We will need to find a solution for Ignacio's older setup, but this at least
fixes the other fallout.
* Use glewIsSupported instead of glewGetExtension
* Convert tabs to spaces
* Remove GLEW static caching (they only get called once)
To encapsulate endcap functions from public API, add methods to
tell the number of patch points needed (GetNumLocalPoints()) and
to compute those patch points as a result of change of basis from
the refined vertices (ComputeLocalPointValues()).
ComputeLocalPointValues takes contiguous source data of all levels
including level0 control vertices.
All examples, regression tests and tutorials directly looked into
opensubdiv source directory to grab the header files. This is somewhat
convenient during development but they can mistakenly access private
header files.
With this change, when OPENSUBDIV_INCLUDE_DIR is given to cmake,
it will be used as an include search path to build examples etc.
Otherwise it follows the same behavior as before.
Also replaces include references to the files in regression dir
to be relative, and cleanups some copy-paste patterns.
Add EvalStencils and EvalPatches API for most of CPU and GPU evaluators.
with this change, Eval API in the osd layer consists of following parts:
- Evaluators (Cpu, Omp, Tbb, Cuda, CL, GLXFB, GLCompute, D3D11Compute)
implements EvalStencils and EvalPatches(*). Both supports derivatives
(not fully implemented though)
- Interop vertex buffer classes (optional, same as before)
Note that these classes are not necessary to use Evaluators.
All evaluators have EvalStencils/Patches which take device-specific
buffer objects. For example, GLXFBEvaluator can take GLuint directly
for both stencil tables and input primvars. Although using these
interop classes makes it easy to integrate osd into relatively
simple applications.
- device-dependent StencilTable and PatchTable (optional)
These are also optional, but can be used simply a substitute of
Far::StencilTable and Far::PatchTable for osd evaluators.
- PatchArray, PatchCoord, PatchParam
They are tiny structs used for GPU based patch evaluation.
(*) TODO and known issues:
- CLEvaluator and D3D11Evaluator's EvalPatches() have not been implemented.
- GPU Gregory patch evaluation has not been implemented in EvalPatches().
- CudaEvaluator::EvalPatches() is very unstable.
- All patch evaluation kernels have not been well optimized.
- Currently GLXFB kernel doesn't support derivative evaluation.
There's a technical difficulty for the multi-stream output.
- created new class Far::PrimvarRefiner with interpolation methods
- removed interpolation and limit methods from Far::TopologyRefiner
- replaced internal usage in Far::StencilTableFactory
- replaced usage in regressions, tutorials and examples
- it takes number and pointer for the input PatchCoords.
- add derivative evaluations.
- enhance glEvalLimit example to see the derivative evaluation works.
- replaced Evaluate() with EvaluateBasis() in far/tutorial_6
- commented out use of EvaluateFaceVarying() in examples/farViewer
- face-varying patches are work in progress
In osd layer, we use GLPatchTable (D3D11PatchTable) as a
device-specific representation of FarPatchTables instead of
DrawContext. GLPatchTable may be used not only for drawing
but also for GPU eval APIs (not yet supported though.
We may add CudaPatchTable etc as needed).
The legacy gregory patch drawing buffers are carved out to
the separate class, named GLLegacyGregoryPatchTable.
Also face-varying data are split into client side for now, until
we add new and more robust face-varying drawing structure
(scheduled at 3.1 release)
Tentatively replicate PatchArray structure in GLPatchTables. It will
be revised in the upcoming change.
Shifting hard-coded SRV locations of legacy gregory buffers in HLSL shaders.
hlslPatchGregoryBasis.hlsl is an equivalent to glslPatchGregoryBasis.
Update dxViewer to be able to switch among bspline, gregorybasis, legacy
end capping.
also fixes a bug of GLSL legacy gregory shader which had an inconsistent
resource naming with example codes.
It looks like there's still an issue of D3D11 patchParam data fetching.
we'll come back to that bug.
The code in farViewer that was used to draw the Hbr representation
of meshes is now gone. This code was mostly used as a way to compare
against the Vtr implementation. However, we don't want this to serve
as an example for others as the Hbr code is not meant to be instructive
otherwise.
As a preparation for retiring DrawContext, move SupportsAdaptiveTessellation
method to examples/common/glUtils, which is renamed and namespaced
from gl_common.{cpp,h} to be consistent to other files.
Same renamings applied to other example files.
This examples is rewritten as a more comprehensive example
of Far and Osd APIs to generate batched index buffer and
vertex buffer, as well as sharing same topology and stencil
table among multiple objects.
Also this change includes an experimental code path of using
glMultiDrawElementsIndirect. It's currently incomplete due to
the missing interface of osd tessellation shader.
This restores the previous defaults and works around an
apparent runtime error on some platforms which is triggered
in the legacy gregory patch drawing code when patch culling
is disabled.