OpenSubdiv/opensubdiv/osd/glslTransformFeedbackKernelBundle.cpp

431 lines
17 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
// The terms "reproduce," "reproduction," "derivative works," and
// "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
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
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// its contribution or any derivative works that you create.
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// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// 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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// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// 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,
// guarantees or conditions. You may have additional consumer
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//
#if defined(__APPLE__)
#include <OpenGL/gl3.h>
#else
#include <GL/glew.h>
#endif
#include <stdio.h>
#ifdef _MSC_VER
#define snprintf _snprintf
#endif
#include "../osd/debug.h"
#include "../osd/error.h"
#include "../osd/glslTransformFeedbackKernelBundle.h"
#include <cassert>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
static const char *shaderSource =
#include "../osd/glslTransformFeedbackKernel.inc"
;
static const char *shaderDefines = ""
#ifdef OPT_CATMARK_V_IT_VEC2
"#define OPT_CATMARK_V_IT_VEC2\n"
#endif
#ifdef OPT_E0_IT_VEC4
"#define OPT_E0_IT_VEC4\n"
#endif
#ifdef OPT_E0_S_VEC2
"#define OPT_E0_S_VEC2\n"
#endif
;
OsdGLSLTransformFeedbackKernelBundle::OsdGLSLTransformFeedbackKernelBundle()
: _program(0) {
}
OsdGLSLTransformFeedbackKernelBundle::~OsdGLSLTransformFeedbackKernelBundle() {
if (_program)
glDeleteProgram(_program);
}
bool
OsdGLSLTransformFeedbackKernelBundle::Compile(int numVertexElements, int numVaryingElements) {
assert(numVertexElements >= 3); // at least xyz required (for performance reason)
_numVertexElements = numVertexElements;
_numVaryingElements = numVaryingElements;
_program = glCreateProgram();
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
char constantDefine[256];
snprintf(constantDefine, 256,
"#define NUM_VERTEX_ELEMENTS %d\n"
"#define NUM_VARYING_ELEMENTS %d\n",
numVertexElements, numVaryingElements);
const char *shaderSources[3];
shaderSources[0] = constantDefine;
shaderSources[1] = shaderDefines;
shaderSources[2] = shaderSource;
glShaderSource(shader, 3, shaderSources, NULL);
glCompileShader(shader);
glAttachShader(_program, shader);
const char *outputs[4];
int nOutputs = 0;
outputs[nOutputs++] = "outPosition";
// position and custom vertex data are stored same buffer whereas varying data
// exists on another buffer. "gl_NextBuffer" identifier helps to split them.
if (numVertexElements > 3) {
outputs[nOutputs++] = "outVertexData";
}
if (numVaryingElements > 0) {
outputs[nOutputs++] = "gl_NextBuffer";
outputs[nOutputs++] = "outVaryingData";
}
glTransformFeedbackVaryings(_program, nOutputs, outputs, GL_INTERLEAVED_ATTRIBS);
OSD_DEBUG_CHECK_GL_ERROR("Transform feedback initialize\n");
GLint linked = 0;
glLinkProgram(_program);
glGetProgramiv(_program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char buffer[1024];
glGetShaderInfoLog(shader, 1024, NULL, buffer);
OsdError(OSD_GLSL_LINK_ERROR, buffer);
glGetProgramInfoLog(_program, 1024, NULL, buffer);
OsdError(OSD_GLSL_LINK_ERROR, buffer);
glDeleteProgram(_program);
_program = 0;
// XXX ERROR HANDLE
return false;
}
glDeleteShader(shader);
_uniformVertexBuffer = glGetUniformLocation(_program, "vertex");
_uniformVaryingBuffer = glGetUniformLocation(_program, "varyingData");
_subComputeFace = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeFace");
_subComputeEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeEdge");
_subComputeBilinearEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "bilinearComputeEdge");
_subComputeVertex = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "bilinearComputeVertex");
_subComputeVertexA = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexA");
_subComputeCatmarkVertexB = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexB");
_subComputeLoopVertexB = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "loopComputeVertexB");
_uniformVertexPass = glGetUniformLocation(_program, "vertexPass");
_uniformIndexStart = glGetUniformLocation(_program, "indexStart");
_uniformIndexOffset = glGetUniformLocation(_program, "indexOffset");
_uniformTables[Table::F_IT] = glGetUniformLocation(_program, "_F0_IT");
_uniformTables[Table::F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
_uniformTables[Table::E_IT] = glGetUniformLocation(_program, "_E0_IT");
_uniformTables[Table::V_IT] = glGetUniformLocation(_program, "_V0_IT");
_uniformTables[Table::V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
_uniformTables[Table::E_W] = glGetUniformLocation(_program, "_E0_S");
_uniformTables[Table::V_W] = glGetUniformLocation(_program, "_V0_S");
_uniformTableOffsets[Table::F_IT] = glGetUniformLocation(_program, "F_IT_ofs");
_uniformTableOffsets[Table::F_ITa] = glGetUniformLocation(_program, "F_ITa_ofs");
_uniformTableOffsets[Table::E_IT] = glGetUniformLocation(_program, "E_IT_ofs");
_uniformTableOffsets[Table::V_IT] = glGetUniformLocation(_program, "V_IT_ofs");
_uniformTableOffsets[Table::V_ITa] = glGetUniformLocation(_program, "V_ITa_ofs");
_uniformTableOffsets[Table::E_W] = glGetUniformLocation(_program, "E_W_ofs");
_uniformTableOffsets[Table::V_W] = glGetUniformLocation(_program, "V_W_ofs");
// set unfiorm locations for edit
_subEditAdd = glGetSubroutineIndex(_program,
GL_VERTEX_SHADER, "editAdd");
_uniformEditNumVertices = glGetUniformLocation(_program, "editNumVertices");
_uniformEditIndicesOffset = glGetUniformLocation(_program, "editIndices_ofs");
_uniformEditValuesOffset = glGetUniformLocation(_program, "editValues_ofs");
_uniformEditPrimVarOffset = glGetUniformLocation(_program, "editPrimVarOffset");
_uniformEditPrimVarWidth = glGetUniformLocation(_program, "editPrimVarWidth");
_uniformEditIndices = glGetUniformLocation(_program, "_editIndices");
_uniformEditValues = glGetUniformLocation(_program, "_editValues");
_uniformVertexBufferImage = glGetUniformLocation(_program, "_vertexBufferImage");
return true;
}
void
OsdGLSLTransformFeedbackKernelBundle::transformGpuBufferData(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
GLint offset, int start, int end) const {
int count = end - start;
if (count <= 0) return;
// set batch range
glUniform1i(_uniformIndexStart, start);
glUniform1i(_uniformIndexOffset, offset);
// XXX: end is not used here now
OSD_DEBUG_CHECK_GL_ERROR("Uniform index set at offset=%d. start=%d\n",
offset, start);
// set transform feedback buffer
if (vertexBuffer) {
int vertexStride = numVertexElements*sizeof(float);
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer,
(start+offset)*vertexStride, count*vertexStride);
}
if (varyingBuffer){
int varyingStride = numVaryingElements*sizeof(float);
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, varyingBuffer,
(start+offset)*varyingStride, count*varyingStride);
}
OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData glBindBufferRange\n");
glBeginTransformFeedback(GL_POINTS);
OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData glBeginTransformFeedback\n");
// draw array -----------------------------------------
glDrawArrays(GL_POINTS, 0, count);
OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData DrawArray (%d)\n", count);
glEndTransformFeedback();
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glWaitSync(sync, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(sync);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearFaceVerticesKernel(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int F_IT_ofs, int F_ITa_ofs, int offset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
glUniform1i(_uniformTableOffsets[Table::F_IT], F_IT_ofs);
glUniform1i(_uniformTableOffsets[Table::F_ITa], F_ITa_ofs);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
offset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearEdgeVerticesKernel(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int E_IT_ofs, int offset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeBilinearEdge);
glUniform1i(_uniformTableOffsets[Table::E_IT], E_IT_ofs);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
offset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearVertexVerticesKernel(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int V_ITa_ofs, int offset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertex);
glUniform1i(_uniformTableOffsets[Table::V_ITa], V_ITa_ofs);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
offset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkFaceVerticesKernel(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int F_IT_ofs, int F_ITa_ofs, int offset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
glUniform1i(_uniformTableOffsets[Table::F_IT], F_IT_ofs);
glUniform1i(_uniformTableOffsets[Table::F_ITa], F_ITa_ofs);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
offset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkEdgeVerticesKernel(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int E_IT_ofs, int E_W_ofs, int offset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
glUniform1i(_uniformTableOffsets[Table::E_IT], E_IT_ofs);
glUniform1i(_uniformTableOffsets[Table::E_W], E_W_ofs);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
offset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelB(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int V_IT_ofs, int V_ITa_ofs, int V_W_ofs, int offset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeCatmarkVertexB);
glUniform1i(_uniformTableOffsets[Table::V_IT], V_IT_ofs);
glUniform1i(_uniformTableOffsets[Table::V_ITa], V_ITa_ofs);
glUniform1i(_uniformTableOffsets[Table::V_W], V_W_ofs);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
offset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelA(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int V_ITa_ofs, int V_W_ofs, int offset, bool pass, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
glUniform1i(_uniformVertexPass, pass ? 1 : 0);
glUniform1i(_uniformTableOffsets[Table::V_ITa], V_ITa_ofs);
glUniform1i(_uniformTableOffsets[Table::V_W], V_W_ofs);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
offset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyLoopEdgeVerticesKernel(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int E_IT_ofs, int E_W_ofs, int offset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
glUniform1i(_uniformTableOffsets[Table::E_IT], E_IT_ofs);
glUniform1i(_uniformTableOffsets[Table::E_W], E_W_ofs);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
offset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelB(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int V_IT_ofs, int V_ITa_ofs, int V_W_ofs, int offset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeLoopVertexB);
glUniform1i(_uniformTableOffsets[Table::V_IT], V_IT_ofs);
glUniform1i(_uniformTableOffsets[Table::V_ITa], V_ITa_ofs);
glUniform1i(_uniformTableOffsets[Table::V_W], V_W_ofs);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
offset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelA(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int V_ITa_ofs, int V_W_ofs, int offset, bool pass, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
glUniform1i(_uniformVertexPass, pass ? 1 : 0);
glUniform1i(_uniformTableOffsets[Table::V_ITa], V_ITa_ofs);
glUniform1i(_uniformTableOffsets[Table::V_W], V_W_ofs);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
offset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyEditAdd(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int numEditVertices,
int editIndices_ofs, int editValues_ofs,
int primvarOffset, int primvarWidth) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subEditAdd);
glUniform1i(_uniformEditIndicesOffset, editIndices_ofs);
glUniform1i(_uniformEditValuesOffset, editValues_ofs);
glUniform1i(_uniformEditNumVertices, numEditVertices);
glUniform1i(_uniformEditPrimVarOffset, primvarOffset);
glUniform1i(_uniformEditPrimVarWidth, primvarWidth);
glDrawArrays(GL_POINTS, 0, numVertexElements);
}
void
OsdGLSLTransformFeedbackKernelBundle::UseProgram() const
{
glUseProgram(_program);
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv