OpenSubdiv/opensubdiv/osd/glslComputeContext.h
2012-12-20 10:25:41 -08:00

239 lines
7.6 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
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// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
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// including the license conditions and limitations in section 3,
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// including the license conditions and limitations in section 3,
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// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
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// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
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// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
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#ifndef OSD_GLSL_COMPUTE_CONTEXT_H
#define OSD_GLSL_COMPUTE_CONTEXT_H
#if defined(__APPLE__)
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
#include <OpenGLES/ES2/gl.h>
#else
#include <OpenGL/gl3.h>
#endif
#elif defined(ANDROID)
#include <GLES2/gl2.h>
#else
#if defined(_WIN32)
#include <windows.h>
#endif
#include <GL/gl.h>
#endif
#include "../version.h"
#include "../far/table.h"
#include "../far/vertexEditTables.h"
#include "../osd/computeContext.h"
#include <vector>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
class OsdGLSLComputeKernelBundle;
// ----------------------------------------------------------------------------
class OsdGLSLComputeTable : OsdNonCopyable<OsdGLSLComputeTable> {
public:
OsdGLSLComputeTable(const FarTable<int> &farTable);
OsdGLSLComputeTable(const FarTable<unsigned int> &farTable);
OsdGLSLComputeTable(const FarTable<float> &farTable);
virtual ~OsdGLSLComputeTable();
GLuint GetBuffer() const;
int GetMarker(int level) const;
int GetNumElements(int level) const;
private:
void createBuffer(int size, const void *ptr);
GLuint _buffer;
FarTableMarkers _marker;
};
// ----------------------------------------------------------------------------
class OsdGLSLComputeHEditTable : OsdNonCopyable<OsdGLSLComputeHEditTable> {
public:
OsdGLSLComputeHEditTable(const FarVertexEditTables<OsdVertex>::
VertexEditBatch &batch);
virtual ~OsdGLSLComputeHEditTable();
const OsdGLSLComputeTable * GetPrimvarIndices() const;
const OsdGLSLComputeTable * GetEditValues() const;
int GetOperation() const;
int GetPrimvarOffset() const;
int GetPrimvarWidth() const;
private:
OsdGLSLComputeTable *_primvarIndicesTable;
OsdGLSLComputeTable *_editValuesTable;
int _operation;
int _primvarOffset;
int _primvarWidth;
};
// ----------------------------------------------------------------------------
class OsdGLSLComputeContext : public OsdComputeContext {
public:
static OsdGLSLComputeContext * Create(FarMesh<OsdVertex> *farmesh);
virtual ~OsdGLSLComputeContext();
template<class VERTEX_BUFFER, class VARYING_BUFFER>
void Bind(VERTEX_BUFFER *vertex, VARYING_BUFFER *varying) {
_currentVertexBuffer = vertex ? vertex->BindVBO() : 0;
_currentVaryingBuffer = varying ? varying->BindVBO() : 0;
_numVertexElements = vertex ? vertex->GetNumElements() : 0;
_numVaryingElements = varying ? varying->GetNumElements() : 0;
bindShaderStorageBuffers();
}
void Unbind() {
_currentVertexBuffer = 0;
_currentVaryingBuffer = 0;
unbindShaderStorageBuffers();
}
const OsdGLSLComputeTable * GetTable(int tableIndex) const;
int GetNumEditTables() const;
const OsdGLSLComputeHEditTable * GetEditTable(int tableIndex) const;
GLuint GetCurrentVertexBuffer() const;
GLuint GetCurrentVaryingBuffer() const;
int GetNumCurrentVertexElements() const;
int GetNumCurrentVaryingElements() const;
OsdGLSLComputeKernelBundle * GetKernelBundle() const;
void SetKernelBundle(OsdGLSLComputeKernelBundle *kernelBundle);
void BindUniformBlockBilinearFace(GLuint program, int level);
void BindUniformBlockBilinearEdge(GLuint program, int level);
void BindUniformBlockBilinearVertex(GLuint program, int level);
void BindUniformBlockCatmarkFace(GLuint program, int level);
void BindUniformBlockCatmarkEdge(GLuint program, int level);
void BindUniformBlockCatmarkVertexA0(GLuint program, int level);
void BindUniformBlockCatmarkVertexA1(GLuint program, int level);
void BindUniformBlockCatmarkVertexB(GLuint program, int level);
void BindUniformBlockLoopEdge(GLuint program, int level);
void BindUniformBlockLoopVertexA(GLuint program, int level);
void BindUniformBlockLoopVertexB(GLuint program, int level);
void BindEditShaderStorageBuffers(int editIndex);
void UnbindEditShaderStorageBuffers();
protected:
explicit OsdGLSLComputeContext(FarMesh<OsdVertex> *farMesh);
void bindShaderStorageBuffers();
void unbindShaderStorageBuffers();
private:
std::vector<OsdGLSLComputeTable*> _tables;
std::vector<OsdGLSLComputeHEditTable*> _editTables;
GLuint _vertexTexture;
GLuint _varyingTexture;
int _numVertexElements;
int _numVaryingElements;
GLuint _currentVertexBuffer, _currentVaryingBuffer;
OsdGLSLComputeKernelBundle * _kernelBundle;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_GLSL_COMPUTE_CONTEXT_H