OpenSubdiv/opensubdiv/osd/glslComputeController.h

229 lines
8.5 KiB
C++

//
// 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_COMPUTE_CONTROLLER_H
#define OSD_GLSL_COMPUTE_CONTROLLER_H
#include "../version.h"
#include "../far/dispatcher.h"
#include "../osd/glslComputeContext.h"
#include "../osd/vertexDescriptor.h"
#include <vector>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
class OsdGLSLComputeKernelBundle;
/// \brief Compute controller for launching GLSLCompute transform feedback
/// subdivision kernels.
///
/// OsdGLSLComputeController is a compute controller class to launch
/// GLSLCompute transfrom feedback subdivision kernels. It requires
/// OsdGLVertexBufferInterface 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 OsdGLSLComputeController {
public:
typedef OsdGLSLComputeContext ComputeContext;
/// Constructor.
OsdGLSLComputeController();
/// Destructor.
~OsdGLSLComputeController();
/// Launch subdivision kernels and apply to given vertex buffers.
///
/// @param context the OsdCpuContext to apply refinement operations to
///
/// @param batches vector of batches of vertices organized by operative
/// kernel
///
/// @param vertexBuffer vertex-interpolated data buffer
///
/// @param varyingBuffer varying-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 varyingDesc the descriptor of varying elements to be refined.
/// if it's null, all primvars in the varying buffer
/// will be refined.
///
template<class VERTEX_BUFFER, class VARYING_BUFFER>
void Refine(OsdGLSLComputeContext const *context,
FarKernelBatchVector const &batches,
VERTEX_BUFFER *vertexBuffer,
VARYING_BUFFER *varyingBuffer,
OsdVertexBufferDescriptor const *vertexDesc=NULL,
OsdVertexBufferDescriptor const *varyingDesc=NULL) {
if (batches.empty()) return;
bind(vertexBuffer, varyingBuffer, vertexDesc, varyingDesc);
// bind table buffers.
context->BindShaderStorageBuffers();
FarDispatcher::Refine(this, context, batches, /*maxlevel*/-1);
// unbind table buffers.
context->UnbindShaderStorageBuffers();
unbind();
}
/// Launch subdivision kernels and apply to given vertex buffers.
///
/// @param context the OsdCpuContext to apply refinement operations to
///
/// @param batches vector of batches of vertices organized by operative
/// kernel
///
/// @param vertexBuffer vertex-interpolated data buffer
///
template<class VERTEX_BUFFER>
void Refine(OsdGLSLComputeContext const *context,
FarKernelBatchVector const &batches,
VERTEX_BUFFER *vertexBuffer) {
Refine(context, batches, vertexBuffer, (VERTEX_BUFFER*)NULL);
}
/// Waits until all running subdivision kernels finish.
void Synchronize();
protected:
friend class FarDispatcher;
void ApplyBilinearFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyBilinearEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyBilinearVertexVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkQuadFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkTriQuadFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkRestrictedEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyLoopEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyLoopVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyLoopVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyLoopVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyVertexEdits(FarKernelBatch const &batch, ComputeContext const *context) const;
OsdGLSLComputeKernelBundle * getKernels(
OsdVertexBufferDescriptor const &vertexDesc,
OsdVertexBufferDescriptor const &varyingDesc);
void bindBufferAndProgram();
void unbindBufferAndProgram();
template<class VERTEX_BUFFER, class VARYING_BUFFER>
void bind(VERTEX_BUFFER *vertex, VARYING_BUFFER *varying,
OsdVertexBufferDescriptor const *vertexDesc,
OsdVertexBufferDescriptor const *varyingDesc) {
// if the vertex buffer descriptor is specified, use it.
// otherwise, assumes the data is tightly packed in the vertex buffer.
if (vertexDesc) {
_currentBindState.vertexDesc = *vertexDesc;
} else {
int numElements = vertex ? vertex->GetNumElements() : 0;
_currentBindState.vertexDesc = OsdVertexBufferDescriptor(
0, numElements, numElements);
}
if (varyingDesc) {
_currentBindState.varyingDesc = *varyingDesc;
} else {
int numElements = varying ? varying->GetNumElements() : 0;
_currentBindState.varyingDesc = OsdVertexBufferDescriptor(
0, numElements, numElements);
}
_currentBindState.vertexBuffer = vertex ? vertex->BindVBO() : 0;
_currentBindState.varyingBuffer = varying ? varying->BindVBO() : 0;
_currentBindState.kernelBundle = getKernels(_currentBindState.vertexDesc,
_currentBindState.varyingDesc);
bindBufferAndProgram();
}
/// Unbinds any previously bound vertex and varying data buffers.
void unbind() {
_currentBindState.Reset();
unbindBufferAndProgram();
}
private:
struct BindState {
BindState() : vertexBuffer(0), varyingBuffer(0), kernelBundle(NULL) {}
void Reset() {
vertexBuffer = varyingBuffer = 0;
vertexDesc.Reset();
varyingDesc.Reset();
}
GLuint vertexBuffer;
GLuint varyingBuffer;
OsdVertexBufferDescriptor vertexDesc;
OsdVertexBufferDescriptor varyingDesc;
OsdGLSLComputeKernelBundle *kernelBundle;
};
BindState _currentBindState;
std::vector<OsdGLSLComputeKernelBundle *> _kernelRegistry;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_GLSL_COMPUTE_CONTROLLER_H