// // 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_TRANSFORM_FEEDBACK_COMPUTE_CONTROLLER_H #define OSD_GLSL_TRANSFORM_FEEDBACK_COMPUTE_CONTROLLER_H #include "../version.h" #include "../far/kernelBatchDispatcher.h" #include "../osd/glslTransformFeedbackComputeContext.h" #include "../osd/vertexDescriptor.h" #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Osd { class GLSLTransformFeedbackKernelBundle; /// \brief Compute controller for launching GLSLTransformFeedback transform feedback /// subdivision kernels. /// /// GLSLTransformFeedbackComputeController is a compute controller class to launch /// GLSLTransformFeedback transfrom feedback subdivision kernels. It requires /// GLVertexBufferInterface 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 GLSLTransformFeedbackComputeController { public: typedef GLSLTransformFeedbackComputeContext ComputeContext; /// Constructor. GLSLTransformFeedbackComputeController(); /// Destructor. ~GLSLTransformFeedbackComputeController(); /// Execute subdivision kernels and apply to given vertex buffers. /// /// @param context The GLSLTransformFeedbackComputeContext to apply /// refinement operations to /// /// @param batches Vector of batches of vertices organized by operative /// kernel /// /// @param vertexBuffer Vertex-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 varyingBuffer Vertex-interpolated data buffer /// /// @param varyingDesc The descriptor of varying elements to be refined. /// if it's null, all primvars in the vertex buffer /// will be refined. /// template void Compute( GLSLTransformFeedbackComputeContext const * context, Far::KernelBatchVector const & batches, VERTEX_BUFFER * vertexBuffer, VARYING_BUFFER * varyingBuffer, VertexBufferDescriptor const * vertexDesc=NULL, VertexBufferDescriptor const * varyingDesc=NULL ){ if (batches.empty()) return; if (vertexBuffer) { bind(vertexBuffer, vertexDesc, _vertexTexture); bindContextStencilTables(context, false); Far::KernelBatchDispatcher::Apply(this, context, batches, /*maxlevel*/ -1); } if (varyingBuffer) { bind(varyingBuffer, varyingDesc, _varyingTexture); bindContextStencilTables(context, true); Far::KernelBatchDispatcher::Apply(this, context, batches, /*maxlevel*/ -1); } unbind(); } /// Execute subdivision kernels and apply to given vertex buffers. /// /// @param context The GLSLTransformFeedbackComputeContext to apply /// refinement operations to /// /// @param batches Vector of batches of vertices organized by operative /// kernel /// /// @param vertexBuffer Vertex-interpolated data buffer /// template void Compute(GLSLTransformFeedbackComputeContext const * context, Far::KernelBatchVector const & batches, VERTEX_BUFFER *vertexBuffer) { Compute(context, batches, vertexBuffer, (VERTEX_BUFFER*)0); } /// Waits until all running subdivision kernels finish. void Synchronize(); protected: friend class Far::KernelBatchDispatcher; void ApplyStencilTableKernel(Far::KernelBatch const &batch, ComputeContext const *context) const; template void bind( BUFFER * buffer, VertexBufferDescriptor const * desc, GLuint feedbackTexture ) { assert(buffer); // if the vertex buffer descriptor is specified, use it // otherwise, assumes the data is tightly packed in the vertex buffer. if (desc) { _currentBindState.desc = *desc; } else { int numElements = buffer ? buffer->GetNumElements() : 0; _currentBindState.desc = VertexBufferDescriptor(0, numElements, numElements); } _currentBindState.buffer = buffer->BindVBO(); _currentBindState.kernelBundle = getKernel(_currentBindState.desc); bindBufferAndProgram(feedbackTexture); } // Unbinds any previously bound vertex and varying data buffers. void unbind() { _currentBindState.Reset(); unbindResources(); } // binds the primvar data buffer and compute program void bindBufferAndProgram(GLuint & texture); // binds the stencil tables for 'vertex' interpolation void bindContextStencilTables(ComputeContext const *context, bool varying=false); // unbinds the primvar data buffer and compute program void unbindResources(); private: class KernelBundle; // Bind state is a transitional state during refinement. // It doesn't take an ownership of the vertex buffers. struct BindState { BindState() : buffer(0), kernelBundle(0) { } void Reset() { buffer = 0; desc.Reset(); kernelBundle = 0; } GLuint buffer; VertexBufferDescriptor desc; KernelBundle const * kernelBundle; }; BindState _currentBindState; typedef std::vector KernelRegistry; KernelBundle const * getKernel(VertexBufferDescriptor const &desc); KernelRegistry _kernelRegistry; GLuint _vertexTexture, _varyingTexture, _vao; }; } // end namespace Osd } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OSD_GLSL_TRANSFORM_FEEDBACK_COMPUTE_CONTROLLER_H