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.
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.
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.
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.
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.
- 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.
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.
- 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.
- 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
- 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.
Catmull-Clark Subdivision Surfaces", Niessner et al, Eurographics 2012.
This change includes;
-topology identification for single-crease patch during adaptive refinement.
-patch array population (similar to boundary)
-sharpness buffer generation
-glsl shader
Eval stuffs will be coming.
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
- add a framebuffer to gl_hud with programmable image shader
- add optional SSAO image shader to the new framebuffer
- add screenshot to png functionality
- implement in glViewer
note: ptexViewer and some others still need refactoring to use the new hud capabilities
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.