mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-03 00:20:09 +00:00
a57dd034e7
Moved transient states (current vertex buffer etc) to controller. ComputeContext becomes constant so that it's well suited for coarse-grain parallelism on cpu. The prims sharing same topology (ComputeContext) can be refined simultaneously by having mutiple compute controllers. Client facing API doesn't change.
270 lines
9.1 KiB
C++
270 lines
9.1 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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#include "../version.h"
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#include "../far/subdivisionTables.h"
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#include "../osd/debug.h"
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#include "../osd/glslTransformFeedbackComputeContext.h"
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#include "../osd/glslTransformFeedbackKernelBundle.h"
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#include "../osd/opengl.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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void
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OsdGLSLTransformFeedbackTable::createTextureBuffer(size_t size, const void *ptr, GLenum type) {
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glGenTextures(1, &_texture);
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#if defined(GL_EXT_direct_state_access)
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if (glNamedBufferDataEXT and glTextureBufferEXT) {
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glNamedBufferDataEXT(buffer, size, ptr, GL_STATIC_DRAW);
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glTextureBufferEXT(_texture, GL_TEXTURE_BUFFER, type, buffer);
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} else {
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#else
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{
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#endif
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GLint prev = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, size, ptr, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, prev);
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glGetIntegerv(GL_TEXTURE_BINDING_BUFFER, &prev);
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glBindTexture(GL_TEXTURE_BUFFER, _texture);
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glTexBuffer(GL_TEXTURE_BUFFER, type, buffer);
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glBindTexture(GL_TEXTURE_BUFFER, prev);
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}
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glDeleteBuffers(1, &buffer);
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}
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OsdGLSLTransformFeedbackTable::~OsdGLSLTransformFeedbackTable() {
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glDeleteTextures(1, &_texture);
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}
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GLuint
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OsdGLSLTransformFeedbackTable::GetTexture() const {
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return _texture;
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}
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// ----------------------------------------------------------------------------
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OsdGLSLTransformFeedbackHEditTable::OsdGLSLTransformFeedbackHEditTable(
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const FarVertexEditTables::VertexEditBatch &batch)
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: _primvarIndicesTable(new OsdGLSLTransformFeedbackTable(batch.GetVertexIndices(), GL_R32UI)),
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_editValuesTable(new OsdGLSLTransformFeedbackTable(batch.GetValues(), GL_R32F)) {
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_operation = batch.GetOperation();
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_primvarOffset = batch.GetPrimvarIndex();
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_primvarWidth = batch.GetPrimvarWidth();
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}
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OsdGLSLTransformFeedbackHEditTable::~OsdGLSLTransformFeedbackHEditTable() {
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delete _primvarIndicesTable;
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delete _editValuesTable;
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}
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const OsdGLSLTransformFeedbackTable *
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OsdGLSLTransformFeedbackHEditTable::GetPrimvarIndices() const {
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return _primvarIndicesTable;
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}
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const OsdGLSLTransformFeedbackTable *
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OsdGLSLTransformFeedbackHEditTable::GetEditValues() const {
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return _editValuesTable;
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}
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int
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OsdGLSLTransformFeedbackHEditTable::GetOperation() const {
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return _operation;
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}
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int
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OsdGLSLTransformFeedbackHEditTable::GetPrimvarOffset() const {
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return _primvarOffset;
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}
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int
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OsdGLSLTransformFeedbackHEditTable::GetPrimvarWidth() const {
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return _primvarWidth;
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}
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// ----------------------------------------------------------------------------
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OsdGLSLTransformFeedbackComputeContext::OsdGLSLTransformFeedbackComputeContext(
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FarSubdivisionTables const *subdivisionTables,
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FarVertexEditTables const *vertexEditTables) {
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// allocate 5 or 7 tables
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_tables.resize(7, 0);
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_tables[FarSubdivisionTables::E_IT] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_E_IT(), GL_R32I);
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_tables[FarSubdivisionTables::V_IT] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_V_IT(), GL_R32UI);
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_tables[FarSubdivisionTables::V_ITa] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_V_ITa(), GL_R32I);
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_tables[FarSubdivisionTables::E_W] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_E_W(), GL_R32F);
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_tables[FarSubdivisionTables::V_W] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_V_W(), GL_R32F);
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if (subdivisionTables->GetNumTables() > 5) {
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// catmark, bilinear
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_tables[FarSubdivisionTables::F_IT] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_F_IT(), GL_R32UI);
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_tables[FarSubdivisionTables::F_ITa] = new OsdGLSLTransformFeedbackTable(subdivisionTables->Get_F_ITa(), GL_R32I);
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} else {
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// loop
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_tables[FarSubdivisionTables::F_IT] = NULL;
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_tables[FarSubdivisionTables::F_ITa] = NULL;
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}
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// create hedit tables
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if (vertexEditTables) {
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int numEditBatches = vertexEditTables->GetNumBatches();
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_editTables.reserve(numEditBatches);
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for (int i = 0; i < numEditBatches; ++i) {
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const FarVertexEditTables::VertexEditBatch & edit = vertexEditTables->GetBatch(i);
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_editTables.push_back(new OsdGLSLTransformFeedbackHEditTable(edit));
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}
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}
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}
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OsdGLSLTransformFeedbackComputeContext::~OsdGLSLTransformFeedbackComputeContext() {
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for (size_t i = 0; i < _tables.size(); ++i) {
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delete _tables[i];
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}
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for (size_t i = 0; i < _editTables.size(); ++i) {
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delete _editTables[i];
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}
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}
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const OsdGLSLTransformFeedbackTable *
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OsdGLSLTransformFeedbackComputeContext::GetTable(int tableIndex) const {
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return _tables[tableIndex];
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}
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int
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OsdGLSLTransformFeedbackComputeContext::GetNumEditTables() const {
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return static_cast<int>(_editTables.size());
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}
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const OsdGLSLTransformFeedbackHEditTable *
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OsdGLSLTransformFeedbackComputeContext::GetEditTable(int tableIndex) const {
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return _editTables[tableIndex];
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}
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OsdGLSLTransformFeedbackComputeContext *
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OsdGLSLTransformFeedbackComputeContext::Create(FarSubdivisionTables const *subdivisionTables,
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FarVertexEditTables const *vertexEditTables) {
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return new OsdGLSLTransformFeedbackComputeContext(subdivisionTables, vertexEditTables);
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}
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void
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OsdGLSLTransformFeedbackComputeContext::BindEditTextures(
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int editIndex, OsdGLSLTransformFeedbackKernelBundle const *kernelBundle) const {
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const OsdGLSLTransformFeedbackHEditTable * edit = _editTables[editIndex];
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const OsdGLSLTransformFeedbackTable * primvarIndices = edit->GetPrimvarIndices();
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const OsdGLSLTransformFeedbackTable * editValues = edit->GetEditValues();
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bindTexture(kernelBundle->GetEditIndicesUniformLocation(),
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primvarIndices->GetTexture(), 9);
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bindTexture(kernelBundle->GetEditValuesUniformLocation(),
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editValues->GetTexture(), 10);
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}
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void
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OsdGLSLTransformFeedbackComputeContext::UnbindEditTextures() const {
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unbindTexture(9);
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unbindTexture(10);
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}
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void
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OsdGLSLTransformFeedbackComputeContext::bindTexture(GLint samplerUniform, GLuint texture, int unit) const {
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if (samplerUniform == -1) return;
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glUniform1i(samplerUniform, unit);
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_BUFFER, texture);
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glActiveTexture(GL_TEXTURE0);
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}
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void
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OsdGLSLTransformFeedbackComputeContext::unbindTexture(GLuint unit) const {
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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void
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OsdGLSLTransformFeedbackComputeContext::BindTableTextures(
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OsdGLSLTransformFeedbackKernelBundle const *kernelBundle) const {
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// XXX: loop...
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if (_tables[FarSubdivisionTables::F_IT]) {
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bindTexture(kernelBundle->GetTableUniformLocation(FarSubdivisionTables::F_IT),
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_tables[FarSubdivisionTables::F_IT]->GetTexture(), 2);
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bindTexture(kernelBundle->GetTableUniformLocation(FarSubdivisionTables::F_ITa),
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_tables[FarSubdivisionTables::F_ITa]->GetTexture(), 3);
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}
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bindTexture(kernelBundle->GetTableUniformLocation(FarSubdivisionTables::E_IT),
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_tables[FarSubdivisionTables::E_IT]->GetTexture(), 4);
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bindTexture(kernelBundle->GetTableUniformLocation(FarSubdivisionTables::V_IT),
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_tables[FarSubdivisionTables::V_IT]->GetTexture(), 5);
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bindTexture(kernelBundle->GetTableUniformLocation(FarSubdivisionTables::V_ITa),
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_tables[FarSubdivisionTables::V_ITa]->GetTexture(), 6);
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bindTexture(kernelBundle->GetTableUniformLocation(FarSubdivisionTables::E_W),
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_tables[FarSubdivisionTables::E_W]->GetTexture(), 7);
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bindTexture(kernelBundle->GetTableUniformLocation(FarSubdivisionTables::V_W),
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_tables[FarSubdivisionTables::V_W]->GetTexture(), 8);
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}
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void
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OsdGLSLTransformFeedbackComputeContext::UnbindTableTextures() const {
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for (int i = 8; i >= 2; --i) {
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unbindTexture(i);
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}
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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