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https://github.com/PixarAnimationStudios/OpenSubdiv
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Added porting guide to public documentation
This document is a work in progress with some sections left incomplete for other developers to fill in.
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@ -86,6 +86,7 @@ if (DOCUTILS_FOUND AND PYTHONINTERP_FOUND)
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mod_notes.rst
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maya_osdpolysmooth.rst
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osd_overview.rst
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porting.rst
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release_notes.rst
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release_notes_2x.rst
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roadmap.rst
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@ -40,7 +40,9 @@
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<li><a href="code_examples.html">Code Examples</a></li>
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<li><a href="roadmap.html">Roadmap</a></li>
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</ul>
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<p></p>
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<p></p>
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<li><a href="porting.html">Porting Guide: 2.0 to 3.0</a></li>
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<p></p>
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<li><a href="mod_notes.html">Modeling Tips</a>
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</li>
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<p></p>
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documentation/porting.rst
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documentation/porting.rst
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..
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Copyright 2015 Pixar
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Licensed under the Apache License, Version 2.0 (the "Apache License")
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with the following modification; you may not use this file except in
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compliance with the Apache License and the following modification to it:
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Section 6. Trademarks. is deleted and replaced with:
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6. Trademarks. This License does not grant permission to use the trade
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names, trademarks, service marks, or product names of the Licensor
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and its affiliates, except as required to comply with Section 4(c) of
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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
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distributed under the Apache License with the above modification is
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distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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KIND, either express or implied. See the Apache License for the specific
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language governing permissions and limitations under the Apache License.
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Compatibility and Porting Guide
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-------------------------------
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.. contents::
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:local:
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:backlinks: none
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This document is a high-level description of how to port exiting OpenSubdiv 2.x
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code to use OpenSubdiv 3.0.
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**NOTE:** If your questions are not answered here, please contact us on the
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OpenSubdiv forum and we will be happy to help!
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Far and Hbr Layer Translation
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=============================
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Osd Layer Translation
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=====================
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Two big changes in the 3.0 API have allowed the Osd layer to be significantly
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simpler, the first is the move to stencil tables from subdivision tables and the
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second is shader simplification. With this refactoring, the focus has been to
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use more meaningful names and to make the data contained within an object more
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apparent.
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Controller Objects
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++++++++++++++++++
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.. _Evaluator: doxy_html/a00024.html
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The API-specific ComputeController has been replaced with the Evaluator_. It
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reflects the fact that stencil compute batches are significantly simpler than
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subdivision table compute batches.
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The name "Evaluator" was chosen with the hope that is more meaningful than the
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generic "ComputeController" moniker: the Evaluator evaluates stencil and
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patch tables.
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In the 2.x code base, subdiv level buffers were always required to be allocated
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contiguously, however in 3.0 with the shift to stencil tables, this strict
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allocation scheme is no longer required. As a result, the EvalStencils() and
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EvalPatches() methods now accept both a source and a destination descriptor.
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======================================= ========================================
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OpenSubdiv 2.x OpenSubdiv 3.0
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======================================= ========================================
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ComputeController::Refine() Osd::...Evaluator::EvalStencils()
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ComputeController::Synchronize() Osd::...Evaluator::Synchronize()
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EvalStencilsController::UpdateValues() Osd::...Evaluator::EvalStencils()
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EvalStencilsController::UpdateDerivs() Osd::...Evaluator::EvalStencils()
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EvalLimitController::EvalLimitSample() Osd::...Evaluator::EvalPatches()
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======================================= ========================================
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Also note that OsdVertexDescriptor has been renamed, however it's data members
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and semantic purpose remains the same:
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======================================= ========================================
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OpenSubdiv 2.x OpenSubdiv 3.0
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======================================= ========================================
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OsdVertexBufferDescriptor Osd::BufferDescriptor
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======================================= ========================================
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ComputeContext, DrawContext
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+++++++++++++++++++++++++++
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Essentially replaced with API-specific StencilTable and PatchTable objects, for
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example Osd::GLStencilTableSSBO.
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======================================= ========================================
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OpenSubdiv 2.x OpenSubdiv 3.0
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======================================= ========================================
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ComputeContext Osd::...StencilTable (e.g. GLStencilTableTBO)
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EvalStencilsContext Osd::...StencilTable
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DrawContext Osd::...PatchTable (e.g. GLPatchTable)
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======================================= ========================================
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EvalLimitContext
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++++++++++++++++
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The data stored in EvalLimitContext has been merged into the Evaluator class as
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well.
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EvalCoords have been moved into their own type, Osd::PatchCoords. The primary
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change here is that the PTex face ID is no longer part of the data structure,
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rather the client can use a Far::PatchMap to convert from PTex face ID to a
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Far::PatchTable::PatchHandle.
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======================================= ========================================
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OpenSubdiv 2.x OpenSubdiv 3.0
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======================================= ========================================
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EvalLimitContext PatchTable
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EvalLimitContext::EvalCoords Osd::PatchCoords (types.h)
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======================================= ========================================
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OsdMesh
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+++++++
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While not strictly required, OsdMesh is still supported in 3.0 as convenience
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API for allocating buffers. OsdMesh serves as a simple way to allocate all
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required data, in the location required by the API (for example, GPU buffers for
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OpenGL).
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OsdKernelBatch
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++++++++++++++
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No translation, it is no longer part of the API.
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OsdVertex
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+++++++++
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No translation, it is no longer part of the API.
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Feature Adaptive Shader Changes
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===============================
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In 3.0, the feature adaptive screen-space tessellation shaders have been
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dramatically simplified and the client-facing API has changed dramatically as
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well. The primary shift is to reduce the total number of shader combinations and
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as a result, some of the complexity management mechanisms are no longer
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necessary.
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In the discussion below, some key changes are highlighted, but deep
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integrations may require additional discussion; please feel free to send
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follow up questions to the OpenSubdiv google group.
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* The number of feature adaptive shaders has been reduced from N to exactly 1
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or 2, depending on how end-caps are handled.
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* Osd layer no longer compiles shaders, rather it returns shader source for the
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client to compile. This source is obtained via
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Osd::[GLSL|HLSL]PatchShaderSource.
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* The API exposed in shaders to access patch-based data has been consolidated
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and formalized, see osd/glslPatchCommon.glsl and osd/hlslPatchCommon.hlsl for
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details.
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* Patches are no longer rotated and transition patches have been eliminated,
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simplifying PatchDescriptor to a 4 bits. Additionally, FarPatchTables::Descriptor
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has been moved into its own class in the Far namespace.
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The following table outlines the API translation between 2.x and 3.0:
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======================================= ========================================
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OpenSubdiv 2.x OpenSubdiv 3.0
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======================================= ========================================
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OsdDrawContext::PatchDescriptor N/A, no longer needed.
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OsdDrawContext::PatchArray OSd::PatchArray (types.h)
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FarPatchTables::PatchDescriptor Far::PatchDescriptor (patchDescriptor.h)
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FarPatchTables::PatchArray made private.
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======================================= ========================================
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End Cap Strategies
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++++++++++++++++++
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By default, OpenSubdiv uses Gregory patches to approximate the patches around
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extraordinary vertices at the maximum isolation level, this process is referred
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to as "end-capping".
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If ENDCAP_BSPLINE_BASIS is specified to PatchTableFactory::Options, BSpline
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patches are used, which gives less accuracy, but it makes possible to render an
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entire mesh in a single draw call. Both patches require additional control
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points that are not part of the mesh, we refer to these as "local points". In
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3.0, the local points of those patches are computed by applying a stencil table
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to refined vertices to construct a new stencil table for the local points.
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Since this new stencil table is topologically compatible with the primary
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stencil table for refinement, it is convenient and efficient to splice those
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stencil tables together. This splicing can be done in the following way::
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Far::StencilTable const *refineStencils =
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Far::StencilTableFactory::Create(topologyRefiner);
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Far::PatchTable cosnt *patchTable =
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Far::PatchTableFactory::Create(topologyRefiner);
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Far::StencilTable const *localPointStencils =
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patchTable->GetLocalPointStencilTable();
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Far::StencilTable const *splicedStencils =
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Far::StencilTableFactory::AppendLocalPointStencilTables(topologyRefiner,
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refineStencils,
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localPointStencils);
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**NOTE:** Once the spliced stencil table is created, the refined stencils can be
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released, but the local point stencils are owned by patchTable, it should not be
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released.
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OpenSubdiv 3.0 also supports 2.x style Gregory patches, if ENDCAP_LEGACY_GREGORY
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is specified to PatchTableFactory::Options. In this case, such an extra stencil
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splicing isn't needed, however clients must still bind additional buffers
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(VertexValence buffer and QuadOffsets buffer).
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See Osd::GLLegacyGregoryPatchTable for additional details.
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Changes to Subdiv Specification
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===============================
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RenderMan Compatibility Notes
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=============================
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Build Support for 2.x and 3.0
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=============================
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Running OpenSubdiv 2.0 and 3.0 in a single process is supported, however some
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special care must be taken to avoid namespace collisions, both in terms of
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run-time symbols (avoid "using OpenSubdiv::Osd", for example) and in terms of
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build-time search paths.
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To support both OpenSubdiv 2.0 and 3.0 in your build environment, you can
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prefix the header install directory of OpenSubdiv 3.0. Do this using the build
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flag "CMAKE_INCDIR_BASE" when configuring cmake (i.e.
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-DCMAKE_INCDIR_BASE=include/opensubdiv3) and then including files from
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"opensubdiv3/..." in client code.
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