mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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This is a new method for GLSL, HLSL, and MSL which returns patch drawing shader source which excludes legacy shader source aspects. This improves portability and compatibility and may also improve shader compile times since the resulting shader source strings are smaller without the legacy shader source aspects. Tested with Vulkan and DX12 in addition to GL, DX11, and Metal.
82 lines
2.8 KiB
C++
82 lines
2.8 KiB
C++
//
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// Copyright 2015 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 OPENSUBDIV3_OSD_GLSL_PATCH_SHADER_SOURCE_H
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#define OPENSUBDIV3_OSD_GLSL_PATCH_SHADER_SOURCE_H
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#include "../version.h"
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#include "../far/patchDescriptor.h"
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#include <string>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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/// \brief Provides shader source which can be used by client code.
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class GLSLPatchShaderSource {
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public:
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/// \brief Returns shader source which can be used to evaluate
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/// position and first and second derivatives on piecewise parametric
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/// patches resulting from subdivision refinement.
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static std::string GetPatchBasisShaderSource();
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/// \brief Returns shader source which can be used while drawing
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/// piecewise parametric patches resulting from subdivision refinement,
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/// e.g. while using GPU HW tessellation.
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static std::string GetPatchDrawingShaderSource();
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/// \name Alternative methods
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/// \{
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/// These methods return shader source which can be used
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/// while drawing. Unlike the methods above, the source returned
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/// by these methods includes support for legacy patch types along
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/// with dependencies on specific resource bindings and interstage
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/// shader variable declarations.
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static std::string GetCommonShaderSource();
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static std::string GetVertexShaderSource(
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Far::PatchDescriptor::Type type);
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static std::string GetTessControlShaderSource(
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Far::PatchDescriptor::Type type);
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static std::string GetTessEvalShaderSource(
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Far::PatchDescriptor::Type type);
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/// \}
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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 // OPENSUBDIV3_OSD_GLSL_PATCH_SHADER_SOURCE
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