcher.h"
#include "../osd/glslKernelBundle.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdGLSLComputeTable::OsdGLSLComputeTable(const FarTable<int> &farTable)
: _buffer(0), _marker(farTable.GetMarkers()) {
createBuffer(farTable.GetMemoryUsed(), farTable[0]);
}
OsdGLSLComputeTable::OsdGLSLComputeTable(const FarTable<unsigned int> &farTable)
: _buffer(0), _marker(farTable.GetMarkers()) {
createBuffer(farTable.GetMemoryUsed(), farTable[0]);
}
OsdGLSLComputeTable::OsdGLSLComputeTable(const FarTable<float> &farTable)
: _buffer(0), _marker(farTable.GetMarkers()) {
createBuffer(farTable.GetMemoryUsed(), farTable[0]);
}
void
OsdGLSLComputeTable::createBuffer(int size, const void *ptr) {
GLint prev = 0;
glGenBuffers(1, &_buffer);
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &prev);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, _buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, size, ptr, GL_STATIC_DRAW);
/*
CHECK_GL_ERROR("UpdateTable tableIndex %d, size %ld, buffer =%d\n",
tableIndex, size, _tableBuffers[tableIndex]);
*/
glBindBuffer(GL_SHADER_STORAGE_BUFFER, prev);
}
OsdGLSLComputeTable::~OsdGLSLComputeTable() {
glDeleteBuffers(1, &_buffer);
}
GLuint
OsdGLSLComputeTable::GetBuffer() const {
return _buffer;
}
int
OsdGLSLComputeTable::GetMarker(int level) const {
return _marker[level];
}
int
OsdGLSLComputeTable::GetNumElements(int level) const {
return _marker[level+1] - _marker[level];
}
// ----------------------------------------------------------------------------
OsdGLSLComputeHEditTable::OsdGLSLComputeHEditTable(
const FarVertexEditTables<OsdVertex>::VertexEditBatch &batch)
: _primvarIndicesTable(new OsdGLSLComputeTable(batch.GetVertexIndices())),
_editValuesTable(new OsdGLSLComputeTable(batch.GetValues())) {
_operation = batch.GetOperation();
_primvarOffset = batch.GetPrimvarIndex();
_primvarWidth = batch.GetPrimvarWidth();
}
OsdGLSLComputeHEditTable::~OsdGLSLComputeHEditTable() {
delete _primvarIndicesTable;
delete _editValuesTable;
}
const OsdGLSLComputeTable *
OsdGLSLComputeHEditTable::GetPrimvarIndices() const {
return _primvarIndicesTable;
}
const OsdGLSLComputeTable *
OsdGLSLComputeHEditTable::GetEditValues() const {
return _editValuesTable;
}
int
OsdGLSLComputeHEditTable::GetOperation() const {
return _operation;
}
int
OsdGLSLComputeHEditTable::GetPrimvarOffset() const {
return _primvarOffset;
}
int
OsdGLSLComputeHEditTable::GetPrimvarWidth() const {
return _primvarWidth;
}
// ----------------------------------------------------------------------------
OsdGLSLComputeContext::OsdGLSLComputeContext(
FarMesh<OsdVertex> *farMesh)
: OsdComputeContext(farMesh),
_vertexTexture(0), _varyingTexture(0) {
FarSubdivisionTables<OsdVertex> const * farTables =
farMesh->GetSubdivisionTables();
// allocate 5 or 7 tables
// XXXtakahito: Although _tables size depends on table type, F_IT is set
// to NULL even in loop case, to determine the condition in
// bindShaderStorageBuffer()...
_tables.resize(7, 0);
_tables[Table::E_IT] = new OsdGLSLComputeTable(farTables->Get_E_IT());
_tables[Table::V_IT] = new OsdGLSLComputeTable(farTables->Get_V_IT());
_tables[Table::V_ITa] = new OsdGLSLComputeTable(farTables->Get_V_ITa());
_tables[Table::E_W] = new OsdGLSLComputeTable(farTables->Get_E_W());
_tables[Table::V_W] = new OsdGLSLComputeTable(farTables->Get_V_W());
if (const FarCatmarkSubdivisionTables<OsdVertex> * ccTables =
dynamic_cast<const FarCatmarkSubdivisionTables<OsdVertex>*>(farTables)) {
// catmark
_tables[Table::F_IT] = new OsdGLSLComputeTable(ccTables->Get_F_IT());
_tables[Table::F_ITa] = new OsdGLSLComputeTable(ccTables->Get_F_ITa());
} else if (const FarBilinearSubdivisionTables<OsdVertex> * bTables =
dynamic_cast<const FarBilinearSubdivisionTables<OsdVertex>*>(farTables)) {
// bilinear
_tables[Table::F_IT] = new OsdGLSLComputeTable(bTables->Get_F_IT());
_tables[Table::F_ITa] = new OsdGLSLComputeTable(bTables->Get_F_ITa());
} else {
_tables[Table::F_IT] = NULL;
_tables[Table::F_ITa] = NULL;
}
// create hedit tables
FarVertexEditTables<OsdVertex> const *editTables = farMesh->GetVertexEdit();
if (editTables) {
int numEditBatches = editTables->GetNumBatches();
_editTables.reserve(numEditBatches);
for (int i = 0; i < numEditBatches; ++i) {
const FarVertexEditTables<OsdVertex>::VertexEditBatch & edit =
editTables->GetBatch(i);
_editTables.push_back(new OsdGLSLComputeHEditTable(edit));
}
}
}
OsdGLSLComputeContext::~OsdGLSLComputeContext() {
for (size_t i = 0; i < _tables.size(); ++i) {
delete _tables[i];
}
for (size_t i = 0; i < _editTables.size(); ++i) {
delete _editTables[i];
}
}
const OsdGLSLComputeTable *
OsdGLSLComputeContext::GetTable(int tableIndex) const {
return _tables[tableIndex];
}
int
OsdGLSLComputeContext::GetNumEditTables() const {
return static_cast<int>(_editTables.size());
}
const OsdGLSLComputeHEditTable *
OsdGLSLComputeContext::GetEditTable(int tableIndex) const {
return _editTables[tableIndex];
}
GLuint
OsdGLSLComputeContext::GetCurrentVertexBuffer() const {
return _currentVertexBuffer;
}
GLuint
OsdGLSLComputeContext::GetCurrentVaryingBuffer() const {
return _currentVaryingBuffer;
}
int
OsdGLSLComputeContext::GetNumCurrentVertexElements() const {
return _numVertexElements;
}
int
OsdGLSLComputeContext::GetNumCurrentVaryingElements() const {
return _numVaryingElements;
}
OsdGLSLComputeKernelBundle *
OsdGLSLComputeContext::GetKernelBundle() const {
return _kernelBundle;
}
void
OsdGLSLComputeContext::SetKernelBundle(
OsdGLSLComputeKernelBundle *kernelBundle) {
_kernelBundle = kernelBundle;
}
OsdGLSLComputeContext *
OsdGLSLComputeContext::Create(FarMesh<OsdVertex> *farmesh) {
return new OsdGLSLComputeContext(farmesh);
}
void
OsdGLSLComputeContext::BindEditShaderStorageBuffers(int editIndex) {
const OsdGLSLComputeHEditTable * edit = _editTables[editIndex];
const OsdGLSLComputeTable * primvarIndices = edit->GetPrimvarIndices();
const OsdGLSLComputeTable * editValues = edit->GetEditValues();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9,
primvarIndices->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10,
editValues->GetBuffer());
}
void
OsdGLSLComputeContext::UnbindEditShaderStorageBuffers() {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10, 0);
}
void
OsdGLSLComputeContext::bindShaderStorageBuffers() {
_kernelBundle->UseProgram();
if (_currentVertexBuffer)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, _currentVertexBuffer);
if (_currentVaryingBuffer)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, _currentVaryingBuffer);
// XXX: should be better handling for loop subdivision.
if (_tables[Table::F_IT]) {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2,
_tables[Table::F_IT]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3,
_tables[Table::F_ITa]->GetBuffer());
}
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4,
_tables[Table::E_IT]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5,
_tables[Table::V_IT]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6,
_tables[Table::V_ITa]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7,
_tables[Table::E_W]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8,
_tables[Table::V_W]->GetBuffer());
}
void
OsdGLSLComputeContext::unbindShaderStorageBuffers() {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0);
if (_tables[Table::F_IT]) {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
}
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8, 0);
glUseProgram(0);
OSD_DEBUG_CHECK_GL_ERROR("UnbindTextures");
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv