// // 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. // #ifndef OSD_GLSL_COMPUTE_CONTROLLER_H #define OSD_GLSL_COMPUTE_CONTROLLER_H #include "../version.h" #include "../far/dispatcher.h" #include "../osd/glslComputeContext.h" #include "../osd/vertexDescriptor.h" #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { class OsdGLSLComputeKernelBundle; /// \brief Compute controller for launching GLSLCompute transform feedback /// subdivision kernels. /// /// OsdGLSLComputeController is a compute controller class to launch /// GLSLCompute transfrom feedback subdivision kernels. It requires /// OsdGLVertexBufferInterface as arguments of Refine function. /// /// Controller entities execute requests from Context instances that they share /// common interfaces with. Controllers are attached to discrete compute devices /// and share the devices resources with Context entities. /// class OsdGLSLComputeController { public: typedef OsdGLSLComputeContext ComputeContext; /// Constructor. OsdGLSLComputeController(); /// Destructor. ~OsdGLSLComputeController(); /// Launch subdivision kernels and apply to given vertex buffers. /// /// @param context the OsdCpuContext to apply refinement operations to /// /// @param batches vector of batches of vertices organized by operative /// kernel /// /// @param vertexBuffer vertex-interpolated data buffer /// /// @param varyingBuffer varying-interpolated data buffer /// /// @param vertexDesc the descriptor of vertex elements to be refined. /// if it's null, all primvars in the vertex buffer /// will be refined. /// /// @param varyingDesc the descriptor of varying elements to be refined. /// if it's null, all primvars in the varying buffer /// will be refined. /// template void Refine(OsdGLSLComputeContext const *context, FarKernelBatchVector const &batches, VERTEX_BUFFER *vertexBuffer, VARYING_BUFFER *varyingBuffer, OsdVertexBufferDescriptor const *vertexDesc=NULL, OsdVertexBufferDescriptor const *varyingDesc=NULL) { if (batches.empty()) return; bind(vertexBuffer, varyingBuffer, vertexDesc, varyingDesc); // bind table buffers. context->BindShaderStorageBuffers(); FarDispatcher::Refine(this, context, batches, /*maxlevel*/-1); // unbind table buffers. context->UnbindShaderStorageBuffers(); unbind(); } /// Launch subdivision kernels and apply to given vertex buffers. /// /// @param context the OsdCpuContext to apply refinement operations to /// /// @param batches vector of batches of vertices organized by operative /// kernel /// /// @param vertexBuffer vertex-interpolated data buffer /// template void Refine(OsdGLSLComputeContext const *context, FarKernelBatchVector const &batches, VERTEX_BUFFER *vertexBuffer) { Refine(context, batches, vertexBuffer, (VERTEX_BUFFER*)NULL); } /// Waits until all running subdivision kernels finish. void Synchronize(); protected: friend class FarDispatcher; void ApplyBilinearFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyBilinearEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyBilinearVertexVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkQuadFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkTriQuadFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkRestrictedEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyLoopEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyLoopVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyLoopVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyLoopVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyVertexEdits(FarKernelBatch const &batch, ComputeContext const *context) const; OsdGLSLComputeKernelBundle * getKernels( OsdVertexBufferDescriptor const &vertexDesc, OsdVertexBufferDescriptor const &varyingDesc); void bindBufferAndProgram(); void unbindBufferAndProgram(); template void bind(VERTEX_BUFFER *vertex, VARYING_BUFFER *varying, OsdVertexBufferDescriptor const *vertexDesc, OsdVertexBufferDescriptor const *varyingDesc) { // if the vertex buffer descriptor is specified, use it. // otherwise, assumes the data is tightly packed in the vertex buffer. if (vertexDesc) { _currentBindState.vertexDesc = *vertexDesc; } else { int numElements = vertex ? vertex->GetNumElements() : 0; _currentBindState.vertexDesc = OsdVertexBufferDescriptor( 0, numElements, numElements); } if (varyingDesc) { _currentBindState.varyingDesc = *varyingDesc; } else { int numElements = varying ? varying->GetNumElements() : 0; _currentBindState.varyingDesc = OsdVertexBufferDescriptor( 0, numElements, numElements); } _currentBindState.vertexBuffer = vertex ? vertex->BindVBO() : 0; _currentBindState.varyingBuffer = varying ? varying->BindVBO() : 0; _currentBindState.kernelBundle = getKernels(_currentBindState.vertexDesc, _currentBindState.varyingDesc); bindBufferAndProgram(); } /// Unbinds any previously bound vertex and varying data buffers. void unbind() { _currentBindState.Reset(); unbindBufferAndProgram(); } private: struct BindState { BindState() : vertexBuffer(0), varyingBuffer(0), kernelBundle(NULL) {} void Reset() { vertexBuffer = varyingBuffer = 0; vertexDesc.Reset(); varyingDesc.Reset(); } GLuint vertexBuffer; GLuint varyingBuffer; OsdVertexBufferDescriptor vertexDesc; OsdVertexBufferDescriptor varyingDesc; OsdGLSLComputeKernelBundle *kernelBundle; }; BindState _currentBindState; std::vector _kernelRegistry; }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OSD_GLSL_COMPUTE_CONTROLLER_H