// // 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. // #ifndef OPENSUBDIV3_OSD_GL_COMPUTE_EVALUATOR_H #define OPENSUBDIV3_OSD_GL_COMPUTE_EVALUATOR_H #include "../version.h" #include "../osd/opengl.h" #include "../osd/vertexDescriptor.h" namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Far { class StencilTable; } namespace Osd { /// \brief GL stencil table (Shader Storage buffer) /// /// This class is a GLSL SSBO representation of Far::StencilTable. /// /// GLSLComputeKernel consumes this table to apply stencils /// class GLStencilTableSSBO { public: static GLStencilTableSSBO *Create(Far::StencilTable const *stencilTable, void *deviceContext = NULL) { (void)deviceContext; // unused return new GLStencilTableSSBO(stencilTable); } explicit GLStencilTableSSBO(Far::StencilTable const *stencilTable); ~GLStencilTableSSBO(); // interfaces needed for GLSLComputeKernel GLuint GetSizesBuffer() const { return _sizes; } GLuint GetOffsetsBuffer() const { return _offsets; } GLuint GetIndicesBuffer() const { return _indices; } GLuint GetWeightsBuffer() const { return _weights; } int GetNumStencils() const { return _numStencils; } private: GLuint _sizes; GLuint _offsets; GLuint _indices; GLuint _weights; int _numStencils; }; // --------------------------------------------------------------------------- class GLComputeEvaluator { public: typedef bool Instantiatable; static GLComputeEvaluator * Create(VertexBufferDescriptor const &srcDesc, VertexBufferDescriptor const &dstDesc, void * deviceContext = NULL) { (void)deviceContext; // not used GLComputeEvaluator *instance = new GLComputeEvaluator(); if (instance->Compile(srcDesc, dstDesc)) return instance; delete instance; return NULL; } /// Constructor. GLComputeEvaluator(); /// Destructor. note that the GL context must be made current. ~GLComputeEvaluator(); /// \brief Generic static compute function. This function has a same /// signature as other device kernels have so that it can be called /// transparently from OsdMesh template interface. /// /// @param srcBuffer Input primvar buffer. /// must have BindVBO() method returning a /// const float pointer for read /// /// @param srcDesc vertex buffer descriptor for the input buffer /// /// @param dstBuffer Output primvar buffer /// must have BindVBO() method returning a /// float pointer for write /// /// @param dstDesc vertex buffer descriptor for the output buffer /// /// @param stencilTable stencil table to be applied. The table must have /// SSBO interfaces. /// /// @param evaluator cached compiled instance. Clients are supposed to /// pre-compile an instance of this class and provide /// to this function. If it's null the kernel still /// compute by instantiating on-demand kernel although /// it may cause a performance problem. /// /// @param deviceContext not used in the GLSL kernel /// template static bool EvalStencils(VERTEX_BUFFER *srcVertexBuffer, VertexBufferDescriptor const &srcDesc, VERTEX_BUFFER *dstVertexBuffer, VertexBufferDescriptor const &dstDesc, STENCIL_TABLE const *stencilTable, GLComputeEvaluator const *instance, void * deviceContext = NULL) { if (instance) { return instance->EvalStencils(srcVertexBuffer, srcDesc, dstVertexBuffer, dstDesc, stencilTable); } else { // Create a kernel on demand (slow) (void)deviceContext; // unused instance = Create(srcDesc, dstDesc); if (instance) { bool r = instance->EvalStencils(srcVertexBuffer, srcDesc, dstVertexBuffer, dstDesc, stencilTable); delete instance; return r; } return false; } } /// Dispatch the GLSL compute kernel on GPU asynchronously. /// returns false if the kernel hasn't been compiled yet. template bool EvalStencils(VERTEX_BUFFER *srcVertexBuffer, VertexBufferDescriptor const &srcDesc, VERTEX_BUFFER *dstVertexBuffer, VertexBufferDescriptor const &dstDesc, STENCIL_TABLE const *stencilTable) const { return EvalStencils(srcVertexBuffer->BindVBO(), srcDesc, dstVertexBuffer->BindVBO(), dstDesc, stencilTable->GetSizesBuffer(), stencilTable->GetOffsetsBuffer(), stencilTable->GetIndicesBuffer(), stencilTable->GetWeightsBuffer(), /* start = */ 0, /* end = */ stencilTable->GetNumStencils()); } /// Dispatch the GLSL compute kernel on GPU asynchronously. /// returns false if the kernel hasn't been compiled yet. bool EvalStencils(GLuint srcBuffer, VertexBufferDescriptor const &srcDesc, GLuint dstBuffer, VertexBufferDescriptor const &dstDesc, GLuint sizesBuffer, GLuint offsetsBuffer, GLuint indicesBuffer, GLuint weightsBuffer, int start, int end) const; /// Configure GLSL kernel. A valid GL context must be made current before /// calling this function. Returns false if it fails to compile the kernel. bool Compile(VertexBufferDescriptor const &srcDesc, VertexBufferDescriptor const &dstDesc); /// Wait the dispatched kernel finishes. static void Synchronize(void *deviceContext); private: GLuint _program; GLuint _uniformSizes, // stencil table _uniformOffsets, _uniformIndices, _uniformWeights, _uniformStart, // range _uniformEnd, _uniformSrcOffset, // src buffer offset (in elements) _uniformDstOffset; // dst buffer offset (in elements) int _workGroupSize; }; } // end namespace Osd } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OPENSUBDIV3_OSD_GL_COMPUTE_EVALUATOR_H