Commit Graph

266 Commits

Author SHA1 Message Date
Nathan Litke
68488d86b0 Fixed a buffer overrun error in OsdCLGLVertexBuffer::UpdateData. 2013-01-30 00:20:37 -08:00
Takahito Tejima
ab4f79c128 Remove deprecated GL calls, comply with 4.2/3.3 core profile. Use VAO, update glsl shaders, remove immediate draws, etc.
In example code, GLUT has been replaced with GLFW so that glViewer/ptexViewer can run on OSX (10.7 or later).

OSX note: still have some problem with clang, may need to explicitly specify gcc on cmake cmdline
 -DCMAKE_CXX_COMPILE=/usr/bin/g++

fixes #98
2013-01-29 15:54:18 -08:00
manuelk
d03a04d088 Fix OSD crash bug within CUDA & CL compute modules :
- remove the GL error check in cudaGLVertexBuffer :
  * unrelated GL errors left on the stack were triggering erroneous
  vertexBuffer allocation errors
  * we should not be checking for GL errors here anyway (as most other
  buffer allocations aren't checked either)

- add some pointer checking in the GL / D3D drawContexts in case the
  vertexBuffer pointers passed are NULL

- add some additional typedefs in OsdError to report some of the new
  CUDA / GL related errors
2013-01-25 18:31:40 -08:00
manuelk
9ed6ac7da8 - clean up all unused variables / constructors...
- add a -Wall flag, but leave it commented out for now until the same is done for other compilers

fixes #96
2013-01-22 14:47:46 -08:00
manuelk
54dff770d4 clean access permissions on files (rw-rw-r--) 2013-01-18 13:40:39 -08:00
Manuel Kraemer
ba7bf7b41c fix compiler warnings on class constructors 2013-01-18 13:30:31 -08:00
manuelk
2baa3c82c1 removing some crusty tabs & other minor formatting 2013-01-10 11:14:41 -08:00
David G Yu
95c84b8f56 Adaptive tess using projected bounding sphere
This avoids adaptive tessellation artifacts near silhouette edges
by using the projected diameter of an edge's bounding sphere
rather than the length of the projected edge itself.

There is a nice writeup of this by Bryan Dudash of NVIDIA at:
https://developer.nvidia.com/content/dynamic-hardware-tessellation-basics
2013-01-04 19:15:24 -08:00
David G Yu
1547b59570 Updated to support GLES 2.0 on iOS and Android 2012-12-20 10:25:41 -08:00
David G Yu
ce2f29d368 Upload only the coarse vertex data from CPU to GPU 2012-12-19 23:30:36 -08:00
manuelk
9ac6c3081e - fix broken ptex block allocation : iterates over all faces to find the longest edge
- code style fixes

fixes #89
2012-12-17 10:31:55 -08:00
manuelk
607b62337a Switching ptex coordinates structures to centroid based interpolation. This does not fix completely the problem though and we will have to revisit our guttering.
fixes #88
2012-12-17 10:26:14 -08:00
David G Yu
49a493a7bf Fixed a typo in the DirectCompute dispatch code. 2012-12-17 09:48:49 -08:00
David G Yu
77bdde36c6 Fixed a few build issues for OS X
Also, updated viewer_compat.cpp to more closely match viewer.cpp
2012-12-15 20:34:31 -08:00
David G Yu
6042649efa Added DirectCompute backend for Osd Compute 2012-12-13 10:22:30 -08:00
David G Yu
4f00990ae1 Fixed SRV format for level and valence buffers 2012-12-13 10:00:46 -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
419741442d defining M_PI to fix some compiler errors on OSX 10.8
fixes #44
2012-12-11 13:50:27 -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
manuelk
5f5207999f Refactoring far (cliff notes):
- All data representation classes are now single-templated for a vertex class 'U'

    - All constructors / instancing code has been moved into "Factory" functions that are dual-templated
      for two vertex classes <class T, class U=T>. This allows hbr specialization with a placeholder
      vertex flass 'T' for faster analysis without paying interpolation costs, while far can still specialize
      a fully implemented vertex class 'U' with full subdivision functionality.

    - Some preliminary clean-up work on FarVertexEditTables with the addition of a FarVertexEdit class
      as a replacement for the former HbrVertedEdit which was introducing back dependencies on hbr. The
      implementation is very lightweight. Some slight renaming / cleanup of the code, with some more to
      be done.

    - there are no more dependencies on hbr (not even #include) from far's data structure !

Notes :
    - the FarDispatcher mechanism has become somewhat awkward and should be re-evaluated when refactoring osd.

    - the "Factory" pattern survives this round of refactoring until we can find something better.

Closes #34
2012-09-17 18:41:48 -07:00
manuelk
07b4c064d0 tiny comment fix 2012-09-11 15:12:16 -07:00
Takahito Tejima
b4ff94d8af forgot to add new files. sorry! 2012-08-22 16:22:08 -07:00
Takahito Tejima
a157628b08 OsdMesh refactoring. Added OsdElementArrayBuffer and OsdPtexCoordinatesTextureBuffer, which manage GL resources on behalf of OsdMesh. 2012-08-22 13:57:36 -07:00
Takahito Tejima
fad4a2b7ae Changed deprecated GLenum names 2012-08-20 09:38:45 -07:00
manuelk
e2217e182c From now on, hbr assumes that its clients will provide the defition of a
mutex class with Lock / Unlock public functions.

- remove Mutex implementation from Hbr (and revert to original PRman code)
- provide a Mutex class stub in osd
- add some forward declarations in OsdMesh to limit some of the mutex spills
- #include <osd/mutex.h> where needed (little hackish until we can refactor
some of far better)
- remove ILM_BASE from some CMakeLists

Closes #48
2012-08-10 15:14:02 -07:00
manuelk
004591ba70 Adding legal header to osd/vertex.h 2012-08-10 12:02:41 -07:00
manuelk
a1552cfe82 Siggrpah 2012 - rolling over all of prepro work into beta 1.1 2012-08-03 19:51:27 -07:00
U-octave\dyu
f9a0531e6e Fixed clDispatcher::Map to return void (instead of void *> to avoid errors on VS2010. 2012-06-26 02:04:11 -07:00
manuelk
d9f46575cd Fix gl / glew includes and fix some related windows build issues
Closes #29.
2012-06-21 12:30:12 -07:00
gelder
fb97e723dd Merge branch 'master' of github.com:PixarAnimationStudios/OpenSubdiv 2012-06-20 18:52:54 -07:00
gelder
2c99708795 Missed in previous checkin. Make sure not to include glew.h in headers
where it can cause havoc downstream, and move vertexBuffers into the cpp
file to avoid gl.h inclusion and to fix dynamic cast issues.  These were
found during Presto integration.
2012-06-20 18:51:16 -07:00
manuelk
5c12beb8b0 Merge branch 'master' of github.com:PixarAnimationStudios/OpenSubdiv 2012-06-20 18:21:52 -07:00
manuelk
3920f9c39a Add a SHARED target for OSD and direct dependent example / regression code
to link against that version (except on Windows where we stay on STATIC mode
until all the kinks can be worked out)

Closes #27.
2012-06-20 18:20:41 -07:00
gelder
0e27dc6c20 Updates for correct complilation with glew found during Presto integration, and
change to vertexBuffer ot avoid dynamic cast issues in Presto.
2012-06-20 17:11:17 -07:00
manuelk
54c2345647 Adding GLSL compute kernels for bilinear scheme
Closes #19.
2012-06-19 18:57:43 -07:00
manuelk
eb26c65a88 first pass at an osd regression suite, following similar lines to the far regression.
- modify shape_utils to return a vector of coarse vertices when creating an hbr mesh

- minor cleanup of osd mesh and the addition of a vector parameter in the creator to
  save the remapping between the hbr mesh progenitor and the current serialized osd mesh.

- minor fallout modifications to the glutViewer & far regression code

Notes :

- the dual template of far is causing a lot of complications
  -> suggest finding a way to isolate the T template to the factory code.
  -> far needs a concept of a vector of vertex & varying data (to abstract the vertex buffer
     away from osd)
  -> the dispatched mechanism is awkward and needs refactoring
  -> suggest moving the default CPU kernels away from the subdivision tables
  -> suggest finding a way to completely untemplate the tables (we might need a templated
     factory function though)
  -> osd should be able to call delete on the far mesh to get rid of all the CPU-bound data
     once the GPU data has been laid-out.

Closes #18.
2012-06-19 17:15:07 -07:00
Manuel Kraemer
9afa90230d Add public & private header files to the source_group statements.
Closes #24
2012-06-19 12:34:26 -07:00
Manuel Kraemer
599e337387 Fix syntax (cast to int)
Closes #23.
2012-06-19 12:30:55 -07:00
Manuel Kraemer
c465e3316f Adding support for OpenCL kernels (tested & working on F16 - still needs testing on Win / RH / Apple) 2012-06-16 16:03:52 -07:00
Takahito Tejima
44fc3a3d9f Merge branch 'master' of https://github.com/PixarAnimationStudios/OpenSubdiv 2012-06-15 17:53:32 -07:00
Takahito Tejima
deea155b06 Add OpenCL kernel and dispatcher. not to be compiled yet. 2012-06-15 17:52:36 -07:00
manuelk
909eb0c8de adding -fPIC to CUDA compiler arguments
Closes #20.
2012-06-15 17:19:13 -07:00
Takahito Tejima
1981885f6d Changed to use kernel enum rather than strings. If clients need to add their own
kernel, call OsdKernelDispatcher::Factory::Register() and keep the integer
result value as kernel handle.

Attempted to elimiate registering function from client code, but currently
disabled (in kernelDispatcher.cpp) because of Maya plugin doesn't work with cuda
kernel.

glutViewer creates kernel menu dynamically according to linked kernels.

Fix a bug of maya plugin crashes.

Closes #14
2012-06-14 21:18:00 -07:00
manuelk
320af0e553 Merge branch 'master' of github.com:PixarAnimationStudios/OpenSubdiv 2012-06-14 14:05:13 -07:00
manuelk
6206b2baad - making the FindGlew/Glut modules more Windows friendly (and fix some issues like static linking of GLEW)
- add status messages for missing dependencies and what features are being disabled.
- cleanup osd cmakefile

Closes #13.
2012-06-14 14:03:30 -07:00
Takahito Tejima
dd29d0d345 add vertexBuffer.h
Closes #11
2012-06-14 09:30:28 -07:00
Takahito Tejima
350d32494f Revert "add vertexBuffer.h"
This reverts commit 86d36ace44.
2012-06-14 09:29:31 -07:00
Takahito Tejima
86d36ace44 add vertexBuffer.h 2012-06-14 09:26:29 -07:00
manuelk
b3b857eec7 re-engineering the find_package strategy :
- use find_package(OpenMP) to test that the compiler supports OMP
  (looks like the "express" versions of MSVC do not)

- if not available, make sure that osd does not register those
  compute kernels (but does register the CPU standalone ones)

- similar refinements on other dependencies (Maya, CUDA) where
  the build "opts in" depending on which libs are found.

some CMakeLists still need more cleanup...

Closes #9
2012-06-13 17:41:18 -07:00
manuelk
f293ac859c fix the friend call to properly address "Match" as a struct and not a class
minor code formatting fixes
2012-06-13 17:14:39 -07:00
manuelk
228ffd4de6 fix some of the cmake conditionals so that windows can find custom
locations for dependencies (using the <lib>_LOCATION variables)

Closes #7
2012-06-13 14:30:28 -07:00
Takahito Tejima
851c00d04c Added OsdVertexBuffer class. OsdMesh no longer has vertex buffer and vertex
specification (how many elements exists in the buffer).
client will create OsdVertexBuffer and provide it as an argument of
OsdMesh::Subdivide() function. It would be more flexible and hopefully matches
various use cases.

Since each dispatcher has to accept arbitrary vertex buffer, introduced a simple
shader registry into glslDispatcher. It will configure shaders for given vertex
elements on demand (for now, just works only for varying buffer).

Fixed cuda kernel's GL resource leakage. Since cuda GL interop seems one-way,
OsdCudaVertexBuffer manages vertex updating instead of just using
OsdGpuVertexBuffer.

Cleaned up some kernel codes and renamed ambiguous names.
2012-06-12 16:28:17 -07:00
Takahito Tejima
29b85a0e8c Merge branch 'master' of https://github.com/PixarAnimationStudios/OpenSubdiv
Conflicts:
	opensubdiv/osd/mesh.h
2012-06-12 16:04:12 -07:00
Takahito Tejima
340b89f99a adding vertexbuffer class (incomplete) 2012-06-12 09:28:00 -07:00
Takahito Tejima
6cae48665d add bilinear computation for cuda kernel (not yet for CL, GLSL kernels) 2012-06-11 18:09:23 -07:00
Takahito Tejima
ee40f8d259 add bilinear compute to cpu kernel ( not yet for other kernels) 2012-06-11 17:52:32 -07:00
Manuel Kraemer
fe5e1fd9a1 including the correct version file so namespaces work 2012-06-11 17:02:27 -07:00
Manuel Kraemer
f66c7e19c9 - adding mayaViewer as another code sample
- more work on the glutViewr example
    - fixing some compiling / linking issues for osd
2012-06-11 11:53:35 -07:00
Manuel Kraemer
03e474f422 resolving some symbol problems : these functions don't link in the sample code with the new namespace scheme - they apparently have to be declared extern "C" 2012-06-11 07:54:26 -07:00
Manuel Kraemer
b121bf69e3 adding cmake rule to install Osd public headers 2012-06-11 06:55:06 -07:00
Manuel Kraemer
284a2884bb checkpoint for the glutViewer in the example code (not functional yet) 2012-06-10 19:59:04 -07:00
Manuel Kraemer
fb709d9fa6 adding CUDA kernels 2012-06-09 14:22:57 -07:00
Manuel Kraemer
a4a5bc253a adding support for optional GLSL compute kernels 2012-06-09 13:40:48 -07:00
Manuel Kraemer
9988aad7f4 code formatting / quick cleanup pass 2012-06-09 11:12:34 -07:00
Manuel Kraemer
92b1930927 adding OsdVertex to the OpenSubdiv namespace 2012-06-09 09:23:28 -07:00
Manuel Kraemer
a055967056 first pass at osd module - no GLSL / CUDA / CL kernels yet 2012-06-08 17:06:35 -07:00