OpenSubdiv/opensubdiv/osd/glslTransformFeedbackComputeController.h

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//
// Copyright 2013 Pixar
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//
// 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:
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//
// 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.
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//
// You may obtain a copy of the Apache License at
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//
// http://www.apache.org/licenses/LICENSE-2.0
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//
// 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.
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//
#ifndef OSD_GLSL_TRANSFORM_FEEDBACK_COMPUTE_CONTROLLER_H
#define OSD_GLSL_TRANSFORM_FEEDBACK_COMPUTE_CONTROLLER_H
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#include "../version.h"
#include "../far/kernelBatchDispatcher.h"
#include "../osd/glslTransformFeedbackComputeContext.h"
#include "../osd/vertexDescriptor.h"
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#include <vector>
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namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
class GLSLTransformFeedbackKernelBundle;
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/// \brief Compute controller for launching GLSLTransformFeedback transform feedback
/// subdivision kernels.
///
/// GLSLTransformFeedbackComputeController is a compute controller class to launch
/// GLSLTransformFeedback transfrom feedback subdivision kernels. It requires
/// GLVertexBufferInterface as arguments of Refine function.
///
/// Controller entities execute requests from Context instances that they share
/// common interfaces with. Controllers are attached to discrete compute devices
/// and share the devices resources with Context entities.
///
class GLSLTransformFeedbackComputeController {
public:
typedef GLSLTransformFeedbackComputeContext ComputeContext;
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/// Constructor.
GLSLTransformFeedbackComputeController();
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/// Destructor.
~GLSLTransformFeedbackComputeController();
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/// Execute subdivision kernels and apply to given vertex buffers.
///
/// @param context The GLSLTransformFeedbackComputeContext to apply
/// refinement operations to
///
/// @param batches Vector of batches of vertices organized by operative
/// kernel
///
/// @param vertexBuffer Vertex-interpolated data buffer
///
/// @param vertexDesc The descriptor of vertex elements to be refined.
/// if it's null, all primvars in the vertex buffer
/// will be refined.
///
/// @param varyingBuffer Vertex-interpolated data buffer
///
/// @param varyingDesc The descriptor of varying elements to be refined.
/// if it's null, all primvars in the vertex buffer
/// will be refined.
///
template<class VERTEX_BUFFER, class VARYING_BUFFER>
void Compute( GLSLTransformFeedbackComputeContext const * context,
Far::KernelBatchVector const & batches,
VERTEX_BUFFER * vertexBuffer,
VARYING_BUFFER * varyingBuffer,
VertexBufferDescriptor const * vertexDesc=NULL,
VertexBufferDescriptor const * varyingDesc=NULL ){
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if (batches.empty()) return;
if (vertexBuffer) {
bind(vertexBuffer, vertexDesc, _vertexTexture);
bindContextStencilTables(context, false);
Far::KernelBatchDispatcher::Apply(this, context, batches, /*maxlevel*/ -1);
}
if (varyingBuffer) {
bind(varyingBuffer, varyingDesc, _varyingTexture);
bindContextStencilTables(context, true);
Far::KernelBatchDispatcher::Apply(this, context, batches, /*maxlevel*/ -1);
}
unbind();
}
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/// Execute subdivision kernels and apply to given vertex buffers.
///
/// @param context The GLSLTransformFeedbackComputeContext to apply
/// refinement operations to
///
/// @param batches Vector of batches of vertices organized by operative
/// kernel
///
/// @param vertexBuffer Vertex-interpolated data buffer
///
template<class VERTEX_BUFFER>
void Compute(GLSLTransformFeedbackComputeContext const * context,
Far::KernelBatchVector const & batches,
VERTEX_BUFFER *vertexBuffer) {
Compute<VERTEX_BUFFER>(context, batches, vertexBuffer, (VERTEX_BUFFER*)0);
}
/// Waits until all running subdivision kernels finish.
void Synchronize();
protected:
friend class Far::KernelBatchDispatcher;
void ApplyStencilTableKernel(Far::KernelBatch const &batch,
ComputeContext const *context) const;
template<class BUFFER>
void bind( BUFFER * buffer, VertexBufferDescriptor const * desc,
GLuint feedbackTexture ) {
assert(buffer);
// if the vertex buffer descriptor is specified, use it
// otherwise, assumes the data is tightly packed in the vertex buffer.
if (desc) {
_currentBindState.desc = *desc;
} else {
int numElements = buffer ? buffer->GetNumElements() : 0;
_currentBindState.desc =
VertexBufferDescriptor(0, numElements, numElements);
}
_currentBindState.buffer = buffer->BindVBO();
_currentBindState.kernelBundle = getKernel(_currentBindState.desc);
bindBufferAndProgram(feedbackTexture);
}
// Unbinds any previously bound vertex and varying data buffers.
void unbind() {
_currentBindState.Reset();
unbindResources();
}
// binds the primvar data buffer and compute program
void bindBufferAndProgram(GLuint & texture);
// binds the stencil tables for 'vertex' interpolation
void bindContextStencilTables(ComputeContext const *context, bool varying=false);
// unbinds the primvar data buffer and compute program
void unbindResources();
private:
class KernelBundle;
// Bind state is a transitional state during refinement.
// It doesn't take an ownership of the vertex buffers.
struct BindState {
BindState() : buffer(0), kernelBundle(0) { }
void Reset() {
buffer = 0;
desc.Reset();
kernelBundle = 0;
}
GLuint buffer;
VertexBufferDescriptor desc;
KernelBundle const * kernelBundle;
};
BindState _currentBindState;
typedef std::vector<KernelBundle *> KernelRegistry;
KernelBundle const * getKernel(VertexBufferDescriptor const &desc);
KernelRegistry _kernelRegistry;
GLuint _vertexTexture,
_varyingTexture,
_vao;
};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_GLSL_TRANSFORM_FEEDBACK_COMPUTE_CONTROLLER_H