Commit Graph

25 Commits

Author SHA1 Message Date
Takahito Tejima
1e02fbebf8 Sync HLSL shaders for the single crease orientation fix.
- add HLSL equivalents of the previous GLSL change
- rename OsdGetSingleCreaseSegmentParameter to
OsdGetPatchSingleCreaseSegmentParameter.
- add shadingMode UI for dxViewer similar to glViewer
2015-06-02 12:03:27 -07:00
David G. Yu
bd6d9b4ea9 Sync'd screen-space single-crease patch fix to DX 2015-05-31 08:18:18 -07:00
David G. Yu
c245407854 Re-organized patch tessellation shader code
This change refactors the GLSL and HLSL patch shader code so that
most of the work is implemented within a library of common functions
and the remaining shader snippets just manage plumbing.

There is more to do here:
  - varying and face-varying data can be managed entirely by the client
  - similarly, displacement can be implemented in client code
  - there's still quite a bit of residual boiler-plate code needed
    in each shader stage that we should be able to wrap up in a more
    convenient form.
2015-05-29 23:00:19 -07:00
David G Yu
f4a8cafe86 Sync'ed up GLSL and HLSL patch shader source.
Cleaned up the Legacy Gregory shader source by accessing buffer
data through helper functions.

Switched to performing tessellation in untransformed (object) space.
2015-05-21 09:56:25 -07:00
Takahito Tejima
109a3f5383 osd layer: Add GLPatchTable and retire DrawContext
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.
2015-05-20 15:55:06 -07:00
Takahito Tejima
8d9ae550ff Add a HLSL version of GregoryBasis patch shader.
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.
2015-05-20 10:49:45 -07:00
David G Yu
1c91945d10 Added stronger guards for OSD_MAX_VALENCE 2015-05-12 11:15:51 -07:00
David G Yu
8b4ef28116 Updated handling of patchParam and patchCoord
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:

   faceId    -- topological face identifier (e.g. Ptex FaceId)
   bitfield  -- refinement-level, non-quad, boundary, transition, uv-offset
   sharpness -- crease sharpness for a single-crease patch

These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.

Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().

While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.

Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
2015-05-06 13:47:33 -07:00
David G Yu
7d9dcf8c03 Added a new screen-space adaptive tessellation metric which
computes edge lengths using limit surface points. Made this
the default screen-space metric so that we avoid cracks when
using Gregory Basis or Regular B-spline end caps.

The alternative method which computes edge lengths using the
distance between B-spline control points is still available.

Added a diagram and comments to explain how the control
points and limit points are organized.
2015-04-21 14:17:29 -07:00
David G. Yu
9f1da077e8 Updated HLSL shaders for unified patch drawing 2015-04-18 14:08:53 -07:00
manuelk
866b88b7c9 Add support for single-crease patches to D3D draw context & controller
- also updated the dxViewer code example

note: dxPtexViewer still needs to be updated
2015-02-08 17:31:55 -08:00
Henry Schaefer
7c73cf0128 dxPtexViewer fixes:
- changed ptex layout data types in shaders to match srv format
 - changed ptex srv type to unorm format for uchar data
 - fixed hlsl compiler warning: initialized edgeDistance of OutputVertex struct in domain shader even if we are not in wireframe mode
 - added directx debug device and enabled automatic break points to easily spot dx errors
2015-01-09 02:03:42 +01:00
Takahito Tejima
f7f2ca2581 Move uniform block definitions out of osd common shader into client shader.
Important notice: all client shader code must have following functions and compose them to osd intrinsic shaders (vertex/tessEval/tessControl)

mat4 OsdModelViewMatrix()
mat4 OsdProjectionMatrix()
mat4 OsdModelViewProjectionMatrix()
float OsdTessLevel()
int OsdGreogryQuadOffsetBase()
int OsdPrimitiveIdBase()

We probably should write a utility class for basic binding of them, to make client code simpler.
2013-12-03 15:59:38 -08:00
Takahito Tejima
f26c457bac Add fractional partitioning, normal derivatives computation into hlsl shaders. 2013-10-07 19:02:41 -07:00
Takahito Tejima
d8defd42d3 Fix patch parambuffer generation in OsdD3D11DrawContext. Also fixes hlsl shader bug. 2013-10-04 18:26:22 -07:00
manuelk
3ae50d1c50 Amending Apache license language & file headers.
New text:

     Copyright 2013 Pixar

     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:

     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.

     You may obtain a copy of the Apache License at

         http://www.apache.org/licenses/LICENSE-2.0

     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.
2013-09-26 12:04:57 -07:00
Takahito Tejima
51a45b598d Updating EULA 2013-07-18 14:19:50 -07:00
Takahito Tejima
a13c0565e4 Renamed texture buffers and uniforms
g_VertexBuffer -> OsdVertexBuffer
g_ValenceBuffer -> OsdValenceBuffer
g_QuadOffsetBuffer -> OsdQuadOffsetBuffer
g_ptexIndicesBuffer -> OsdPatchParamBuffer
g_uvFVarBuffer -> OsdFVarDataBuffer
LevelBase -> PrimitiveIdBase
2013-07-18 12:57:26 -07:00
David G Yu
1b6026a1a2 A few minor changes to sync up GLSL and HLSL 2013-07-02 10:06:24 -07:00
David G Yu
d2abf61c56 Added adaptive tess of user varying values
This isn't necessarily a final design, but
it gets enough of the pieces in place to move
forward.
2013-06-28 14:05:47 -07:00
David G Yu
9bab9185ab Partial cleanup of bicubic patch shader source
- Added OSD_ prefix to preprocessor symbols
- Adjusted transition sub-patch parameterization to be
  consistent with non-transition patches
- Unified BSpline shader code
- Removed duplicate Boundary, Corner, and Transition shader source
- Fixed a few discrepancies in the remaining duplicate code paths
2013-06-24 12:03:57 -07:00
Takahito Tejima
b16272d6a5 more msvc fixes. make dxViewer working. 2013-05-14 10:48:48 -07:00
manuelk
e6e7c96a52 We need to leverage our per-patch ptex indexing scheme in the EvalLimit API.
- replace ptex indexing with the FarPtexCoord structure as a way to pass per-patch
  ptex data to the shaders.

  We are replacing a vector<int> arranged as :
  int[0] : ptex face index
  int[1] : (u,v) as 16 bits encoding the log2 coordinate of the top left corner

  Instead we are now using a struct arranged as :
  int[0] : ptex face index
  int[1] : is a bit-field containing u,v, rotation, depth and non-quad

  The u,v coordinates have been reduced to 10 bits instead of 16, which still
  gives us a lot of margin.

- Replace OsdVertexBufferDescriptor with something more adequate for general
  primvar representation (this name will probably eventually change...)

- Improve OsdPatchDescriptor
    - add a "loop" boolean (true if the patch is of loop type)
    - add a GetPatchSize() accessor

- OsdPatchArray :
    - remove some redundant elements (still more to do there)

- Fix all shader / examples / regressions & stuff to make this all work.

fixes #143
2013-03-22 18:20:50 -07:00
David G Yu
95c84b8f56 Adaptive tess using projected bounding sphere
This avoids adaptive tessellation artifacts near silhouette edges
by using the projected diameter of an edge's bounding sphere
rather than the length of the projected edge itself.

There is a nice writeup of this by Bryan Dudash of NVIDIA at:
https://developer.nvidia.com/content/dynamic-hardware-tessellation-basics
2013-01-04 19:15:24 -08:00
manuelk
10c687ecd5 Release Candidate 1.0 :
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf).

- New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code.

- DirectX 11 support

- and much more...
2012-12-10 17:15:13 -08:00