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.
- recent MSVC versions attempt to compile files with hlsl
extensions when passed on the command-line. This breaks
the build because these files are not meant to be compiled
directly by MSVC. I removed the dependency from the
CMakeList to prevent this from happening.
- 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.
- make sure we don't get conflicting enums (CODE_ERROR)
- fix template specialization for Far::TopologyRefinerFactory in regression/common/vtr_utils
- fix remaining error reporting code around osd
- change error codes from situational to general (fatal / coding / run-time...)
- pull error functions from Osd into Far
- add a templated topology validation reporting system to Far::TopologyRefinerFactory
- fix fallout on rest of code-base
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.
If the system has CLEW installed (which is detected by recently
added FindCLEW routines) then OpenSubduv would be compiled against
this library.
It makes binaries and libraries more portable across the systems,
so it's possible to run the same binary on systems with and without
OpenCL SDK installed.
The most annoying part of the change is updating examples to load
OpenCL libraries, but ideally code around controllers and interface
creation is to be de-duplicated anyway.
Based on the pull request #303 from Martijn Berger
* added the numVertexElements argument to Osd*DrawContext::Create, which is used to initialize the patch arrays when calling OsdDrawContext::ConvertPatchArrays
* removed the unused level argument from Osd*DrawContext::_initialize
* maintenance work on CL/D3D11 bindings to get them to compile
- added a _stringify function to top CMakeLists
- switched all stringification tasks to use the macro
- all suffixes are now .gen.h instead of .inc (to help cmake track dependencies)
- set OBJECT targets for osd cpu & gpu libs, and use the obj target for
static and dynamic linking
- add a new examples_common_obj OBJECT target
- replace direct source dependencies to obj target in all examples CMakeLists
This change makes it possible to not re-compile the same source files
multiple times when they are used in multiple targets. Thanks to jcowles
for uncovering the CMake functionality.
Note: it seems that multi-process build is working again (gmake -j <x>)
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.
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.
be used as intended to specify an installation directory, which can be located anywhere on the
file system.
Also improved the doxygen target and made the doxy build "quiet".
fixes#154
- 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
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)
Now a ComputeController is passed as an
argument to OsdMesh::Create(). This is
a better match to the underlying object
model and can be much more efficient for
compute controllers that have expensive
resources, e.g. compiled shader kernels.
Fixes#103
- consolidate cmake compile flags
- turn on -Wall
- suppress hidden overloaded function warning when using Clang
(part of it is bug, part of it will require code refactoring
on our end)
- add support for Maya 2013.5 for windows in cmake module
- clean up some glew includes which break builds with MSVC Express
& Windows SDK
- move the bitmap for font_image into a compiled object
- remove some unused variables and other minor warnings
Note : this is a checkpoint, there are still a few more warnings to clean up...
fixes#96
- [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...