OpenSubdiv/opensubdiv/osd/glslTransformFeedbackComputeContext.cpp

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//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
2013-07-18 21:19:50 +00:00
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include "../version.h"
#include "../far/subdivisionTables.h"
#include "../osd/debug.h"
#include "../osd/glslTransformFeedbackComputeContext.h"
#include "../osd/glslTransformFeedbackKernelBundle.h"
#include "../osd/opengl.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
void
OsdGLSLTransformFeedbackTable::createTextureBuffer(size_t size, const void *ptr, GLenum type) {
GLuint buffer;
glGenBuffers(1, &buffer);
glGenTextures(1, &_texture);
#if defined(GL_EXT_direct_state_access)
glNamedBufferDataEXT(buffer, size, ptr, GL_STATIC_DRAW);
glTextureBufferEXT(_texture, GL_TEXTURE_BUFFER, type, buffer);
#else
GLint prev = 0;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, size, ptr, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, prev);
glGetIntegerv(GL_TEXTURE_BINDING_BUFFER, &prev);
glBindTexture(GL_TEXTURE_BUFFER, _texture);
glTexBuffer(GL_TEXTURE_BUFFER, type, buffer);
glBindTexture(GL_TEXTURE_BUFFER, prev);
#endif
glDeleteBuffers(1, &buffer);
}
OsdGLSLTransformFeedbackTable::~OsdGLSLTransformFeedbackTable() {
glDeleteTextures(1, &_texture);
}
GLuint
OsdGLSLTransformFeedbackTable::GetTexture() const {
return _texture;
}
// ----------------------------------------------------------------------------
OsdGLSLTransformFeedbackHEditTable::OsdGLSLTransformFeedbackHEditTable(
const FarVertexEditTables::VertexEditBatch &batch)
: _primvarIndicesTable(new OsdGLSLTransformFeedbackTable(batch.GetVertexIndices(), GL_R32UI)),
_editValuesTable(new OsdGLSLTransformFeedbackTable(batch.GetValues(), GL_R32F)) {
_operation = batch.GetOperation();
_primvarOffset = batch.GetPrimvarIndex();
_primvarWidth = batch.GetPrimvarWidth();
}
OsdGLSLTransformFeedbackHEditTable::~OsdGLSLTransformFeedbackHEditTable() {
delete _primvarIndicesTable;
delete _editValuesTable;
}
const OsdGLSLTransformFeedbackTable *
OsdGLSLTransformFeedbackHEditTable::GetPrimvarIndices() const {
return _primvarIndicesTable;
}
const OsdGLSLTransformFeedbackTable *
OsdGLSLTransformFeedbackHEditTable::GetEditValues() const {
return _editValuesTable;
}
int
OsdGLSLTransformFeedbackHEditTable::GetOperation() const {
return _operation;
}
int
OsdGLSLTransformFeedbackHEditTable::GetPrimvarOffset() const {
return _primvarOffset;
}
int
OsdGLSLTransformFeedbackHEditTable::GetPrimvarWidth() const {
return _primvarWidth;
}
// ----------------------------------------------------------------------------
OsdGLSLTransformFeedbackComputeContext::OsdGLSLTransformFeedbackComputeContext(
FarSubdivisionTables const *subdivisionTables,
FarVertexEditTables const *vertexEditTables) :
_vertexTexture(0), _varyingTexture(0) {
// allocate 5 or 7 tables
_tables.resize(7, 0);
_tables[FarSubdivisionTables::E_IT] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_E_IT(), GL_R32I);
_tables[FarSubdivisionTables::V_IT] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_V_IT(), GL_R32UI);
_tables[FarSubdivisionTables::V_ITa] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_V_ITa(), GL_R32I);
_tables[FarSubdivisionTables::E_W] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_E_W(), GL_R32F);
_tables[FarSubdivisionTables::V_W] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_V_W(), GL_R32F);
if (subdivisionTables->GetNumTables() > 5) {
// catmark, bilinear
_tables[FarSubdivisionTables::F_IT] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_F_IT(), GL_R32UI);
_tables[FarSubdivisionTables::F_ITa] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_F_ITa(), GL_R32I);
} else {
// loop
_tables[FarSubdivisionTables::F_IT] = NULL;
_tables[FarSubdivisionTables::F_ITa] = NULL;
}
// create hedit tables
if (vertexEditTables) {
int numEditBatches = vertexEditTables->GetNumBatches();
_editTables.reserve(numEditBatches);
for (int i = 0; i < numEditBatches; ++i) {
const FarVertexEditTables::VertexEditBatch & edit = vertexEditTables->GetBatch(i);
_editTables.push_back(new OsdGLSLTransformFeedbackHEditTable(edit));
}
}
}
OsdGLSLTransformFeedbackComputeContext::~OsdGLSLTransformFeedbackComputeContext() {
for (size_t i = 0; i < _tables.size(); ++i) {
delete _tables[i];
}
for (size_t i = 0; i < _editTables.size(); ++i) {
delete _editTables[i];
}
if (_vertexTexture) glDeleteTextures(1, &_vertexTexture);
if (_varyingTexture) glDeleteTextures(1, &_varyingTexture);
}
const OsdGLSLTransformFeedbackTable *
OsdGLSLTransformFeedbackComputeContext::GetTable(int tableIndex) const {
return _tables[tableIndex];
}
int
OsdGLSLTransformFeedbackComputeContext::GetNumEditTables() const {
return static_cast<int>(_editTables.size());
}
const OsdGLSLTransformFeedbackHEditTable *
OsdGLSLTransformFeedbackComputeContext::GetEditTable(int tableIndex) const {
return _editTables[tableIndex];
}
GLuint
OsdGLSLTransformFeedbackComputeContext::GetCurrentVertexBuffer() const {
return _currentVertexBuffer;
}
GLuint
OsdGLSLTransformFeedbackComputeContext::GetCurrentVaryingBuffer() const {
return _currentVaryingBuffer;
}
OsdGLSLTransformFeedbackKernelBundle *
OsdGLSLTransformFeedbackComputeContext::GetKernelBundle() const {
return _kernelBundle;
}
void
OsdGLSLTransformFeedbackComputeContext::SetKernelBundle(OsdGLSLTransformFeedbackKernelBundle *kernelBundle) {
_kernelBundle = kernelBundle;
}
OsdGLSLTransformFeedbackComputeContext *
OsdGLSLTransformFeedbackComputeContext::Create(FarSubdivisionTables const *subdivisionTables,
FarVertexEditTables const *vertexEditTables) {
return new OsdGLSLTransformFeedbackComputeContext(subdivisionTables, vertexEditTables);
}
void
OsdGLSLTransformFeedbackComputeContext::BindEditTextures(int editIndex) {
const OsdGLSLTransformFeedbackHEditTable * edit = _editTables[editIndex];
const OsdGLSLTransformFeedbackTable * primvarIndices = edit->GetPrimvarIndices();
const OsdGLSLTransformFeedbackTable * editValues = edit->GetEditValues();
bindTexture(_kernelBundle->GetEditIndicesUniformLocation(),
primvarIndices->GetTexture(), 9);
bindTexture(_kernelBundle->GetEditValuesUniformLocation(),
editValues->GetTexture(), 10);
}
void
OsdGLSLTransformFeedbackComputeContext::UnbindEditTextures() {
unbindTexture(9);
unbindTexture(10);
}
void
OsdGLSLTransformFeedbackComputeContext::bindTexture(GLint samplerUniform, GLuint texture, int unit) {
if (samplerUniform == -1) return;
glUniform1i(samplerUniform, unit);
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_BUFFER, texture);
glActiveTexture(GL_TEXTURE0);
}
void
OsdGLSLTransformFeedbackComputeContext::unbindTexture(GLuint unit) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_BUFFER, 0);
}
void
OsdGLSLTransformFeedbackComputeContext::bind() {
glEnable(GL_RASTERIZER_DISCARD);
_kernelBundle->UseProgram();
// bind vertex texture
if (_currentVertexBuffer) {
if (not _vertexTexture) glGenTextures(1, &_vertexTexture);
#if defined(GL_EXT_direct_state_access)
glTextureBufferEXT(_vertexTexture, GL_TEXTURE_BUFFER, GL_R32F, _currentVertexBuffer);
#else
glBindTexture(GL_TEXTURE_BUFFER, _vertexTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, _currentVertexBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
#endif
}
if (_currentVaryingBuffer) {
if (not _varyingTexture) glGenTextures(1, &_varyingTexture);
#if defined(GL_EXT_direct_state_access)
glTextureBufferEXT(_varyingTexture, GL_TEXTURE_BUFFER, GL_R32F, _currentVaryingBuffer);
#else
glBindTexture(GL_TEXTURE_BUFFER, _varyingTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, _currentVaryingBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
#endif
}
if (_vertexTexture)
bindTexture(_kernelBundle->GetVertexUniformLocation(), _vertexTexture, 0);
if (_varyingTexture)
bindTexture(_kernelBundle->GetVaryingUniformLocation(), _varyingTexture, 1);
// XXX: loop...
if (_tables[FarSubdivisionTables::F_IT]) {
bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::F_IT),
_tables[FarSubdivisionTables::F_IT]->GetTexture(), 2);
bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::F_ITa),
_tables[FarSubdivisionTables::F_ITa]->GetTexture(), 3);
}
bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::E_IT),
_tables[FarSubdivisionTables::E_IT]->GetTexture(), 4);
bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::V_IT),
_tables[FarSubdivisionTables::V_IT]->GetTexture(), 5);
bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::V_ITa),
_tables[FarSubdivisionTables::V_ITa]->GetTexture(), 6);
bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::E_W),
_tables[FarSubdivisionTables::E_W]->GetTexture(), 7);
bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::V_W),
_tables[FarSubdivisionTables::V_W]->GetTexture(), 8);
// bind texture image (for edit kernel)
glUniform1i(_kernelBundle->GetVertexBufferImageUniformLocation(), 0);
glBindImageTexture(0, _vertexTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
}
void
OsdGLSLTransformFeedbackComputeContext::unbind() {
for (int i = 8; i >= 0; --i) {
unbindTexture(i);
}
glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
glDisable(GL_RASTERIZER_DISCARD);
glUseProgram(0);
glActiveTexture(GL_TEXTURE0);
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv