mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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229 lines
8.5 KiB
C++
229 lines
8.5 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef OSD_GLSL_COMPUTE_CONTROLLER_H
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#define OSD_GLSL_COMPUTE_CONTROLLER_H
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#include "../version.h"
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#include "../far/dispatcher.h"
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#include "../osd/glslComputeContext.h"
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#include "../osd/vertexDescriptor.h"
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#include <vector>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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class OsdGLSLComputeKernelBundle;
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/// \brief Compute controller for launching GLSLCompute transform feedback
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/// subdivision kernels.
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///
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/// OsdGLSLComputeController is a compute controller class to launch
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/// GLSLCompute transfrom feedback subdivision kernels. It requires
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/// OsdGLVertexBufferInterface as arguments of Refine function.
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///
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/// Controller entities execute requests from Context instances that they share
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/// common interfaces with. Controllers are attached to discrete compute devices
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/// and share the devices resources with Context entities.
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///
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class OsdGLSLComputeController {
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public:
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typedef OsdGLSLComputeContext ComputeContext;
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/// Constructor.
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OsdGLSLComputeController();
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/// Destructor.
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~OsdGLSLComputeController();
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/// Launch subdivision kernels and apply to given vertex buffers.
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///
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/// @param context the OsdCpuContext to apply refinement operations to
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///
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/// @param batches vector of batches of vertices organized by operative
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/// kernel
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///
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/// @param vertexBuffer vertex-interpolated data buffer
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///
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/// @param varyingBuffer varying-interpolated data buffer
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///
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/// @param vertexDesc the descriptor of vertex elements to be refined.
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/// if it's null, all primvars in the vertex buffer
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/// will be refined.
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///
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/// @param varyingDesc the descriptor of varying elements to be refined.
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/// if it's null, all primvars in the varying buffer
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/// will be refined.
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///
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template<class VERTEX_BUFFER, class VARYING_BUFFER>
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void Refine(OsdGLSLComputeContext const *context,
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FarKernelBatchVector const &batches,
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VERTEX_BUFFER *vertexBuffer,
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VARYING_BUFFER *varyingBuffer,
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OsdVertexBufferDescriptor const *vertexDesc=NULL,
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OsdVertexBufferDescriptor const *varyingDesc=NULL) {
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if (batches.empty()) return;
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bind(vertexBuffer, varyingBuffer, vertexDesc, varyingDesc);
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// bind table buffers.
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context->BindShaderStorageBuffers();
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FarDispatcher::Refine(this, context, batches, /*maxlevel*/-1);
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// unbind table buffers.
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context->UnbindShaderStorageBuffers();
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unbind();
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}
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/// Launch subdivision kernels and apply to given vertex buffers.
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///
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/// @param context the OsdCpuContext to apply refinement operations to
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///
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/// @param batches vector of batches of vertices organized by operative
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/// kernel
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///
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/// @param vertexBuffer vertex-interpolated data buffer
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///
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template<class VERTEX_BUFFER>
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void Refine(OsdGLSLComputeContext const *context,
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FarKernelBatchVector const &batches,
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VERTEX_BUFFER *vertexBuffer) {
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Refine(context, batches, vertexBuffer, (VERTEX_BUFFER*)NULL);
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}
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/// Waits until all running subdivision kernels finish.
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void Synchronize();
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protected:
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friend class FarDispatcher;
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void ApplyBilinearFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyBilinearEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyBilinearVertexVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkQuadFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkTriQuadFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkRestrictedEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyLoopEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyLoopVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyLoopVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyLoopVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyVertexEdits(FarKernelBatch const &batch, ComputeContext const *context) const;
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OsdGLSLComputeKernelBundle * getKernels(
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OsdVertexBufferDescriptor const &vertexDesc,
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OsdVertexBufferDescriptor const &varyingDesc);
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void bindBufferAndProgram();
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void unbindBufferAndProgram();
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template<class VERTEX_BUFFER, class VARYING_BUFFER>
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void bind(VERTEX_BUFFER *vertex, VARYING_BUFFER *varying,
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OsdVertexBufferDescriptor const *vertexDesc,
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OsdVertexBufferDescriptor const *varyingDesc) {
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// if the vertex buffer descriptor is specified, use it.
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// otherwise, assumes the data is tightly packed in the vertex buffer.
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if (vertexDesc) {
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_currentBindState.vertexDesc = *vertexDesc;
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} else {
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int numElements = vertex ? vertex->GetNumElements() : 0;
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_currentBindState.vertexDesc = OsdVertexBufferDescriptor(
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0, numElements, numElements);
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}
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if (varyingDesc) {
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_currentBindState.varyingDesc = *varyingDesc;
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} else {
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int numElements = varying ? varying->GetNumElements() : 0;
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_currentBindState.varyingDesc = OsdVertexBufferDescriptor(
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0, numElements, numElements);
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}
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_currentBindState.vertexBuffer = vertex ? vertex->BindVBO() : 0;
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_currentBindState.varyingBuffer = varying ? varying->BindVBO() : 0;
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_currentBindState.kernelBundle = getKernels(_currentBindState.vertexDesc,
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_currentBindState.varyingDesc);
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bindBufferAndProgram();
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}
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/// Unbinds any previously bound vertex and varying data buffers.
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void unbind() {
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_currentBindState.Reset();
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unbindBufferAndProgram();
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}
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private:
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struct BindState {
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BindState() : vertexBuffer(0), varyingBuffer(0), kernelBundle(NULL) {}
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void Reset() {
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vertexBuffer = varyingBuffer = 0;
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vertexDesc.Reset();
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varyingDesc.Reset();
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}
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GLuint vertexBuffer;
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GLuint varyingBuffer;
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OsdVertexBufferDescriptor vertexDesc;
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OsdVertexBufferDescriptor varyingDesc;
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OsdGLSLComputeKernelBundle *kernelBundle;
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};
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BindState _currentBindState;
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std::vector<OsdGLSLComputeKernelBundle *> _kernelRegistry;
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};
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_GLSL_COMPUTE_CONTROLLER_H
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