// // Copyright (C) Pixar. All rights reserved. // // This license governs use of the accompanying software. If you // use the software, you accept this license. If you do not accept // the license, do not use the software. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and // "distribution" have the same meaning here as under U.S. // copyright law. A "contribution" is the original software, or // any additions or changes to the software. // A "contributor" is any person or entity that distributes its // contribution under this license. // "Licensed patents" are a contributor's patent claims that read // directly on its contribution. // // 2. Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free copyright license to reproduce its contribution, // prepare derivative works of its contribution, and distribute // its contribution or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free license under its licensed patents to make, have // made, use, sell, offer for sale, import, and/or otherwise // dispose of its contribution in the software or derivative works // of the contribution in the software. // // 3. Conditions and Limitations // (A) No Trademark License- This license does not grant you // rights to use any contributor's name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over // patents that you claim are infringed by the software, your // patent license from such contributor to the software ends // automatically. // (C) If you distribute any portion of the software, you must // retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source // code form, you may do so only under this license by including a // complete copy of this license with your distribution. If you // distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies // with this license. // (E) The software is licensed "as-is." You bear the risk of // using it. The contributors give no express warranties, // guarantees or conditions. You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #if defined(__APPLE__) #include "TargetConditionals.h" #if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR #include #else #include #endif #elif defined(ANDROID) #include #else #if defined(_WIN32) #include #endif #include #endif #include "../osd/glslComputeController.h" #include "../osd/glslComputeContext.h" #include "../osd/glslKernelBundle.h" #include "../osd/table.h" #include #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { OsdGLSLComputeController::OsdGLSLComputeController() { } OsdGLSLComputeController::~OsdGLSLComputeController() { for (std::vector::iterator it = _kernelRegistry.begin(); it != _kernelRegistry.end(); ++it) { delete *it; } } void OsdGLSLComputeController::Synchronize() { glFinish(); } OsdGLSLComputeKernelBundle * OsdGLSLComputeController::getKernels(int numVertexElements, int numVaryingElements) { std::vector::iterator it = std::find_if(_kernelRegistry.begin(), _kernelRegistry.end(), OsdGLSLComputeKernelBundle::Match(numVertexElements, numVaryingElements)); if (it != _kernelRegistry.end()) { return *it; } else { OsdGLSLComputeKernelBundle *kernelBundle = new OsdGLSLComputeKernelBundle(); _kernelRegistry.push_back(kernelBundle); kernelBundle->Compile(numVertexElements, numVaryingElements); return kernelBundle; } } void OsdGLSLComputeController::ApplyBilinearFaceVerticesKernel( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); kernelBundle->ApplyBilinearFaceVerticesKernel( batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd()); } void OsdGLSLComputeController::ApplyBilinearEdgeVerticesKernel( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); kernelBundle->ApplyBilinearEdgeVerticesKernel( batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd()); } void OsdGLSLComputeController::ApplyBilinearVertexVerticesKernel( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); kernelBundle->ApplyBilinearVertexVerticesKernel( batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd()); } void OsdGLSLComputeController::ApplyCatmarkFaceVerticesKernel( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); kernelBundle->ApplyCatmarkFaceVerticesKernel( batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd()); } void OsdGLSLComputeController::ApplyCatmarkEdgeVerticesKernel( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); kernelBundle->ApplyCatmarkEdgeVerticesKernel( batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd()); } void OsdGLSLComputeController::ApplyCatmarkVertexVerticesKernelB( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); kernelBundle->ApplyCatmarkVertexVerticesKernelB( batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd()); } void OsdGLSLComputeController::ApplyCatmarkVertexVerticesKernelA1( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); kernelBundle->ApplyCatmarkVertexVerticesKernelA( batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), false); } void OsdGLSLComputeController::ApplyCatmarkVertexVerticesKernelA2( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); kernelBundle->ApplyCatmarkVertexVerticesKernelA( batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), true); } void OsdGLSLComputeController::ApplyLoopEdgeVerticesKernel( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); kernelBundle->ApplyLoopEdgeVerticesKernel( batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd()); } void OsdGLSLComputeController::ApplyLoopVertexVerticesKernelB( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); kernelBundle->ApplyLoopVertexVerticesKernelB( batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd()); } void OsdGLSLComputeController::ApplyLoopVertexVerticesKernelA1( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); kernelBundle->ApplyLoopVertexVerticesKernelA( batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), false); } void OsdGLSLComputeController::ApplyLoopVertexVerticesKernelA2( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); kernelBundle->ApplyLoopVertexVerticesKernelA( batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), true); } void OsdGLSLComputeController::ApplyVertexEdits( FarKernelBatch const &batch, void * clientdata) const { OsdGLSLComputeContext * context = static_cast(clientdata); assert(context); OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle(); const OsdGLSLComputeHEditTable * edit = context->GetEditTable(batch.GetTableIndex()); assert(edit); context->BindEditShaderStorageBuffers(batch.GetTableIndex()); int primvarOffset = edit->GetPrimvarOffset(); int primvarWidth = edit->GetPrimvarWidth(); if (edit->GetOperation() == FarVertexEdit::Add) { kernelBundle->ApplyEditAdd( primvarOffset, primvarWidth, batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd()); } else { // XXX: edit SET is not implemented yet. } context->UnbindEditShaderStorageBuffers(); } } // end namespace OPENSUBDIV_VERSION } // end namespace OpenSubdiv