Commit Graph

38 Commits

Author SHA1 Message Date
David G Yu
67cc2a3810 Irregular patch shader transition edges
Updated the Gregory patch tessellation shaders to account for
transition edges.

Changed the implementation of OsdGetTessParameterizationTriangle()
to take the input parametric location as a 3-component value. This
allows the edge parameterization to be more numerically robust and
consistent.

Also, corrected some minor discrepancies between the various
tessellation shader configurations.
2019-06-03 15:34:40 -07:00
David G. Yu
1b6d9ba409 Workaround GLSL shader compiler on AMD
Added a size specifier to the shader output array declaration
in the GregoryBasis and Gregory control shaders. This seems
to be required by the GLSL compiler on AMD and is harmless elsewhere.
2015-05-31 10:59:01 -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
George ElKoura
a7d9d6a9b4 Merge pull request #504 from davidgyu/cleanup
Comment cleanups discovered while reviewing Far
2015-05-20 19:40:49 -07:00
Takahito Tejima
a1424ae163 Fix gregory patch tesslevel computation
- flipping UV
- using limit position in legacy gregory shader.
2015-05-20 18:27:32 -07:00
David G Yu
11e987a7d8 Fixed the misspellings of Ignacio Castano's name. 2015-05-20 17:39:06 -07:00
David G. Yu
00ce36433f Fixed handedness flip in Gregory{Basis} shaders
There was an unnecessary double-flip in the shading calculations.
2015-05-20 14:17:31 -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
8716a8eebf Fixed example code use of single crease patches
Also made a couple minor changes to true up the GLSL patch shaders.
2015-05-15 11:52:41 -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
336fbb6748 Removed some more obsolete transition patch state
Temporarily disabled fractional tessellation for Gregory patches.
2015-04-17 15:24:48 -07:00
Henry Schaefer
1b05cd8ee2 gregory patch shader optimization
- reduces instruction count by ~1/5
 - improves readability
2015-01-10 21:28:54 +01:00
manuelk
639788abbe Fix vec array initialization in GLSL & HLSL (should fix some DX compiler problems)
Fixes #354
2014-10-04 16:22:43 -07:00
manuelk
c399655dcc Landing 3.0.0.alpha
Sync'ing the 'dev' branch with the 'feature_3.0dev' branch at commit 68c6d11fc36761ae1a5e6cdc3457be16f2e9704a

The branch 'feature_3.0dev' is now locked and preserved for historical purposes.
2014-09-05 15:07:46 -07:00
Takahito Tejima
ee061291b7 Interleaved buffer support in OsdCompute. Removed OsdVertexDescriptor and replaced with OsdVertexBufferDescriptor.
All kernels take offset/length/stride to apply subdivision partially in each vertex elements.

Also the offset can be used for client-based VBO aggregation, without modifying index buffers.
This is useful for topology sharing, in conjunction with glDrawElementsBaseVertex etc.
However, gregory patch shader fetches vertex buffer via texture buffer, which index should also
be offsetted too. Although gl_BaseVertexARB extension should be able to do that job, it's a
relatively new extension. So we use OsdBaseVertex() call to mitigate the compatibility
issue as clients can provide it in their way at least for the time being.
2014-05-09 15:44:52 -07:00
manuelk
f1518a5f59 Fix Gregory Boundary patch buffer overrun
Prevent boundaryEdgeNeighbors[2] from being overrun when an interior
vertex has more than 2 boundary neighbor vertices. The fix is applied
to the GLSL / HLSL and CPU implementations.

Note: this appears to fix long-standing problems with Gregory patches,
but i am not entirely convinced that this fixes the general case.

fixes #259
2014-02-13 11:30:33 -08:00
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
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
c2e0d06f56 Second derivatives computation, fix tangent/bitangent length 2013-09-20 18:23:28 -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
6b7a41d4db Unified GLSL Gregory patch shaders 2013-07-01 11:58:28 -07:00
David G Yu
03b5b329d3 True up the GLSL Gregory patch shader source
Mostly just whitespace changes and variable renaming.
2013-07-01 11:47:21 -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
15b467dda9 Fixed preprocessor syntax for shader portability 2013-06-28 10:10:25 -07:00
David G Yu
8fae6511f7 Continued bicubic patch shader cleanup
Removed superfluous vertex and fragment/pixel shaders
2013-06-27 17:26:22 -07:00
Takahito Tejima
184e90f9a1 Add fractional spacing mode for patch rendering. 2013-06-27 13:34:25 -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
David G Yu
1461deb308 Fixed glsl shader portability (input,output) 2013-06-10 16:31:30 -07:00
David G Yu
ffe427dc65 Fixed glsl unsigned conversions in Gregory shaders 2013-06-10 16:21:48 -07:00
David G Yu
e1930e58cd Fixed some glsl preprocessor tests
Changed #if --> #ifdef for OSD_ENABLE_SCREENSPACE_TESSELLATION
2013-06-10 16:21:47 -07:00
David G Yu
c185968809 Updated glsl code texelFetchBuffer -> texelFetch
This allows us to remove unnecessary directives
to require GL_EXT_gpu_shader4
2013-06-10 16:21:47 -07:00
Takahito Tejima
f592e90067 fix OsdGLDrawContext to follow far patchtables refactoring. 2013-05-09 09:23:01 -07:00
Takahito Tejima
8efecb0fca Batching stuffs: generalized kernel batches, table/dispatcher refactoring, multiMeshFactory, drawContext, etc.
2 client APIs are changed.
- VertexBuffer::UpdateData() takes start vertex offset
- ComputeController::Refine() takes FarKernelBatchVector

Also, ComputeContext no longer holds farmesh.
Client can free farmesh after OsdComputeContext is created.
(but still need FarKernelBatchVector to apply subdivision kernels)
2013-03-07 17:50:15 -08:00
manuelk
ab47ee53b3 adding some ASCII art to document cryptic CV names in Gregory shader code.
fixes #86
2012-12-11 14:26:06 -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