mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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211 lines
6.5 KiB
C++
211 lines
6.5 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 "../osd/glslComputeContext.h"
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#include "../osd/vertexDescriptor.h"
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#include <vector>
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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/// \brief Compute controller for launching GLSL Compute subdivision kernels.
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///
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/// GLSLComputeController is a compute controller class to launch
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/// GLSLCompute transfrom feedback subdivision kernels. It requires
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/// GLVertexBufferInterface 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 GLSLComputeController {
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public:
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typedef GLSLComputeContext ComputeContext;
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/// Constructor.
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GLSLComputeController();
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/// Destructor.
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~GLSLComputeController();
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/// Execute subdivision kernels and apply to given vertex buffers.
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///
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/// @param context The OsdGLSLContext 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 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 varyingBuffer Vertex-interpolated data buffer
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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 vertex 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 Compute( GLSLComputeContext const * context,
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VERTEX_BUFFER * vertexBuffer,
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VARYING_BUFFER * varyingBuffer,
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VertexBufferDescriptor const * vertexDesc=NULL,
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VertexBufferDescriptor const * varyingDesc=NULL ){
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if (vertexBuffer) {
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bind(vertexBuffer, vertexDesc);
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context->BindVertexStencilTables();
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ApplyStencilTableKernel(
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context, context->GetNumStencilsInVertexStencilTables());
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}
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if (varyingBuffer) {
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bind(varyingBuffer, varyingDesc);
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context->BindVaryingStencilTables();
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ApplyStencilTableKernel(
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context, context->GetNumStencilsInVaryingStencilTables());
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}
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context->UnbindStencilTables();
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unbind();
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}
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/// Execute subdivision kernels and apply to given vertex buffers.
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///
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/// @param context The OsdGLSLContext 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 Compute(GLSLComputeContext const * context,
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VERTEX_BUFFER *vertexBuffer) {
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Compute<VERTEX_BUFFER>(context, vertexBuffer, (VERTEX_BUFFER*)0);
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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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void ApplyStencilTableKernel(ComputeContext const *context,
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int numStencils) const;
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template<class BUFFER>
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void bind( BUFFER * buffer,
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VertexBufferDescriptor const * desc ) {
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assert(buffer);
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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 (desc) {
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_currentBindState.desc = *desc;
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} else {
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int numElements = buffer ? buffer->GetNumElements() : 0;
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_currentBindState.desc =
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VertexBufferDescriptor(0, numElements, numElements);
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}
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_currentBindState.buffer = buffer->BindVBO();
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_currentBindState.kernelBundle = getKernel(_currentBindState.desc);
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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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// binds the primvar data buffer and compute program
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void bindBufferAndProgram();
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// unbinds the primvar data buffer and compute program
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void unbindBufferAndProgram();
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private:
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class KernelBundle;
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// Bind state is a transitional state during refinement.
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// It doesn't take an ownership of the vertex buffers.
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struct BindState {
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BindState() : buffer(0), kernelBundle(0) { }
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void Reset() {
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buffer = 0;
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desc.Reset();
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kernelBundle = 0;
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}
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GLuint buffer;
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VertexBufferDescriptor desc;
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KernelBundle const * kernelBundle;
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};
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BindState _currentBindState;
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typedef std::vector<KernelBundle *> KernelRegistry;
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KernelBundle const * getKernel(VertexBufferDescriptor const &desc);
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KernelRegistry _kernelRegistry;
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};
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} // end namespace Osd
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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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