// // 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 "../far/mesh.h" #include "../far/subdivisionTables.h" #include "../osd/glslTransformFeedbackComputeContext.h" #include "../osd/glslTransformFeedbackKernelBundle.h" namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { void OsdGLSLTransformFeedbackTable::createTextureBuffer(size_t size, const void *ptr, GLenum type) { glGenBuffers(1, &_devicePtr); glGenTextures(1, &_texture); GLint prev = 0; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev); glBindBuffer(GL_ARRAY_BUFFER, _devicePtr); glBufferData(GL_ARRAY_BUFFER, size, ptr, GL_STATIC_DRAW); /* CHECK_GL_ERROR("UpdateTable tableIndex %d, size %ld, buffer =%d\n", tableIndex, size, _tableBuffers[tableIndex]); */ glBindBuffer(GL_ARRAY_BUFFER, prev); glGetIntegerv(GL_TEXTURE_BINDING_BUFFER, &prev); glBindTexture(GL_TEXTURE_BUFFER, _texture); glTexBuffer(GL_TEXTURE_BUFFER, type, _devicePtr); glBindTexture(GL_TEXTURE_BUFFER, prev); glDeleteBuffers(1, &_devicePtr); } OsdGLSLTransformFeedbackTable::~OsdGLSLTransformFeedbackTable() { glDeleteTextures(1, &_texture); } GLuint OsdGLSLTransformFeedbackTable::GetTexture() const { return _texture; } // ---------------------------------------------------------------------------- OsdGLSLTransformFeedbackHEditTable::OsdGLSLTransformFeedbackHEditTable(const FarVertexEditTables::VertexEditBatch &batch) : _primvarIndicesTable(new OsdGLSLTransformFeedbackTable(batch.GetVertexIndices(), GL_R32UI)), _editValuesTable(new OsdGLSLTransformFeedbackTable(batch.GetValues(), GL_R32F)) { _operation = batch.GetOperation(); _primvarOffset = batch.GetPrimvarIndex(); _primvarWidth = batch.GetPrimvarWidth(); } OsdGLSLTransformFeedbackHEditTable::~OsdGLSLTransformFeedbackHEditTable() { delete _primvarIndicesTable; delete _editValuesTable; } const OsdGLSLTransformFeedbackTable * OsdGLSLTransformFeedbackHEditTable::GetPrimvarIndices() const { return _primvarIndicesTable; } const OsdGLSLTransformFeedbackTable * OsdGLSLTransformFeedbackHEditTable::GetEditValues() const { return _editValuesTable; } int OsdGLSLTransformFeedbackHEditTable::GetOperation() const { return _operation; } int OsdGLSLTransformFeedbackHEditTable::GetPrimvarOffset() const { return _primvarOffset; } int OsdGLSLTransformFeedbackHEditTable::GetPrimvarWidth() const { return _primvarWidth; } // ---------------------------------------------------------------------------- OsdGLSLTransformFeedbackComputeContext::OsdGLSLTransformFeedbackComputeContext( FarMesh const *farMesh) : _vertexTexture(0), _varyingTexture(0) { FarSubdivisionTables const * farTables = farMesh->GetSubdivisionTables(); // allocate 5 or 7 tables _tables.resize(7, 0); _tables[FarSubdivisionTables::E_IT] = new OsdGLSLTransformFeedbackTable(farTables->Get_E_IT(), GL_R32I); _tables[FarSubdivisionTables::V_IT] = new OsdGLSLTransformFeedbackTable(farTables->Get_V_IT(), GL_R32UI); _tables[FarSubdivisionTables::V_ITa] = new OsdGLSLTransformFeedbackTable(farTables->Get_V_ITa(), GL_R32I); _tables[FarSubdivisionTables::E_W] = new OsdGLSLTransformFeedbackTable(farTables->Get_E_W(), GL_R32F); _tables[FarSubdivisionTables::V_W] = new OsdGLSLTransformFeedbackTable(farTables->Get_V_W(), GL_R32F); if (farTables->GetNumTables() > 5) { // catmark, bilinear _tables[FarSubdivisionTables::F_IT] = new OsdGLSLTransformFeedbackTable(farTables->Get_F_IT(), GL_R32UI); _tables[FarSubdivisionTables::F_ITa] = new OsdGLSLTransformFeedbackTable(farTables->Get_F_ITa(), GL_R32I); } else { // loop _tables[FarSubdivisionTables::F_IT] = NULL; _tables[FarSubdivisionTables::F_ITa] = NULL; } // create hedit tables FarVertexEditTables const *editTables = farMesh->GetVertexEdit(); if (editTables) { int numEditBatches = editTables->GetNumBatches(); _editTables.reserve(numEditBatches); for (int i = 0; i < numEditBatches; ++i) { const FarVertexEditTables::VertexEditBatch & edit = editTables->GetBatch(i); _editTables.push_back(new OsdGLSLTransformFeedbackHEditTable(edit)); } } } OsdGLSLTransformFeedbackComputeContext::~OsdGLSLTransformFeedbackComputeContext() { for (size_t i = 0; i < _tables.size(); ++i) { delete _tables[i]; } for (size_t i = 0; i < _editTables.size(); ++i) { delete _editTables[i]; } if (_vertexTexture) glDeleteTextures(1, &_vertexTexture); if (_varyingTexture) glDeleteTextures(1, &_varyingTexture); } const OsdGLSLTransformFeedbackTable * OsdGLSLTransformFeedbackComputeContext::GetTable(int tableIndex) const { return _tables[tableIndex]; } int OsdGLSLTransformFeedbackComputeContext::GetNumEditTables() const { return static_cast(_editTables.size()); } const OsdGLSLTransformFeedbackHEditTable * OsdGLSLTransformFeedbackComputeContext::GetEditTable(int tableIndex) const { return _editTables[tableIndex]; } GLuint OsdGLSLTransformFeedbackComputeContext::GetCurrentVertexBuffer() const { return _currentVertexBuffer; } GLuint OsdGLSLTransformFeedbackComputeContext::GetCurrentVaryingBuffer() const { return _currentVaryingBuffer; } int OsdGLSLTransformFeedbackComputeContext::GetNumCurrentVertexElements() const { return _numVertexElements; } int OsdGLSLTransformFeedbackComputeContext::GetNumCurrentVaryingElements() const { return _numVaryingElements; } OsdGLSLTransformFeedbackKernelBundle * OsdGLSLTransformFeedbackComputeContext::GetKernelBundle() const { return _kernelBundle; } void OsdGLSLTransformFeedbackComputeContext::SetKernelBundle(OsdGLSLTransformFeedbackKernelBundle *kernelBundle) { _kernelBundle = kernelBundle; } OsdGLSLTransformFeedbackComputeContext * OsdGLSLTransformFeedbackComputeContext::Create(FarMesh const *farmesh) { return new OsdGLSLTransformFeedbackComputeContext(farmesh); } void OsdGLSLTransformFeedbackComputeContext::BindEditTextures(int editIndex) { const OsdGLSLTransformFeedbackHEditTable * edit = _editTables[editIndex]; const OsdGLSLTransformFeedbackTable * primvarIndices = edit->GetPrimvarIndices(); const OsdGLSLTransformFeedbackTable * editValues = edit->GetEditValues(); bindTexture(_kernelBundle->GetEditIndicesUniformLocation(), primvarIndices->GetTexture(), 9); bindTexture(_kernelBundle->GetEditValuesUniformLocation(), editValues->GetTexture(), 10); } void OsdGLSLTransformFeedbackComputeContext::UnbindEditTextures() { unbindTexture(9); unbindTexture(10); } void OsdGLSLTransformFeedbackComputeContext::bindTexture(GLuint sampler, GLuint texture, int unit) { glUniform1i(sampler, unit); glActiveTexture(GL_TEXTURE0 + unit); glBindTexture(GL_TEXTURE_BUFFER, texture); glActiveTexture(GL_TEXTURE0); } void OsdGLSLTransformFeedbackComputeContext::unbindTexture(GLuint unit) { glActiveTexture(GL_TEXTURE0 + unit); glBindTexture(GL_TEXTURE_BUFFER, 0); } void OsdGLSLTransformFeedbackComputeContext::bindTextures() { glEnable(GL_RASTERIZER_DISCARD); _kernelBundle->UseProgram(); // bind vertex texture if (_currentVertexBuffer) { if (not _vertexTexture) glGenTextures(1, &_vertexTexture); glBindTexture(GL_TEXTURE_BUFFER, _vertexTexture); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, _currentVertexBuffer); glBindTexture(GL_TEXTURE_BUFFER, 0); } bindTexture(_kernelBundle->GetVertexUniformLocation(), _vertexTexture, 0); if (_currentVaryingBuffer) { if (not _varyingTexture) glGenTextures(1, &_varyingTexture); glBindTexture(GL_TEXTURE_BUFFER, _varyingTexture); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, _currentVaryingBuffer); glBindTexture(GL_TEXTURE_BUFFER, 0); } bindTexture(_kernelBundle->GetVaryingUniformLocation(), _varyingTexture, 1); // XXX: loop... if (_tables[FarSubdivisionTables::F_IT]) { bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::F_IT), _tables[FarSubdivisionTables::F_IT]->GetTexture(), 2); bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::F_ITa), _tables[FarSubdivisionTables::F_ITa]->GetTexture(), 3); } bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::E_IT), _tables[FarSubdivisionTables::E_IT]->GetTexture(), 4); bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::V_IT), _tables[FarSubdivisionTables::V_IT]->GetTexture(), 5); bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::V_ITa), _tables[FarSubdivisionTables::V_ITa]->GetTexture(), 6); bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::E_W), _tables[FarSubdivisionTables::E_W]->GetTexture(), 7); bindTexture(_kernelBundle->GetTableUniformLocation(FarSubdivisionTables::V_W), _tables[FarSubdivisionTables::V_W]->GetTexture(), 8); // bind texture image (for edit kernel) glUniform1i(_kernelBundle->GetVertexBufferImageUniformLocation(), 0); glBindImageTexture(0, _vertexTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F); } void OsdGLSLTransformFeedbackComputeContext::unbindTextures() { for (int i = 8; i >= 0; --i) { unbindTexture(i); } glDisable(GL_RASTERIZER_DISCARD); glUseProgram(0); } } // end namespace OPENSUBDIV_VERSION } // end namespace OpenSubdiv