mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 20:20:09 +00:00
431 lines
17 KiB
C++
431 lines
17 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#if defined(__APPLE__)
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#include <OpenGL/gl3.h>
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#else
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#include <GL/glew.h>
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#endif
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#include <stdio.h>
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#ifdef _MSC_VER
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#define snprintf _snprintf
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#endif
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#include "../osd/debug.h"
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#include "../osd/error.h"
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#include "../osd/glslTransformFeedbackKernelBundle.h"
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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static const char *shaderSource =
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#include "../osd/glslTransformFeedbackKernel.inc"
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;
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static const char *shaderDefines = ""
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#ifdef OPT_CATMARK_V_IT_VEC2
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"#define OPT_CATMARK_V_IT_VEC2\n"
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#endif
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#ifdef OPT_E0_IT_VEC4
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"#define OPT_E0_IT_VEC4\n"
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#endif
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#ifdef OPT_E0_S_VEC2
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"#define OPT_E0_S_VEC2\n"
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#endif
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;
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OsdGLSLTransformFeedbackKernelBundle::OsdGLSLTransformFeedbackKernelBundle()
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: _program(0) {
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}
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OsdGLSLTransformFeedbackKernelBundle::~OsdGLSLTransformFeedbackKernelBundle() {
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if (_program)
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glDeleteProgram(_program);
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}
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bool
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OsdGLSLTransformFeedbackKernelBundle::Compile(int numVertexElements, int numVaryingElements) {
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assert(numVertexElements >= 3); // at least xyz required (for performance reason)
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_numVertexElements = numVertexElements;
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_numVaryingElements = numVaryingElements;
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_program = glCreateProgram();
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GLuint shader = glCreateShader(GL_VERTEX_SHADER);
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char constantDefine[256];
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snprintf(constantDefine, 256,
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"#define NUM_VERTEX_ELEMENTS %d\n"
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"#define NUM_VARYING_ELEMENTS %d\n",
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numVertexElements, numVaryingElements);
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const char *shaderSources[3];
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shaderSources[0] = constantDefine;
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shaderSources[1] = shaderDefines;
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shaderSources[2] = shaderSource;
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glShaderSource(shader, 3, shaderSources, NULL);
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glCompileShader(shader);
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glAttachShader(_program, shader);
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const char *outputs[4];
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int nOutputs = 0;
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outputs[nOutputs++] = "outPosition";
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// position and custom vertex data are stored same buffer whereas varying data
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// exists on another buffer. "gl_NextBuffer" identifier helps to split them.
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if (numVertexElements > 3) {
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outputs[nOutputs++] = "outVertexData";
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}
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if (numVaryingElements > 0) {
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outputs[nOutputs++] = "gl_NextBuffer";
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outputs[nOutputs++] = "outVaryingData";
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}
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glTransformFeedbackVaryings(_program, nOutputs, outputs, GL_INTERLEAVED_ATTRIBS);
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OSD_DEBUG_CHECK_GL_ERROR("Transform feedback initialize\n");
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GLint linked = 0;
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glLinkProgram(_program);
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glGetProgramiv(_program, GL_LINK_STATUS, &linked);
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if (linked == GL_FALSE) {
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char buffer[1024];
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glGetShaderInfoLog(shader, 1024, NULL, buffer);
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OsdError(OSD_GLSL_LINK_ERROR, buffer);
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glGetProgramInfoLog(_program, 1024, NULL, buffer);
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OsdError(OSD_GLSL_LINK_ERROR, buffer);
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glDeleteProgram(_program);
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_program = 0;
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// XXX ERROR HANDLE
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return false;
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}
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glDeleteShader(shader);
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_uniformVertexBuffer = glGetUniformLocation(_program, "vertex");
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_uniformVaryingBuffer = glGetUniformLocation(_program, "varyingData");
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_subComputeFace = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeFace");
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_subComputeEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeEdge");
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_subComputeBilinearEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "bilinearComputeEdge");
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_subComputeVertex = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "bilinearComputeVertex");
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_subComputeVertexA = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexA");
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_subComputeCatmarkVertexB = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexB");
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_subComputeLoopVertexB = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "loopComputeVertexB");
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_uniformVertexPass = glGetUniformLocation(_program, "vertexPass");
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_uniformIndexStart = glGetUniformLocation(_program, "indexStart");
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_uniformIndexOffset = glGetUniformLocation(_program, "indexOffset");
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_uniformTables[Table::F_IT] = glGetUniformLocation(_program, "_F0_IT");
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_uniformTables[Table::F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
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_uniformTables[Table::E_IT] = glGetUniformLocation(_program, "_E0_IT");
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_uniformTables[Table::V_IT] = glGetUniformLocation(_program, "_V0_IT");
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_uniformTables[Table::V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
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_uniformTables[Table::E_W] = glGetUniformLocation(_program, "_E0_S");
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_uniformTables[Table::V_W] = glGetUniformLocation(_program, "_V0_S");
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_uniformTableOffsets[Table::F_IT] = glGetUniformLocation(_program, "F_IT_ofs");
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_uniformTableOffsets[Table::F_ITa] = glGetUniformLocation(_program, "F_ITa_ofs");
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_uniformTableOffsets[Table::E_IT] = glGetUniformLocation(_program, "E_IT_ofs");
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_uniformTableOffsets[Table::V_IT] = glGetUniformLocation(_program, "V_IT_ofs");
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_uniformTableOffsets[Table::V_ITa] = glGetUniformLocation(_program, "V_ITa_ofs");
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_uniformTableOffsets[Table::E_W] = glGetUniformLocation(_program, "E_W_ofs");
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_uniformTableOffsets[Table::V_W] = glGetUniformLocation(_program, "V_W_ofs");
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// set unfiorm locations for edit
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_subEditAdd = glGetSubroutineIndex(_program,
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GL_VERTEX_SHADER, "editAdd");
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_uniformEditNumVertices = glGetUniformLocation(_program, "editNumVertices");
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_uniformEditIndicesOffset = glGetUniformLocation(_program, "editIndices_ofs");
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_uniformEditValuesOffset = glGetUniformLocation(_program, "editValues_ofs");
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_uniformEditPrimVarOffset = glGetUniformLocation(_program, "editPrimVarOffset");
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_uniformEditPrimVarWidth = glGetUniformLocation(_program, "editPrimVarWidth");
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_uniformEditIndices = glGetUniformLocation(_program, "_editIndices");
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_uniformEditValues = glGetUniformLocation(_program, "_editValues");
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_uniformVertexBufferImage = glGetUniformLocation(_program, "_vertexBufferImage");
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return true;
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::transformGpuBufferData(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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GLint offset, int start, int end) const {
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int count = end - start;
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if (count <= 0) return;
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// set batch range
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glUniform1i(_uniformIndexStart, start);
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glUniform1i(_uniformIndexOffset, offset);
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// XXX: end is not used here now
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OSD_DEBUG_CHECK_GL_ERROR("Uniform index set at offset=%d. start=%d\n",
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offset, start);
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// set transform feedback buffer
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if (vertexBuffer) {
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int vertexStride = numVertexElements*sizeof(float);
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer,
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(start+offset)*vertexStride, count*vertexStride);
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}
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if (varyingBuffer){
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int varyingStride = numVaryingElements*sizeof(float);
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, varyingBuffer,
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(start+offset)*varyingStride, count*varyingStride);
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}
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OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData glBindBufferRange\n");
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glBeginTransformFeedback(GL_POINTS);
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OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData glBeginTransformFeedback\n");
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// draw array -----------------------------------------
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glDrawArrays(GL_POINTS, 0, count);
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OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData DrawArray (%d)\n", count);
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glEndTransformFeedback();
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glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
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GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glWaitSync(sync, 0, GL_TIMEOUT_IGNORED);
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glDeleteSync(sync);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearFaceVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int F_IT_ofs, int F_ITa_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
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glUniform1i(_uniformTableOffsets[Table::F_IT], F_IT_ofs);
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glUniform1i(_uniformTableOffsets[Table::F_ITa], F_ITa_ofs);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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offset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearEdgeVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int E_IT_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeBilinearEdge);
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glUniform1i(_uniformTableOffsets[Table::E_IT], E_IT_ofs);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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offset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearVertexVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int V_ITa_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertex);
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glUniform1i(_uniformTableOffsets[Table::V_ITa], V_ITa_ofs);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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offset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkFaceVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int F_IT_ofs, int F_ITa_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
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glUniform1i(_uniformTableOffsets[Table::F_IT], F_IT_ofs);
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glUniform1i(_uniformTableOffsets[Table::F_ITa], F_ITa_ofs);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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offset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkEdgeVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int E_IT_ofs, int E_W_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
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glUniform1i(_uniformTableOffsets[Table::E_IT], E_IT_ofs);
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glUniform1i(_uniformTableOffsets[Table::E_W], E_W_ofs);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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offset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelB(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int V_IT_ofs, int V_ITa_ofs, int V_W_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeCatmarkVertexB);
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glUniform1i(_uniformTableOffsets[Table::V_IT], V_IT_ofs);
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glUniform1i(_uniformTableOffsets[Table::V_ITa], V_ITa_ofs);
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glUniform1i(_uniformTableOffsets[Table::V_W], V_W_ofs);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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offset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelA(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int V_ITa_ofs, int V_W_ofs, int offset, bool pass, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
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glUniform1i(_uniformVertexPass, pass ? 1 : 0);
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glUniform1i(_uniformTableOffsets[Table::V_ITa], V_ITa_ofs);
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glUniform1i(_uniformTableOffsets[Table::V_W], V_W_ofs);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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offset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopEdgeVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int E_IT_ofs, int E_W_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
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glUniform1i(_uniformTableOffsets[Table::E_IT], E_IT_ofs);
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glUniform1i(_uniformTableOffsets[Table::E_W], E_W_ofs);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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offset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelB(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int V_IT_ofs, int V_ITa_ofs, int V_W_ofs, int offset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeLoopVertexB);
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glUniform1i(_uniformTableOffsets[Table::V_IT], V_IT_ofs);
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glUniform1i(_uniformTableOffsets[Table::V_ITa], V_ITa_ofs);
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glUniform1i(_uniformTableOffsets[Table::V_W], V_W_ofs);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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offset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelA(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int V_ITa_ofs, int V_W_ofs, int offset, bool pass, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
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glUniform1i(_uniformVertexPass, pass ? 1 : 0);
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glUniform1i(_uniformTableOffsets[Table::V_ITa], V_ITa_ofs);
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glUniform1i(_uniformTableOffsets[Table::V_W], V_W_ofs);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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offset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyEditAdd(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int numEditVertices,
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int editIndices_ofs, int editValues_ofs,
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int primvarOffset, int primvarWidth) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subEditAdd);
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glUniform1i(_uniformEditIndicesOffset, editIndices_ofs);
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glUniform1i(_uniformEditValuesOffset, editValues_ofs);
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glUniform1i(_uniformEditNumVertices, numEditVertices);
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glUniform1i(_uniformEditPrimVarOffset, primvarOffset);
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glUniform1i(_uniformEditPrimVarWidth, primvarWidth);
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glDrawArrays(GL_POINTS, 0, numVertexElements);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::UseProgram() const
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{
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glUseProgram(_program);
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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