// // Copyright 2015 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. // #include "../osd/glXFBEvaluator.h" #include "../osd/glslPatchShaderSource.h" #include #include #include #include #include "../far/error.h" #include "../far/stencilTable.h" #if _MSC_VER #define snprintf _snprintf #endif namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Osd { static const char *shaderSource = #include "../osd/glslXFBKernel.gen.h" ; template GLuint createGLTextureBuffer(std::vector const & src, GLenum type) { if (src.empty()) { return 0; } GLint size = static_cast(src.size()*sizeof(T)); void const * ptr = &src.at(0); GLuint buffer; glGenBuffers(1, &buffer); GLuint devicePtr; glGenTextures(1, &devicePtr); #if defined(GL_EXT_direct_state_access) if (glNamedBufferDataEXT && glTextureBufferEXT) { glNamedBufferDataEXT(buffer, size, ptr, GL_STATIC_DRAW); glTextureBufferEXT(devicePtr, GL_TEXTURE_BUFFER, type, buffer); } else { #else { #endif GLint prev = 0; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, size, ptr, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, prev); glGetIntegerv(GL_TEXTURE_BINDING_BUFFER, &prev); glBindTexture(GL_TEXTURE_BUFFER, devicePtr); glTexBuffer(GL_TEXTURE_BUFFER, type, buffer); glBindTexture(GL_TEXTURE_BUFFER, prev); } glDeleteBuffers(1, &buffer); return devicePtr; } GLStencilTableTBO::GLStencilTableTBO( Far::StencilTable const *stencilTable) { _numStencils = stencilTable->GetNumStencils(); if (_numStencils > 0) { _sizes = createGLTextureBuffer(stencilTable->GetSizes(), GL_R32UI); _offsets = createGLTextureBuffer( stencilTable->GetOffsets(), GL_R32I); _indices = createGLTextureBuffer( stencilTable->GetControlIndices(), GL_R32I); _weights = createGLTextureBuffer(stencilTable->GetWeights(), GL_R32F); _duWeights = _dvWeights = 0; _duuWeights = _duvWeights = _dvvWeights = 0; } else { _sizes = _offsets = _indices = _weights = 0; _duWeights = _dvWeights = 0; _duuWeights = _duvWeights = _dvvWeights = 0; } } GLStencilTableTBO::GLStencilTableTBO( Far::LimitStencilTable const *limitStencilTable) { _numStencils = limitStencilTable->GetNumStencils(); if (_numStencils > 0) { _sizes = createGLTextureBuffer( limitStencilTable->GetSizes(), GL_R32UI); _offsets = createGLTextureBuffer( limitStencilTable->GetOffsets(), GL_R32I); _indices = createGLTextureBuffer( limitStencilTable->GetControlIndices(), GL_R32I); _weights = createGLTextureBuffer( limitStencilTable->GetWeights(), GL_R32F); _duWeights = createGLTextureBuffer( limitStencilTable->GetDuWeights(), GL_R32F); _dvWeights = createGLTextureBuffer( limitStencilTable->GetDvWeights(), GL_R32F); _duuWeights = createGLTextureBuffer( limitStencilTable->GetDuuWeights(), GL_R32F); _duvWeights = createGLTextureBuffer( limitStencilTable->GetDuvWeights(), GL_R32F); _dvvWeights = createGLTextureBuffer( limitStencilTable->GetDvvWeights(), GL_R32F); } else { _sizes = _offsets = _indices = _weights = 0; _duWeights = _dvWeights = 0; _duuWeights = _duvWeights = _dvvWeights = 0; } } GLStencilTableTBO::~GLStencilTableTBO() { if (_sizes) glDeleteTextures(1, &_sizes); if (_offsets) glDeleteTextures(1, &_offsets); if (_indices) glDeleteTextures(1, &_indices); if (_weights) glDeleteTextures(1, &_weights); if (_duWeights) glDeleteTextures(1, &_duWeights); if (_dvWeights) glDeleteTextures(1, &_dvWeights); if (_duuWeights) glDeleteTextures(1, &_duuWeights); if (_duvWeights) glDeleteTextures(1, &_duvWeights); if (_dvvWeights) glDeleteTextures(1, &_dvvWeights); } // --------------------------------------------------------------------------- GLXFBEvaluator::GLXFBEvaluator(bool interleavedDerivativeBuffers) : _srcBufferTexture(0), _interleavedDerivativeBuffers(interleavedDerivativeBuffers) { } GLXFBEvaluator::~GLXFBEvaluator() { if (_srcBufferTexture) { glDeleteTextures(1, &_srcBufferTexture); } } static GLuint compileKernel(BufferDescriptor const &srcDesc, BufferDescriptor const &dstDesc, BufferDescriptor const &duDesc, BufferDescriptor const &dvDesc, BufferDescriptor const &duuDesc, BufferDescriptor const &duvDesc, BufferDescriptor const &dvvDesc, const char *kernelDefine, bool interleavedDerivativeBuffers) { GLuint program = glCreateProgram(); GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); std::string patchBasisShaderSource = GLSLPatchShaderSource::GetPatchBasisShaderSource(); const char *patchBasisShaderSourceDefine = "#define OSD_PATCH_BASIS_GLSL\n"; std::ostringstream defines; defines << "#define LENGTH " << srcDesc.length << "\n" << "#define SRC_STRIDE " << srcDesc.stride << "\n" << "#define VERTEX_SHADER\n" << kernelDefine << "\n" << patchBasisShaderSourceDefine << "\n"; bool deriv1 = (duDesc.length > 0 || dvDesc.length > 0); bool deriv2 = (duuDesc.length > 0 || duvDesc.length > 0 || dvvDesc.length > 0); if (deriv1) { defines << "#define OPENSUBDIV_GLSL_XFB_USE_1ST_DERIVATIVES\n"; if (interleavedDerivativeBuffers) { defines << "#define OPENSUBDIV_GLSL_XFB_INTERLEAVED_1ST_DERIVATIVE_BUFFERS\n"; } } if (deriv2) { defines << "#define OPENSUBDIV_GLSL_XFB_USE_2ND_DERIVATIVES\n"; if (interleavedDerivativeBuffers) { defines << "#define OPENSUBDIV_GLSL_XFB_INTERLEAVED_2ND_DERIVATIVE_BUFFERS\n"; } } std::string defineStr = defines.str(); const char *shaderSources[4] = {"#version 410\n", NULL, NULL, NULL}; shaderSources[1] = defineStr.c_str(); shaderSources[2] = patchBasisShaderSource.c_str(); shaderSources[3] = shaderSource; glShaderSource(vertexShader, 4, shaderSources, NULL); glCompileShader(vertexShader); glAttachShader(program, vertexShader); std::vector outputs; char attrName[32]; { // vertex data (may include custom vertex data) and varying data // are stored into the same buffer, interleaved. // // (gl_SkipComponents1) // outVertexData[0] // outVertexData[1] // outVertexData[2] // (gl_SkipComponents1) // // note that "primvarOffset" in shader is still needed to read // interleaved components even if gl_SkipComponents is used. // int primvarOffset = (dstDesc.offset % dstDesc.stride); for (int i = 0; i < primvarOffset; ++i) { outputs.push_back("gl_SkipComponents1"); } for (int i = 0; i < dstDesc.length; ++i) { snprintf(attrName, sizeof(attrName), "outVertexBuffer[%d]", i); outputs.push_back(attrName); } for (int i = primvarOffset + dstDesc.length; i < dstDesc.stride; ++i) { outputs.push_back("gl_SkipComponents1"); } } // // For derivatives, we use another buffer bindings so gl_NextBuffer // is inserted here to switch the destination of transform feedback. // // Note that the destination buffers may or may not be interleaved between // vertex and each derivatives. gl_NextBuffer seems still works well // in either case. // // If we know that the buffers for derivatives are interleaved, then we // can use fewer buffer bindings. This can be important, since most GL // implementations will support only up to 4 transform feedback bindings. // if (deriv1 && interleavedDerivativeBuffers) { outputs.push_back("gl_NextBuffer"); int primvar1Offset = (duDesc.offset % duDesc.stride); int primvar2Offset = (dvDesc.offset % dvDesc.stride); for (int i = 0; i < primvar1Offset; ++i) { outputs.push_back("gl_SkipComponents1"); } for (int i = 0; i < duDesc.length; ++i) { snprintf(attrName, sizeof(attrName), "outDeriv1Buffer[%d]", i); outputs.push_back(attrName); } for (int i = primvar1Offset + duDesc.length; i < primvar2Offset; ++i) { outputs.push_back("gl_SkipComponents1"); } for (int i = 0; i < dvDesc.length; ++i) { snprintf(attrName, sizeof(attrName), "outDeriv1Buffer[%d]", i+duDesc.length); outputs.push_back(attrName); } for (int i = primvar2Offset + dvDesc.length; i < dvDesc.stride; ++i) { outputs.push_back("gl_SkipComponents1"); } } else { if (duDesc.length) { outputs.push_back("gl_NextBuffer"); int primvarOffset = (duDesc.offset % duDesc.stride); for (int i = 0; i < primvarOffset; ++i) { outputs.push_back("gl_SkipComponents1"); } for (int i = 0; i < duDesc.length; ++i) { snprintf(attrName, sizeof(attrName), "outDuBuffer[%d]", i); outputs.push_back(attrName); } for (int i = primvarOffset + duDesc.length; i < duDesc.stride; ++i) { outputs.push_back("gl_SkipComponents1"); } } if (dvDesc.length) { outputs.push_back("gl_NextBuffer"); int primvarOffset = (dvDesc.offset % dvDesc.stride); for (int i = 0; i < primvarOffset; ++i) { outputs.push_back("gl_SkipComponents1"); } for (int i = 0; i < dvDesc.length; ++i) { snprintf(attrName, sizeof(attrName), "outDvBuffer[%d]", i); outputs.push_back(attrName); } for (int i = primvarOffset + dvDesc.length; i < dvDesc.stride; ++i) { outputs.push_back("gl_SkipComponents1"); } } } if (deriv2 && interleavedDerivativeBuffers) { outputs.push_back("gl_NextBuffer"); int primvar1Offset = (duuDesc.offset % duuDesc.stride); int primvar2Offset = (duvDesc.offset % duvDesc.stride); int primvar3Offset = (dvvDesc.offset % dvvDesc.stride); for (int i = 0; i < primvar1Offset; ++i) { outputs.push_back("gl_SkipComponents1"); } for (int i = 0; i < duuDesc.length; ++i) { snprintf(attrName, sizeof(attrName), "outDeriv2Buffer[%d]", i); outputs.push_back(attrName); } for (int i = primvar1Offset + duuDesc.length; i < primvar2Offset; ++i) { outputs.push_back("gl_SkipComponents1"); } for (int i = 0; i < duvDesc.length; ++i) { snprintf(attrName, sizeof(attrName), "outDeriv2Buffer[%d]", i+duuDesc.length); outputs.push_back(attrName); } for (int i = primvar2Offset + duvDesc.length; i < primvar3Offset; ++i) { outputs.push_back("gl_SkipComponents1"); } for (int i = 0; i < dvvDesc.length; ++i) { snprintf(attrName, sizeof(attrName), "outDeriv2Buffer[%d]", i+duuDesc.length+duvDesc.length); outputs.push_back(attrName); } for (int i = primvar3Offset + dvvDesc.length; i < dvvDesc.stride; ++i) { outputs.push_back("gl_SkipComponents1"); } } else { if (duuDesc.length) { outputs.push_back("gl_NextBuffer"); int primvarOffset = (duuDesc.offset % duuDesc.stride); for (int i = 0; i < primvarOffset; ++i) { outputs.push_back("gl_SkipComponents1"); } for (int i = 0; i < duuDesc.length; ++i) { snprintf(attrName, sizeof(attrName), "outDuuBuffer[%d]", i); outputs.push_back(attrName); } for (int i = primvarOffset + duuDesc.length; i < duuDesc.stride; ++i) { outputs.push_back("gl_SkipComponents1"); } } if (duvDesc.length) { outputs.push_back("gl_NextBuffer"); int primvarOffset = (duvDesc.offset % duvDesc.stride); for (int i = 0; i < primvarOffset; ++i) { outputs.push_back("gl_SkipComponents1"); } for (int i = 0; i < duvDesc.length; ++i) { snprintf(attrName, sizeof(attrName), "outDuvBuffer[%d]", i); outputs.push_back(attrName); } for (int i = primvarOffset + duvDesc.length; i < duvDesc.stride; ++i) { outputs.push_back("gl_SkipComponents1"); } } if (dvvDesc.length) { outputs.push_back("gl_NextBuffer"); int primvarOffset = (dvvDesc.offset % dvvDesc.stride); for (int i = 0; i < primvarOffset; ++i) { outputs.push_back("gl_SkipComponents1"); } for (int i = 0; i < dvvDesc.length; ++i) { snprintf(attrName, sizeof(attrName), "outDvvBuffer[%d]", i); outputs.push_back(attrName); } for (int i = primvarOffset + dvvDesc.length; i < dvvDesc.stride; ++i) { outputs.push_back("gl_SkipComponents1"); } } } // convert to char* array std::vector pOutputs; for (size_t i = 0; i < outputs.size(); ++i) { pOutputs.push_back(&outputs[i][0]); } glTransformFeedbackVaryings(program, (GLsizei)outputs.size(), &pOutputs[0], GL_INTERLEAVED_ATTRIBS); GLint linked = 0; glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &linked); if (linked == GL_FALSE) { char buffer[1024]; glGetShaderInfoLog(vertexShader, 1024, NULL, buffer); Far::Error(Far::FAR_RUNTIME_ERROR, buffer); glGetProgramInfoLog(program, 1024, NULL, buffer); Far::Error(Far::FAR_RUNTIME_ERROR, buffer); glDeleteProgram(program); program = 0; } glDeleteShader(vertexShader); return program; } bool GLXFBEvaluator::Compile(BufferDescriptor const &srcDesc, BufferDescriptor const &dstDesc, BufferDescriptor const &duDesc, BufferDescriptor const &dvDesc, BufferDescriptor const &duuDesc, BufferDescriptor const &duvDesc, BufferDescriptor const &dvvDesc) { // create a stencil kernel _stencilKernel.Compile(srcDesc, dstDesc, duDesc, dvDesc, duuDesc, duvDesc, dvvDesc, _interleavedDerivativeBuffers); // create a patch kernel _patchKernel.Compile(srcDesc, dstDesc, duDesc, dvDesc, duuDesc, duvDesc, dvvDesc, _interleavedDerivativeBuffers); // create a texture for input buffer if (!_srcBufferTexture) { glGenTextures(1, &_srcBufferTexture); } return true; } /* static */ void GLXFBEvaluator::Synchronize(void * /*kernel*/) { // XXX: this is currently just for the test purpose. // need to be reimplemented by fence and sync. glFinish(); } static void bindTexture(GLint sampler, GLuint texture, int unit) { if (sampler == -1) { return; } glUniform1i(sampler, unit); glActiveTexture(GL_TEXTURE0 + unit); glBindTexture(GL_TEXTURE_BUFFER, texture); glActiveTexture(GL_TEXTURE0); } bool GLXFBEvaluator::EvalStencils( GLuint srcBuffer, BufferDescriptor const &srcDesc, GLuint dstBuffer, BufferDescriptor const &dstDesc, GLuint duBuffer, BufferDescriptor const &duDesc, GLuint dvBuffer, BufferDescriptor const &dvDesc, GLuint sizesBuffer, GLuint offsetsBuffer, GLuint indicesBuffer, GLuint weightsBuffer, GLuint duWeightsBuffer, GLuint dvWeightsBuffer, int start, int end) const { return EvalStencils(srcBuffer, srcDesc, dstBuffer, dstDesc, duBuffer, duDesc, dvBuffer, dvDesc, 0, BufferDescriptor(), 0, BufferDescriptor(), 0, BufferDescriptor(), sizesBuffer, offsetsBuffer, indicesBuffer, weightsBuffer, duWeightsBuffer, dvWeightsBuffer, 0, 0, 0, start, end); } bool GLXFBEvaluator::EvalStencils( GLuint srcBuffer, BufferDescriptor const &srcDesc, GLuint dstBuffer, BufferDescriptor const &dstDesc, GLuint duBuffer, BufferDescriptor const &duDesc, GLuint dvBuffer, BufferDescriptor const &dvDesc, GLuint duuBuffer, BufferDescriptor const &duuDesc, GLuint duvBuffer, BufferDescriptor const &duvDesc, GLuint dvvBuffer, BufferDescriptor const &dvvDesc, GLuint sizesTexture, GLuint offsetsTexture, GLuint indicesTexture, GLuint weightsTexture, GLuint duWeightsTexture, GLuint dvWeightsTexture, GLuint duuWeightsTexture, GLuint duvWeightsTexture, GLuint dvvWeightsTexture, int start, int end) const { if (!_stencilKernel.program) return false; int count = end - start; if (count <= 0) { return true; } // bind vertex array // always create new one, to be safe with multiple contexts (slow though) GLuint vao = 0; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glEnable(GL_RASTERIZER_DISCARD); glUseProgram(_stencilKernel.program); // Set input VBO as a texture buffer. glBindTexture(GL_TEXTURE_BUFFER, _srcBufferTexture); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, srcBuffer); glBindTexture(GL_TEXTURE_BUFFER, 0); bindTexture(_stencilKernel.uniformSrcBufferTexture, _srcBufferTexture, 0); // bind stencil table textures. bindTexture(_stencilKernel.uniformSizesTexture, sizesTexture, 1); bindTexture(_stencilKernel.uniformOffsetsTexture, offsetsTexture, 2); bindTexture(_stencilKernel.uniformIndicesTexture, indicesTexture, 3); bindTexture(_stencilKernel.uniformWeightsTexture, weightsTexture, 4); if (_stencilKernel.uniformDuWeightsTexture >= 0 && duWeightsTexture) bindTexture(_stencilKernel.uniformDuWeightsTexture, duWeightsTexture, 5); if (_stencilKernel.uniformDvWeightsTexture >= 0 && dvWeightsTexture) bindTexture(_stencilKernel.uniformDvWeightsTexture, dvWeightsTexture, 6); if (_stencilKernel.uniformDuuWeightsTexture >= 0 && duuWeightsTexture) bindTexture(_stencilKernel.uniformDuuWeightsTexture, duuWeightsTexture, 7); if (_stencilKernel.uniformDuvWeightsTexture >= 0 && duvWeightsTexture) bindTexture(_stencilKernel.uniformDuvWeightsTexture, duvWeightsTexture, 8); if (_stencilKernel.uniformDvvWeightsTexture >= 0 && dvvWeightsTexture) bindTexture(_stencilKernel.uniformDvvWeightsTexture, dvvWeightsTexture, 9); // set batch range glUniform1i(_stencilKernel.uniformStart, start); glUniform1i(_stencilKernel.uniformEnd, end); glUniform1i(_stencilKernel.uniformSrcOffset, srcDesc.offset); // The destination buffer is bound at vertex boundary. // // Example: When we have a batched and interleaved vertex buffer // // Obj X | Obj Y | // -----------+-------------------------------------------+------- // | vtx 0 | vtx 1 | | // -----------+---------------+---------------+-----------+------- // | x y z r g b a | x y z r g b a | .... | // -----------+---------------+---------------+-----------+------- // ^ // srcDesc.offset for Obj Y color // // ^-------------------------------------------^ // XFB destination buffer range // S S S * * * * // k k k // i i i // p p p // // We use gl_SkipComponents to skip the first 3 XYZ so the // buffer itself needs to be bound for entire section of ObjY. // // Note that for the source buffer (texture) we bind the whole // buffer (all VBO range) and use srcOffset=srcDesc.offset for // indexing. // int dstBufferBindOffset = dstDesc.stride ? (dstDesc.offset - (dstDesc.offset % dstDesc.stride)) : 0; int duBufferBindOffset = duDesc.stride ? (duDesc.offset - (duDesc.offset % duDesc.stride)) : 0; int dvBufferBindOffset = dvDesc.stride ? (dvDesc.offset - (dvDesc.offset % dvDesc.stride)) : 0; int duuBufferBindOffset = duuDesc.stride ? (duuDesc.offset - (duuDesc.offset % duuDesc.stride)) : 0; int duvBufferBindOffset = duvDesc.stride ? (duvDesc.offset - (duvDesc.offset % duvDesc.stride)) : 0; int dvvBufferBindOffset = dvvDesc.stride ? (dvvDesc.offset - (dvvDesc.offset % dvvDesc.stride)) : 0; // bind destination buffer glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, dstBuffer, dstBufferBindOffset * sizeof(float), count * dstDesc.stride * sizeof(float)); if ((duDesc.length > 0) && _interleavedDerivativeBuffers) { glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, duBuffer, duBufferBindOffset * sizeof(float), count * duDesc.stride * sizeof(float)); } else { if (duDesc.length > 0) { glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, duBuffer, duBufferBindOffset * sizeof(float), count * duDesc.stride * sizeof(float)); } if (dvDesc.length > 0) { glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 2, dvBuffer, dvBufferBindOffset * sizeof(float), count * dvDesc.stride * sizeof(float)); } } if ((duuDesc.length > 0) && _interleavedDerivativeBuffers) { glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 2, duuBuffer, duuBufferBindOffset * sizeof(float), count * duuDesc.stride * sizeof(float)); } else { if (duuDesc.length > 0) { glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 3, duuBuffer, duuBufferBindOffset * sizeof(float), count * duuDesc.stride * sizeof(float)); } if (duvDesc.length > 0) { glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 4, duvBuffer, duvBufferBindOffset * sizeof(float), count * duvDesc.stride * sizeof(float)); } if (dvvDesc.length > 0) { glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 5, dvvBuffer, dvvBufferBindOffset * sizeof(float), count * dvvDesc.stride * sizeof(float)); } } glBeginTransformFeedback(GL_POINTS); glDrawArrays(GL_POINTS, 0, count); glEndTransformFeedback(); glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0); for (int i = 0; i < 6; ++i) { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_BUFFER, 0); } glDisable(GL_RASTERIZER_DISCARD); glUseProgram(0); glActiveTexture(GL_TEXTURE0); // revert vao glBindVertexArray(0); glDeleteVertexArrays(1, &vao); return true; } bool GLXFBEvaluator::EvalPatches( GLuint srcBuffer, BufferDescriptor const &srcDesc, GLuint dstBuffer, BufferDescriptor const &dstDesc, GLuint duBuffer, BufferDescriptor const &duDesc, GLuint dvBuffer, BufferDescriptor const &dvDesc, int numPatchCoords, GLuint patchCoordsBuffer, const PatchArrayVector &patchArrays, GLuint patchIndexTexture, GLuint patchParamTexture) const { return EvalPatches(srcBuffer, srcDesc, dstBuffer, dstDesc, duBuffer, duDesc, dvBuffer, dvDesc, 0, BufferDescriptor(), 0, BufferDescriptor(), 0, BufferDescriptor(), numPatchCoords, patchCoordsBuffer, patchArrays, patchIndexTexture, patchParamTexture); } bool GLXFBEvaluator::EvalPatches( GLuint srcBuffer, BufferDescriptor const &srcDesc, GLuint dstBuffer, BufferDescriptor const &dstDesc, GLuint duBuffer, BufferDescriptor const &duDesc, GLuint dvBuffer, BufferDescriptor const &dvDesc, GLuint duuBuffer, BufferDescriptor const &duuDesc, GLuint duvBuffer, BufferDescriptor const &duvDesc, GLuint dvvBuffer, BufferDescriptor const &dvvDesc, int numPatchCoords, GLuint patchCoordsBuffer, const PatchArrayVector &patchArrays, GLuint patchIndexTexture, GLuint patchParamTexture) const { bool deriv1 = (duDesc.length > 0 || dvDesc.length > 0); bool deriv2 = (duuDesc.length > 0 || duvDesc.length > 0 || dvvDesc.length > 0); if (!_patchKernel.program) return false; // bind vertex array // always create new one, to be safe with multiple contexts (slow though) GLuint vao = 0; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glEnable(GL_RASTERIZER_DISCARD); glUseProgram(_patchKernel.program); // Set input VBO as a texture buffer. glBindTexture(GL_TEXTURE_BUFFER, _srcBufferTexture); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, srcBuffer); glBindTexture(GL_TEXTURE_BUFFER, 0); bindTexture(_patchKernel.uniformSrcBufferTexture, _srcBufferTexture, 0); // bind patch index and patch param textures. bindTexture(_patchKernel.uniformPatchParamTexture, patchParamTexture, 1); bindTexture(_patchKernel.uniformPatchIndexTexture, patchIndexTexture, 2); // set other uniforms glUniform4iv(_patchKernel.uniformPatchArray, (int)patchArrays.size(), (const GLint*)&patchArrays[0]); glUniform1i(_patchKernel.uniformSrcOffset, srcDesc.offset); // input patchcoords glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); int stride = sizeof(int) * 5; // patchcoord = int*5 struct glBindBuffer(GL_ARRAY_BUFFER, patchCoordsBuffer); glVertexAttribIPointer(0, 3, GL_UNSIGNED_INT, stride, (void*)0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(sizeof(int)*3)); int dstBufferBindOffset = dstDesc.offset - (dstDesc.offset % dstDesc.stride); int duBufferBindOffset = duDesc.stride ? (duDesc.offset - (duDesc.offset % duDesc.stride)) : 0; int dvBufferBindOffset = dvDesc.stride ? (dvDesc.offset - (dvDesc.offset % dvDesc.stride)) : 0; int duuBufferBindOffset = duuDesc.stride ? (duuDesc.offset - (duuDesc.offset % duuDesc.stride)) : 0; int duvBufferBindOffset = duvDesc.stride ? (duvDesc.offset - (duvDesc.offset % duvDesc.stride)) : 0; int dvvBufferBindOffset = dvvDesc.stride ? (dvvDesc.offset - (dvvDesc.offset % dvvDesc.stride)) : 0; // bind destination buffer glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, dstBuffer, dstBufferBindOffset * sizeof(float), numPatchCoords * dstDesc.stride * sizeof(float)); if (deriv1 && _interleavedDerivativeBuffers) { glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, duBuffer, duBufferBindOffset * sizeof(float), numPatchCoords * duDesc.stride * sizeof(float)); } else if (deriv1) { glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, duBuffer, duBufferBindOffset * sizeof(float), numPatchCoords * duDesc.stride * sizeof(float)); glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 2, dvBuffer, dvBufferBindOffset * sizeof(float), numPatchCoords * dvDesc.stride * sizeof(float)); } if (deriv2 && _interleavedDerivativeBuffers) { glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 2, duuBuffer, duuBufferBindOffset * sizeof(float), numPatchCoords * duuDesc.stride * sizeof(float)); } else if (deriv2) { glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 3, duuBuffer, duuBufferBindOffset * sizeof(float), numPatchCoords * duuDesc.stride * sizeof(float)); glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 4, duvBuffer, duvBufferBindOffset * sizeof(float), numPatchCoords * duvDesc.stride * sizeof(float)); glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 5, dvvBuffer, dvvBufferBindOffset * sizeof(float), numPatchCoords * dvvDesc.stride * sizeof(float)); } glBeginTransformFeedback(GL_POINTS); glDrawArrays(GL_POINTS, 0, numPatchCoords); glEndTransformFeedback(); glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0); // unbind textures for (int i = 0; i < 6; ++i) { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_BUFFER, 0); } glDisable(GL_RASTERIZER_DISCARD); glUseProgram(0); glActiveTexture(GL_TEXTURE0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // revert vao glBindVertexArray(0); glDeleteVertexArrays(1, &vao); return true; } // --------------------------------------------------------------------------- GLXFBEvaluator::_StencilKernel::_StencilKernel() : program(0) { } GLXFBEvaluator::_StencilKernel::~_StencilKernel() { if (program) { glDeleteProgram(program); } } bool GLXFBEvaluator::_StencilKernel::Compile(BufferDescriptor const &srcDesc, BufferDescriptor const &dstDesc, BufferDescriptor const &duDesc, BufferDescriptor const &dvDesc, BufferDescriptor const &duuDesc, BufferDescriptor const &duvDesc, BufferDescriptor const &dvvDesc, bool interleavedDerivativeBuffers) { // create stencil kernel if (program) { glDeleteProgram(program); } const char * kernelDefines = "#define OPENSUBDIV_GLSL_XFB_KERNEL_EVAL_STENCILS\n"; program = compileKernel(srcDesc, dstDesc, duDesc, dvDesc, duuDesc, duvDesc, dvvDesc, kernelDefines, interleavedDerivativeBuffers); if (program == 0) return false; // cache uniform locations (TODO: use uniform block) uniformSrcBufferTexture = glGetUniformLocation(program, "vertexBuffer"); uniformSrcOffset = glGetUniformLocation(program, "srcOffset"); uniformSizesTexture = glGetUniformLocation(program, "sizes"); uniformOffsetsTexture = glGetUniformLocation(program, "offsets"); uniformIndicesTexture = glGetUniformLocation(program, "indices"); uniformWeightsTexture = glGetUniformLocation(program, "weights"); uniformDuWeightsTexture = glGetUniformLocation(program, "duWeights"); uniformDvWeightsTexture = glGetUniformLocation(program, "dvWeights"); uniformDuuWeightsTexture = glGetUniformLocation(program, "duuWeights"); uniformDuvWeightsTexture = glGetUniformLocation(program, "duvWeights"); uniformDvvWeightsTexture = glGetUniformLocation(program, "dvvWeights"); uniformStart = glGetUniformLocation(program, "batchStart"); uniformEnd = glGetUniformLocation(program, "batchEnd"); return true; } // --------------------------------------------------------------------------- GLXFBEvaluator::_PatchKernel::_PatchKernel() : program(0) { } GLXFBEvaluator::_PatchKernel::~_PatchKernel() { if (program) { glDeleteProgram(program); } } bool GLXFBEvaluator::_PatchKernel::Compile(BufferDescriptor const &srcDesc, BufferDescriptor const &dstDesc, BufferDescriptor const &duDesc, BufferDescriptor const &dvDesc, BufferDescriptor const &duuDesc, BufferDescriptor const &duvDesc, BufferDescriptor const &dvvDesc, bool interleavedDerivativeBuffers) { // create stencil kernel if (program) { glDeleteProgram(program); } const char * kernelDefines = "#define OPENSUBDIV_GLSL_XFB_KERNEL_EVAL_PATCHES\n"; program = compileKernel(srcDesc, dstDesc, duDesc, dvDesc, duuDesc, duvDesc, dvvDesc, kernelDefines, interleavedDerivativeBuffers); if (program == 0) return false; // cache uniform locations uniformSrcBufferTexture = glGetUniformLocation(program, "vertexBuffer"); uniformSrcOffset = glGetUniformLocation(program, "srcOffset"); uniformPatchArray = glGetUniformLocation(program, "patchArray"); uniformPatchParamTexture = glGetUniformLocation(program, "patchParamBuffer"); uniformPatchIndexTexture = glGetUniformLocation(program, "patchIndexBuffer"); return true; } } // end namespace Osd } // end namespace OPENSUBDIV_VERSION } // end namespace OpenSubdiv