OpenSubdiv/opensubdiv/osd/glslKernelBundle.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.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
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// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
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// including the license conditions and limitations in section 3,
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// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
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// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
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#include <stdio.h>
#ifdef _MSC_VER
#define snprintf _snprintf
#endif
#include "../osd/debug.h"
#include "../osd/error.h"
#include "../osd/glslKernelBundle.h"
#include "../osd/vertex.h"
#include "../far/subdivisionTables.h"
#include "../osd/opengl.h"
#include <cassert>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
static const char *shaderSource =
#include "../osd/glslComputeKernel.inc"
;
OsdGLSLComputeKernelBundle::OsdGLSLComputeKernelBundle()
: _program(0) {
// XXX: too rough!
_workGroupSize = 64;
}
OsdGLSLComputeKernelBundle::~OsdGLSLComputeKernelBundle() {
if (_program)
glDeleteProgram(_program);
}
bool
OsdGLSLComputeKernelBundle::Compile(int numVertexElements, int numVaryingElements) {
_vdesc.Set(numVertexElements, numVaryingElements );
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
_program = glCreateProgram();
GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
char constantDefine[256];
snprintf(constantDefine, 256,
"#define NUM_VERTEX_ELEMENTS %d\n"
"#define NUM_VARYING_ELEMENTS %d\n"
"#define WORK_GROUP_SIZE %d\n",
numVertexElements, numVaryingElements, _workGroupSize);
const char *shaderSources[3];
shaderSources[0] = constantDefine;
shaderSources[1] = shaderSource;
glShaderSource(shader, 2, shaderSources, NULL);
glCompileShader(shader);
glAttachShader(_program, shader);
GLint linked = 0;
glLinkProgram(_program);
glGetProgramiv(_program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char buffer[1024];
glGetShaderInfoLog(shader, 1024, NULL, buffer);
OsdError(OSD_GLSL_LINK_ERROR, buffer);
glGetProgramInfoLog(_program, 1024, NULL, buffer);
OsdError(OSD_GLSL_LINK_ERROR, buffer);
glDeleteProgram(_program);
_program = 0;
// XXX ERROR HANDLE
printf("%s\n", constantDefine);
assert(false);
return false;
}
glDeleteShader(shader);
_subComputeFace = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"catmarkComputeFace");
_subComputeEdge = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"catmarkComputeEdge");
_subComputeBilinearEdge = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"bilinearComputeEdge");
_subComputeVertex = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"bilinearComputeVertex");
_subComputeVertexA = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"catmarkComputeVertexA");
_subComputeCatmarkVertexB = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"catmarkComputeVertexB");
_subComputeLoopVertexB = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"loopComputeVertexB");
// set uniform locations for compute
_uniformVertexPass = glGetUniformLocation(_program, "vertexPass");
_uniformVertexOffset = glGetUniformLocation(_program, "vertexOffset");
_uniformTableOffset = glGetUniformLocation(_program, "tableOffset");
_uniformIndexStart = glGetUniformLocation(_program, "indexStart");
_uniformIndexEnd = glGetUniformLocation(_program, "indexEnd");
_tableUniforms[FarSubdivisionTables<OsdVertex>::F_IT] = glGetUniformLocation(_program, "_F0_IT");
_tableUniforms[FarSubdivisionTables<OsdVertex>::F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
_tableUniforms[FarSubdivisionTables<OsdVertex>::E_IT] = glGetUniformLocation(_program, "_E0_IT");
_tableUniforms[FarSubdivisionTables<OsdVertex>::V_IT] = glGetUniformLocation(_program, "_V0_IT");
_tableUniforms[FarSubdivisionTables<OsdVertex>::V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
_tableUniforms[FarSubdivisionTables<OsdVertex>::E_W] = glGetUniformLocation(_program, "_E0_S");
_tableUniforms[FarSubdivisionTables<OsdVertex>::V_W] = glGetUniformLocation(_program, "_V0_S");
// set unfiorm locations for edit
_subEditAdd = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"editAdd");
_uniformEditPrimVarOffset = glGetUniformLocation(_program, "editPrimVarOffset");
_uniformEditPrimVarWidth = glGetUniformLocation(_program, "editPrimVarWidth");
return true;
}
void
OsdGLSLComputeKernelBundle::dispatchCompute(
int vertexOffset, int tableOffset, int start, int end) const {
int count = end - start;
if (count <= 0) return;
// set batch range
glUniform1i(_uniformVertexOffset, vertexOffset);
glUniform1i(_uniformTableOffset, tableOffset);
glUniform1i(_uniformIndexStart, start);
glUniform1i(_uniformIndexEnd, end);
// execute
glDispatchCompute(count/_workGroupSize + 1, 1, 1);
// sync for later reading (slow..)
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
}
void
OsdGLSLComputeKernelBundle::ApplyBilinearFaceVerticesKernel(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeFace);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyBilinearEdgeVerticesKernel(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeBilinearEdge);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyBilinearVertexVerticesKernel(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeVertex);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyCatmarkFaceVerticesKernel(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeFace);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyCatmarkEdgeVerticesKernel(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeEdge);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyCatmarkVertexVerticesKernelB(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeCatmarkVertexB);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyCatmarkVertexVerticesKernelA(
int vertexOffset, int tableOffset, int start, int end, bool pass) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeVertexA);
glUniform1i(_uniformVertexPass, pass ? 1 : 0);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyLoopEdgeVerticesKernel(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeEdge);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyLoopVertexVerticesKernelB(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeLoopVertexB);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyLoopVertexVerticesKernelA(
int vertexOffset, int tableOffset, int start, int end, bool pass) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeVertexA);
glUniform1i(_uniformVertexPass, pass ? 1 : 0);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyEditAdd(
int primvarOffset, int primvarWidth,
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subEditAdd);
glUniform1i(_uniformEditPrimVarOffset, primvarOffset);
glUniform1i(_uniformEditPrimVarWidth, primvarWidth);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::UseProgram() const
{
glUseProgram(_program);
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv