// // 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 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 /// template void Refine(OsdGLSLComputeContext *context, FarKernelBatchVector const &batches, VERTEX_BUFFER *vertexBuffer, VARYING_BUFFER *varyingBuffer) { if (batches.empty()) return; int numVertexElements = vertexBuffer ? vertexBuffer->GetNumElements() : 0; int numVaryingElements = varyingBuffer ? varyingBuffer->GetNumElements() : 0; context->SetKernelBundle(getKernels(numVertexElements, numVaryingElements)); context->Bind(vertexBuffer, varyingBuffer); FarDispatcher::Refine(this, context, batches, /*maxlevel*/-1); context->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 *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 *context) const; void ApplyBilinearEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext *context) const; void ApplyBilinearVertexVerticesKernel(FarKernelBatch const &batch, ComputeContext *context) const; void ApplyCatmarkFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext *context) const; void ApplyCatmarkEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext *context) const; void ApplyCatmarkVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext *context) const; void ApplyCatmarkVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext *context) const; void ApplyCatmarkVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext *context) const; void ApplyLoopEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext *context) const; void ApplyLoopVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext *context) const; void ApplyLoopVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext *context) const; void ApplyLoopVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext *context) const; void ApplyVertexEdits(FarKernelBatch const &batch, ComputeContext *context) const; OsdGLSLComputeKernelBundle * getKernels(int numVertexElements, int numVaryingElements); private: std::vector _kernelRegistry; }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OSD_GLSL_COMPUTE_CONTROLLER_H