This introduces an internal glLoader library which allows
most of the implementation to be agnostic about the
implementation of the GL loading library. Specifically,
this removes references to the GLEW headers and libraries
from the rest of the source code and build system.
Split the examples/common objects into graphics API dependent object
libraries (following the pattern used for cemmon Ptex dependencies)
so that DX11 and Metal examples are no longer forced to link with GLFW.
Removed the link dependency from libosd to
the Ptex library since Ptex is used only by the
examples. Updated examples/common to separate
the common Ptex sources from the other common
sources so that they are used only by the Ptex
examples.
- updated CMakeLists to account for the moved files
- updated references to argOptions.h in all examples
- added method to ArgOptions to populate vector<ShapeDesc>
- minor changes to ViewerArgUtils to use forward references
Removed the use of the LOOP preprocessor symbol from
the remaining example shader code. The shader code is now
configured according to the types of the resulting patches
without depending on the subdivision scheme of the mesh
topology.
- updated all examples/gl* to make use of common/argOptions.h
- implemented -yup where user-supplied geometry is imported
- updated glPtexViewer to use ObjAnim class for animated geometry
- addition of new shapes -- mainly Loop and Bilinear
- removal of redundant shapes and those not suited to a particular example
- enforced consistent "Patch Type" coloring where provided
- enforced consistent command line usage for common options and Obj input
- enforced consistent default settings on initialization
- added errors and/or assertions where legitimate limitations remain
- improved error handling (OSD errors not being flushed before termination)
- changed the main OPENSUBDIV_INCLUDE_DIR to exclude ./opensubdiv
- updated CMakeLists.txt files in non-examples to use only this path
- updated CMakeLists.txt files in examples to append ./opensubdiv to path
- updated source in regression/common to use #include <opensubdiv/...>
- updated source in examples/common to use #include <opensubdiv/...>
- deferred source in examples to be updated on a case-by-case basis
Read all comments and made corrections to files that aren't part of
OpenSubdiv itself but are packaged with it.
Commandline output of glPtexViewer is affected. Otherwise no functional
changes.
- fix build compiling & linking to accomodate recent code churn in Ptex
- fix FindPTex.cmake module to correctly extract version number
- fix dxPtexViewer & glPtexViewer source to compile with new Ptex namespace changes
- add alpha channel padding function to ptexMipmapLoader as a workaround to the absence of 3-channel DXGI formats
- mirror ptex memory limit function from glPtexViewer to dxPtexViewer
- the framebuffer class in examples/common is unstable in certain drivers.
removing offscreen rendering for now.
- move screenshot function to GLUtils.
- fix vertex attrib binding bug (not showing control mesh on osx)
- add GLControlMeshDisplay and D3D11ControlMeshDisplay into
examples/common
- delete all drawCageEdges/drawCageVertices from viewers and
use ControlMeshDisplay class
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.
The GLFW context version hint is a minimum version, not maximum version so
requesting 4.4 and then falling back to lower versions doesn't make sense.
This change sets the minimum version to 3.2 and attempts to standardize this
across all example apps.
Also print the maximum supported GL version along with the context version
at startup.
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.
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.
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.
Remove DrawRegistry from osd layer and put a simple shader caching
utility into examples/common. osd layer only provides patch shader
snippet and let client configure and compile the code. Clients also
maintain the lifetime of shader object, which is preferable for the
actual application integration.
update all examples to use the new scheme.
Since unified shading work already removed subPatch info from
Osd::PatchDescriptor, the difference between Far::PatchDescriptor and
Osd::PatchDescriptor is just maxValence and numElements. They are used
for legacy gregory patch drawing.
Both maxValence and numElements are actually constant within a topology
(drawContext). This change move maxValence to DrawContext and let client
manage numElements, then we can eliminate Osd::PatchDescriptor and simply
use Far::PatchDescritor instead.
This is still an intermediate step toward further DrawRegistry refactoring.
For the time being, adding EffectDesc struct to include maxValence and
numValence to be maintained by the clients. They will be cleaned up later.
The side benefit of this change is we no longer need to recompile regular b-spline
shaders for the different max-valences.
- Remove MeshPtexData bit from Osd::MeshBits. It's not used any more
- Rename ptexIndexBuffer in D3D11DrawContext to paramParamBuffer
- Remove Is/SetPtexEnabled from D3D11DrawRegistry
In OpenSubdiv 2.x, we encapsulated subdivision tables into
compute context in osd layer since those tables are order-dependent
and have to be applied in a certain manner. In 3.0, we adopted stencil
table based refinement. It's more simple and such an encapsulation is
no longer needed. Also 2.0 API has several ownership issues of GPU
kernel caching, and forces unnecessary instantiation of controllers
even though the cpu kernels typically don't need instances unlike GPU ones.
This change completely revisit osd client facing APIs. All contexts and
controllers were replaced with device-specific tables and evaluators.
While we can still use consistent API across various device backends,
unnecessary complexities have been removed. For example, cpu evaluator
is just a set of static functions and also there's no need to replicate
FarStencilTables to ComputeContext.
Also the new API delegates the ownership of compiled GPU kernels
to clients, for the better management of resources especially in multiple
GPU environment.
In addition to integrating ComputeController and EvalStencilController into
a single function Evaluator::EvalStencils(), EvalLimit API is also added
into Evaluator. This is working but still in progress, and we'll make a followup
change for the complete implementation.
-some naming convention changes:
GLSLTransformFeedback to GLXFBEvaluator
GLSLCompute to GLComputeEvaluator
-move LimitLocation struct into examples/glEvalLimit.
We're still discussing patch evaluation interface. Basically we'd like
to tease all ptex-specific parametrization out of far/osd layer.
TODO:
-implments EvalPatches() in the right way
-derivative evaluation API is still interim.
-VertexBufferDescriptor needs a better API to advance its location
-synchronization mechanism is not ideal (too global).
-OsdMesh class is hacky. need to fix it.
we're teasing out ptex specific data from core osd entities,
so there's no reason to keep ptex texturing utilities in core osd.
move them into example libs and let clients assemble shader snippets
as needed.
Also removing older ptex texturing code (without mipmap)
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*().
refactor CL/CUDA specific initialization stuffs into
examples/common/clDeviceContext and cudaDeviceContext, and
update examples to use those structs.
also
- remove CL/CUDA tests from osd_regression. The tests for those kernels will be covered by glImaging.
- update cuda initialization to use the GL-interoperable device if available.
- remove CL specialization from glShareTopology, following the same pattern as we took in the previous OsdGLMesh refactoring. (still something strange with XFB kernels though)
- fix file permissions.
Removed OpenCL/D3D11 specialization and add DEVICE_CONTEXT as a template
parameter. For the kernels which don't need a context object (e.g.
CPU, OpenGL, cuda) just ignore the context, and for the kernels which
use a context (e.g. OpenCL, DirectX) takes a context or a user-defined
class as which encapsulates device contexts. Note that OpenCL requires
two objects, cl_context and cl_command_queue. The user-defined
class must provide GetContext() and GetCommandQueue() for strongly typed
binding to osd VertexBuffers and ComputeContexts.
Osd::Mesh and MeshInterface have been used as a handy harness to host
multiple GPU kernels and graphics APIs. However it has CL/DirectX
specializations and duplicates large amount of plubming code. With this
change, glMesh.h and d3d11Mesh.h become just typedefs and all logic is
put into mesh.h without specializations.
Also cleaned up unused header files and code formatting.
This change moves all gregory patch generation from Far::PatchTablesFactory
so that we can construct patch tables without stencil tables as well as client
can chose any end patch strategies (we have 3 options for now: legacy 2.x style
gregory patch, gregory basis patch and experimental regular patch approximation).
Also Far::EndCapGregoryBasisPatchFactory provides index mapping from patch index
to vtr face index, which can be used for single gregory patch evaluation on top
of refined points, without involving heavier stencil tables generation.
PatchTablesFactory fills 20 indices topology into patchtable, and use it for eval and draw.
note: currently screen-space adaptive tessellation of gregory basis patches is
broken and cracks appear around them.
- renamed Sdc::Type to SchemeType and TypeTraits to SchemeTypeTraits
- renamed TYPE_ prefix to SCHEME_
- updated all usage within core library
- updated all usage in examples, tutorials, etc.
Const' declared instances of Vtr::Array do not protect the pointer held
privately by the class properly. In order to force the compiler to
protect this pointer, we removed all non-const accessors from Vtr::Array
(now renamed Vtr::ConstArray) and moved them to a child class (Vtr::Array),
which requires const_cast<> operators internally to allow access.
The change & renaming is then propagated to all internal dependencies.