Although valence 2 gregory patch is not well supported yet, this fix
mitigates artifacts around such a vertex.
Adding a shape catmark_gregory_test8 to see this issue.
stb - potential use of uninitialized variable (this may have been safe)
farViewer - unused variable
patchTableFactory - _channelIndices potentially used uninitialized
FVarLevel - valueIndexInFace0 potentially used used uninitialized (was safe)
We'll restore this code and finish it up for the next release.
For now, removing this code restores parity with the 3.0 beta,
i.e. face-varying patches are always all bilinear.
- moved TopologyRefiner out of the RefinerFactoryBase into Far
- moved implementation of its Factory<MESH> to far/topologyDescriptor.*
- updated examples and tutorials (no more references to FactoryBase)
There's a lot of good foundational work here to eventually support
smooth interpolation of face-varying patches. Unfortunately, this
is not quite ready to release. Therefore, we've decided to defer this
feature until a later release.
This change hides this code behind the FAR_FVAR_SMOOTH_PATCH macro.
Now the channel specifier is the last parameter in a method's
parameter list with a default of 0. This is consistent with the
topological face-varying queries and also simplifies the common
case of just a single face-varying channel.
- add HLSL equivalents of the previous GLSL change
- rename OsdGetSingleCreaseSegmentParameter to
OsdGetPatchSingleCreaseSegmentParameter.
- add shadingMode UI for dxViewer similar to glViewer
use boundaryMask to identify the crease edge from 4 edges.
with this change, single-crease patch no longer needs to be rotated on
its population.
In shader, experimentally use same infinite sharp matrix for both
boundary and single-crease patch.
- split displayStyle and shadingMode control into two different settings.
- add more shadingModes:
normal, curvature(screen space), curvature (from patch)
- minor cleanup
- 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
Adding command line options to glViewer to make it easy
to control the requested GL version and profile. While
it is only enabled for glViewer in this change, it will
be easy to extend to all our example viewers. The new
command line options are:
-glCoreProfile on|off
-glForwardCompat on|off
-glVersion M.n
It appears the behavior of the version hint is operating system
(and perhaps driver) specific. On OSX the version hint is a
minimum version, but on Linux you get exactly the version
requested.
The GLFW FAQ seems to suggest that any driver not supporting
ARB_compatibility may need the hint.
s
- Make sure to declare usage of the include files if GLFW is found
- When GLFW is found and is compiled into examples/common, we need to
unfortunately link it into dxViewer. Hopefully we can refactor common
so that this won't be necessary in the future.
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.
- removed all of the multi-level Interpolate...() methods taking T*, U*
- made all single-level methods consistent wrt usage of T&, U&
- replaced usage in regressions, tutorials and examples
- additional minor improvements to far/tutorials
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.
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.
These are now redundant since all bspline patches are encoded in
the patch tables consistently using 16 point indices with boundary
and corner edges indicated in the boundary mask of the patch params.
My earlier change which simplified the categorization of
patch types broke evaluation for boundary and corner patches.
Previously, boundary and corner patches were always rotated
into a canoncial orientation by permuting the point indices
of the patch. This was convenient in some cases, but generally
made things unecessarily complicated, since the parameterization
of the patch had to be counter-rotated to compensate.
Now patches always remain correctly oriented with respect
to the underlying surface topology and evaluation of boundary
and corner patches is accommodated by simply adjusting the
spline weights to account for the missing/invalid patch
points along boundary and corner edges.
There is more to clean up and optimize, but this restores
correct behavior.
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*().
- resolves DX-CL interop functions in Osd::ClD3D11VertexBuffer.
- enable CL kernels in DX build.
- more cleanup in test harnesses, adding D3D11 initializations into DeviceContext.
- add new defines OPENSUBDIV_HAS_OPENGL and OPENSUBDIV_HAS_DX for convenience.
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.
- rename "Regular end cap" to "BSplineBasis end cap"
- revert templating and add EndCapType into PatchTablesFactory::Options.
- make EndCapFactories internal in PatchTablesFactory.
- move end cap stencils into PatchTables, keep them relative to the max level.
- add a utility StencilTablesFactory::AppendEndCapStencilTables to splice and factorize endcap stencil tables.
Remove the ptex-specific code from the Far::TopologyRefiner and instead provide it in a separate class Far::PtexIndices. Clients who need to use the Ptex API need to first build a Far::PtexIndices object by providing it with a refiner.
This has the advantage of keeping the API on the TopologyRefiner a little cleaner. The ptex methods were const but were mutating state with const_casts. The new mechanism still achieves the same lazy initialization behavior by forcing clients to instantiate them exactly when needed.
A disadvantage of this approach is that the PatchTablesFactory creates its own PtexIndices and throws it out after the patch tables are created. This is great if you're never going to need the ptex indices again, but not so great if you will need them again.
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.
If glew is present it will use it to query for tesselation information.
Otherwise it will use the information provided by the the header
files during compilation.
This is done since the header usually defines opengl
functionality that is not implemented. So it needs
to be queried at runtime using glew if available,
otherwise the use the header information.
This was done since since sometimes the headers indicates
an opengl feature that is not implemented. Now the
function queries the opengl capabilities during runtime
to determine which version to use.
This is the first step to tease off Osd compute controller/contexts
from Far API.
Currently FarStencilTable only creates a kernelbatch for the entire range,
so we can use [0, numStencils) for all cases instead of KernelBatch.
This might not be true if we apply non-factorized level-wise stencils,
then we'll add another modular utility to serve those cases.
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.
When CLEW is present, CL functions become macros which may resolve to null
function pointers. A previous change attempted to guard against CL-related
crashes, but introduced compiler warnings.
This change conditionally tests the function when CLEW is present.
Resolves: #400
- extend Far::PatchTables data structures & interfaces to store requisite
information for channels of face-varying bi-cubic patches
- implement gather function in Far::PatchTablesFactory to populate face-varying
channels with adaptive patches
- extend accessor interface in Vtr::Level
- propagate code fall-out throughout OpenSubdiv code base, examples & tutorials
- extend vtrViewer code to visualize tessellated bi-cubic face-varying patches
- 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.
- 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
- 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.
- move level of refinement / isolation into the Options structs
- fix splash damage in rest of the code
note 1: this is less than ideal, because most compilers accept the previous
call to these functions with an incorrect parameter list (ie. passing
the level instead of the struct issues no warnings and compiles...)
caveat emptor...
note 2: the level parameter names may not be final for adaptive modes
as we will likely want independent controls over crease vs.
extraordinary vertex isolation.
- don't rotate (s,t) coordinates but rotate the patch instead !
- refactor osd/cpuEvalLimitKernels to share Far::PatchTables cubic spline
interpolation functions : this replaces tensor product formulation with
weight matrices, which does not really impact performance here, but would
have to be replaced when implementing regular gridding functions.
- fix OsdCpuEvalLimitController to not rotate coordinates and pass the rotation bitfields
- expose Far::PatchTables spline interpolation API (protected -> public)
- fix glEvalLimit tangent buffers (remove empty padding - see below)
- change policy for tangent buffers : the output buffer descriptor is
**NO LONGER APPLIED** to tangent output buffers. Tangent primvar data
buffers are no longer applying the offset and stride from the descriptor
(because it doesn't make sense to share it). If more flexiblity is
required, we will consider adding independent descriptors for the tangent
buffers. This change will impact existing code that generates tangents
with the EvalLimit controller.
fixes#370
- change topology refiner to check for edge sharpnesses when selecting faces for isolation
- add face-aggregator for edge tags to Vtr::Level
- fix logic in Far::PatchTablesFactory to correctly tag single-crease patches along infinitely sharp edges
note : this fix is a bit of a cludge - barfowl confirms that the vertex crease tags (VTags) are intended to
carry neighborhood information, which they currently do not. we will revisit this shortly and fix the tags,
which will allow us to simplify the traversal logic when isolating topology features.
fixes#369
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.
- VVarBoundaryInterpolation is now VtxBoundaryInterpolation
- enum prefix change from VVAR to VTX
- generel cleanup / doxyfication
- update of beta / release notes
- 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
- split Far::PatchDescriptor into its own class (mirrors Far::PatchParam)
- hide PatchArray as a private internal structure
- add public accessors patterned after Far::TopologyRefiner (returning Vtr::Arrays)
- propagate new API to all dependent code
note: some direct table accessors have not been removed *yet* - see code for details
- adding support for StencilTables creation from a Gregory basis
- fix a bug in the prot-stencil allocator (slow memory pool was not being cleared properly)
- adaptive mode: remove faces tagged as holes from the selection of faces to isolate
- uniform mode: faces tagged as holes are still included in the refinement process,
however they are removed from patch tables
- future improvements: add a 'selective refinement' code path separate from 'uniform refinement'
to handle this case without un-necessary subdivision work.