2012-12-11 01:15:13 +00:00
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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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2012-12-20 18:25:41 +00:00
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#if defined(__APPLE__)
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2012-12-11 01:15:13 +00:00
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#include <OpenGL/gl3.h>
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2012-12-20 18:25:41 +00:00
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#else
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#include <GL/glew.h>
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2012-12-11 01:15:13 +00:00
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#endif
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#include <stdio.h>
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#ifdef _MSC_VER
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#define snprintf _snprintf
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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/glslKernelBundle.h"
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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static const char *shaderSource =
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#include "../osd/glslComputeKernel.inc"
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;
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OsdGLSLComputeKernelBundle::OsdGLSLComputeKernelBundle()
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: _program(0) {
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// XXX: too rough!
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_workGroupSize = 64;
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}
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OsdGLSLComputeKernelBundle::~OsdGLSLComputeKernelBundle() {
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if (_program)
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glDeleteProgram(_program);
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}
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bool
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OsdGLSLComputeKernelBundle::Compile(int numVertexElements,
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int numVaryingElements) {
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_numVertexElements = numVertexElements;
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_numVaryingElements = numVaryingElements;
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if (_program) {
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glDeleteProgram(_program);
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_program = 0;
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}
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_program = glCreateProgram();
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GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
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char constantDefine[256];
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snprintf(constantDefine, 256,
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"#define NUM_VERTEX_ELEMENTS %d\n"
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"#define NUM_VARYING_ELEMENTS %d\n"
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"#define WORK_GROUP_SIZE %d\n",
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numVertexElements, numVaryingElements, _workGroupSize);
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const char *shaderSources[3];
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shaderSources[0] = constantDefine;
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shaderSources[1] = shaderSource;
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glShaderSource(shader, 2, shaderSources, NULL);
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glCompileShader(shader);
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glAttachShader(_program, shader);
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GLint linked = 0;
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glLinkProgram(_program);
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glGetProgramiv(_program, GL_LINK_STATUS, &linked);
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if (linked == GL_FALSE) {
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char buffer[1024];
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glGetShaderInfoLog(shader, 1024, NULL, buffer);
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OsdError(OSD_GLSL_LINK_ERROR, buffer);
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glGetProgramInfoLog(_program, 1024, NULL, buffer);
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OsdError(OSD_GLSL_LINK_ERROR, buffer);
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glDeleteProgram(_program);
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_program = 0;
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// XXX ERROR HANDLE
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printf("%s\n", constantDefine);
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assert(false);
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return false;
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}
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glDeleteShader(shader);
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_subComputeFace = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"catmarkComputeFace");
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_subComputeEdge = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"catmarkComputeEdge");
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_subComputeBilinearEdge = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"bilinearComputeEdge");
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_subComputeVertex = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"bilinearComputeVertex");
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_subComputeVertexA = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"catmarkComputeVertexA");
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_subComputeCatmarkVertexB = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"catmarkComputeVertexB");
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_subComputeLoopVertexB = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"loopComputeVertexB");
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// set uniform locations for compute
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_uniformVertexPass = glGetUniformLocation(_program, "vertexPass");
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_uniformIndexStart = glGetUniformLocation(_program, "indexStart");
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_uniformIndexEnd = glGetUniformLocation(_program, "indexEnd");
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_uniformIndexOffset = glGetUniformLocation(_program, "indexOffset");
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_tableUniforms[Table::F_IT] = glGetUniformLocation(_program, "_F0_IT");
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_tableUniforms[Table::F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
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_tableUniforms[Table::E_IT] = glGetUniformLocation(_program, "_E0_IT");
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_tableUniforms[Table::V_IT] = glGetUniformLocation(_program, "_V0_IT");
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_tableUniforms[Table::V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
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_tableUniforms[Table::E_W] = glGetUniformLocation(_program, "_E0_S");
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_tableUniforms[Table::V_W] = glGetUniformLocation(_program, "_V0_S");
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_tableOffsetUniforms[Table::F_IT] = glGetUniformLocation(_program,
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"F_IT_ofs");
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_tableOffsetUniforms[Table::F_ITa] = glGetUniformLocation(_program,
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"F_ITa_ofs");
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_tableOffsetUniforms[Table::E_IT] = glGetUniformLocation(_program,
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"E_IT_ofs");
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_tableOffsetUniforms[Table::V_IT] = glGetUniformLocation(_program,
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"V_IT_ofs");
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_tableOffsetUniforms[Table::V_ITa] = glGetUniformLocation(_program,
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"V_ITa_ofs");
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_tableOffsetUniforms[Table::E_W] = glGetUniformLocation(_program,
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"E_W_ofs");
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_tableOffsetUniforms[Table::V_W] = glGetUniformLocation(_program,
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"V_W_ofs");
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// set unfiorm locations for edit
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_subEditAdd = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"editAdd");
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_uniformEditNumVertices = glGetUniformLocation(_program, "editNumVertices");
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_uniformEditIndicesOffset = glGetUniformLocation(_program, "editIndices_ofs");
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_uniformEditValuesOffset = glGetUniformLocation(_program, "editValues_ofs");
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_uniformEditPrimVarOffset = glGetUniformLocation(_program, "editPrimVarOffset");
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_uniformEditPrimVarWidth = glGetUniformLocation(_program, "editPrimVarWidth");
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return true;
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}
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void
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OsdGLSLComputeKernelBundle::dispatchCompute(GLint offset,
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int start, int end) const {
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int count = end - start;
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if (count <= 0) return;
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// set batch range
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glUniform1i(_uniformIndexStart, start);
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glUniform1i(_uniformIndexEnd, end);
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glUniform1i(_uniformIndexOffset, offset);
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glDispatchCompute(count/_workGroupSize + 1, 1, 1);
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// XXX: needed?
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// glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyBilinearFaceVerticesKernel(
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int F_IT_ofs, int F_ITa_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeFace);
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glUniform1i(_tableOffsetUniforms[Table::F_IT], F_IT_ofs);
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glUniform1i(_tableOffsetUniforms[Table::F_ITa], F_ITa_ofs);
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dispatchCompute(offset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyBilinearEdgeVerticesKernel(
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int E_IT_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeBilinearEdge);
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glUniform1i(_tableOffsetUniforms[Table::E_IT], E_IT_ofs);
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dispatchCompute(offset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyBilinearVertexVerticesKernel(
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int V_ITa_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeVertex);
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glUniform1i(_tableOffsetUniforms[Table::V_ITa], V_ITa_ofs);
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dispatchCompute(offset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyCatmarkFaceVerticesKernel(
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int F_IT_ofs, int F_ITa_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeFace);
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glUniform1i(_tableOffsetUniforms[Table::F_IT], F_IT_ofs);
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glUniform1i(_tableOffsetUniforms[Table::F_ITa], F_ITa_ofs);
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dispatchCompute(offset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyCatmarkEdgeVerticesKernel(
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int E_IT_ofs, int E_W_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeEdge);
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glUniform1i(_tableOffsetUniforms[Table::E_IT], E_IT_ofs);
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glUniform1i(_tableOffsetUniforms[Table::E_W], E_W_ofs);
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dispatchCompute(offset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyCatmarkVertexVerticesKernelB(
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int V_IT_ofs, int V_ITa_ofs, int V_W_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeCatmarkVertexB);
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glUniform1i(_tableOffsetUniforms[Table::V_IT], V_IT_ofs);
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glUniform1i(_tableOffsetUniforms[Table::V_ITa], V_ITa_ofs);
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glUniform1i(_tableOffsetUniforms[Table::V_W], V_W_ofs);
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dispatchCompute(offset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyCatmarkVertexVerticesKernelA(
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int V_ITa_ofs, int V_W_ofs, int offset, bool pass, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeVertexA);
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glUniform1i(_uniformVertexPass, pass ? 1 : 0);
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glUniform1i(_tableOffsetUniforms[Table::V_ITa], V_ITa_ofs);
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glUniform1i(_tableOffsetUniforms[Table::V_W], V_W_ofs);
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dispatchCompute(offset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyLoopEdgeVerticesKernel(
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int E_IT_ofs, int E_W_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeEdge);
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glUniform1i(_tableOffsetUniforms[Table::E_IT], E_IT_ofs);
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glUniform1i(_tableOffsetUniforms[Table::E_W], E_W_ofs);
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dispatchCompute(offset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyLoopVertexVerticesKernelB(
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int V_IT_ofs, int V_ITa_ofs, int V_W_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeLoopVertexB);
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glUniform1i(_tableOffsetUniforms[Table::V_IT], V_IT_ofs);
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glUniform1i(_tableOffsetUniforms[Table::V_ITa], V_ITa_ofs);
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glUniform1i(_tableOffsetUniforms[Table::V_W], V_W_ofs);
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dispatchCompute(offset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyLoopVertexVerticesKernelA(
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int V_ITa_ofs, int V_W_ofs, int offset, bool pass, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeVertexA);
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glUniform1i(_uniformVertexPass, pass ? 1 : 0);
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glUniform1i(_tableOffsetUniforms[Table::V_ITa], V_ITa_ofs);
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glUniform1i(_tableOffsetUniforms[Table::V_W], V_W_ofs);
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dispatchCompute(offset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyEditAdd(
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int numEditVertices,
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int editIndices_ofs, int editValues_ofs,
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int primvarOffset, int primvarWidth) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subEditAdd);
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glUniform1i(_uniformEditIndicesOffset, editIndices_ofs);
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glUniform1i(_uniformEditValuesOffset, editValues_ofs);
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glUniform1i(_uniformEditNumVertices, numEditVertices);
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glUniform1i(_uniformEditPrimVarOffset, primvarOffset);
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glUniform1i(_uniformEditPrimVarWidth, primvarWidth);
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glDispatchCompute(numEditVertices/_workGroupSize + 1, 1, 1);
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}
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void
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OsdGLSLComputeKernelBundle::UseProgram() const
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{
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glUseProgram(_program);
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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