mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-01 15:50:07 +00:00
360 lines
14 KiB
C++
360 lines
14 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 "../osd/glslTransformFeedbackComputeController.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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#include <algorithm>
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdGLSLTransformFeedbackComputeController::OsdGLSLTransformFeedbackComputeController() :
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_vertexTexture(0), _varyingTexture(0), _vao(0) {
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}
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OsdGLSLTransformFeedbackComputeController::~OsdGLSLTransformFeedbackComputeController() {
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for (std::vector<OsdGLSLTransformFeedbackKernelBundle*>::iterator it =
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_kernelRegistry.begin();
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it != _kernelRegistry.end(); ++it) {
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delete *it;
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}
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if (_vertexTexture) glDeleteTextures(1, &_vertexTexture);
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if (_varyingTexture) glDeleteTextures(1, &_varyingTexture);
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}
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void
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OsdGLSLTransformFeedbackComputeController::Synchronize() {
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glFinish();
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}
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OsdGLSLTransformFeedbackKernelBundle *
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OsdGLSLTransformFeedbackComputeController::getKernels(
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OsdVertexBufferDescriptor const &vertexDesc,
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OsdVertexBufferDescriptor const &varyingDesc,
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bool interleaved) {
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std::vector<OsdGLSLTransformFeedbackKernelBundle*>::iterator it =
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std::find_if(_kernelRegistry.begin(), _kernelRegistry.end(),
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OsdGLSLTransformFeedbackKernelBundle::Match(
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vertexDesc, varyingDesc, interleaved));
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if (it != _kernelRegistry.end()) {
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return *it;
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} else {
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OsdGLSLTransformFeedbackKernelBundle *kernelBundle =
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new OsdGLSLTransformFeedbackKernelBundle();
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_kernelRegistry.push_back(kernelBundle);
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kernelBundle->Compile(vertexDesc, varyingDesc, interleaved);
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return kernelBundle;
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}
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}
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static void
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bindTexture(GLint samplerUniform, GLuint texture, int unit) {
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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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OsdGLSLTransformFeedbackComputeController::bindResources() {
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glEnable(GL_RASTERIZER_DISCARD);
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_currentBindState.kernelBundle->UseProgram(_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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// bind vertex texture
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if (_currentBindState.vertexBuffer) {
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if (not _vertexTexture) glGenTextures(1, &_vertexTexture);
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#if defined(GL_EXT_direct_state_access)
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if (glTextureBufferEXT) {
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glTextureBufferEXT(_vertexTexture, GL_TEXTURE_BUFFER, GL_R32F, _currentBindState.vertexBuffer);
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} else {
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#else
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{
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#endif
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glBindTexture(GL_TEXTURE_BUFFER, _vertexTexture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, _currentBindState.vertexBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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}
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if (_currentBindState.varyingBuffer) {
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if (not _varyingTexture) glGenTextures(1, &_varyingTexture);
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#if defined(GL_EXT_direct_state_access)
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if (glTextureBufferEXT) {
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glTextureBufferEXT(_varyingTexture, GL_TEXTURE_BUFFER, GL_R32F, _currentBindState.varyingBuffer);
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} else {
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#else
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{
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#endif
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glBindTexture(GL_TEXTURE_BUFFER, _varyingTexture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, _currentBindState.varyingBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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}
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if (_vertexTexture)
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bindTexture(_currentBindState.kernelBundle->GetVertexUniformLocation(), _vertexTexture, 0);
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if (_varyingTexture)
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bindTexture(_currentBindState.kernelBundle->GetVaryingUniformLocation(), _varyingTexture, 1);
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// bind vertex texture image (for edit kernel)
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glUniform1i(_currentBindState.kernelBundle->GetVertexBufferImageUniformLocation(), 0);
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glBindImageTexture(0, _vertexTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
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// bind vertex array
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// always create new one, to be safe with multiple contexts.
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glGenVertexArrays(1, &_vao);
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glBindVertexArray(_vao);
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}
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void
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OsdGLSLTransformFeedbackComputeController::unbindResources() {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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// unbind vertex texture image
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glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
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glDisable(GL_RASTERIZER_DISCARD);
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glUseProgram(0);
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glActiveTexture(GL_TEXTURE0);
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// unbind vertex array
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &_vao);
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyBilinearFaceVerticesKernel(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyBilinearFaceVerticesKernel(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyBilinearEdgeVerticesKernel(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyBilinearEdgeVerticesKernel(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyBilinearVertexVerticesKernel(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyBilinearVertexVerticesKernel(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyCatmarkFaceVerticesKernel(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkFaceVerticesKernel(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyCatmarkQuadFaceVerticesKernel(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkQuadFaceVerticesKernel(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyCatmarkTriQuadFaceVerticesKernel(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkTriQuadFaceVerticesKernel(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyCatmarkEdgeVerticesKernel(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkEdgeVerticesKernel(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyCatmarkVertexVerticesKernelB(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkVertexVerticesKernelB(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyCatmarkVertexVerticesKernelA1(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkVertexVerticesKernelA(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), false);
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyCatmarkVertexVerticesKernelA2(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkVertexVerticesKernelA(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), true);
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyLoopEdgeVerticesKernel(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyLoopEdgeVerticesKernel(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyLoopVertexVerticesKernelB(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyLoopVertexVerticesKernelB(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyLoopVertexVerticesKernelA1(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyLoopVertexVerticesKernelA(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), false);
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyLoopVertexVerticesKernelA2(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyLoopVertexVerticesKernelA(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), true);
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}
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void
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OsdGLSLTransformFeedbackComputeController::ApplyVertexEdits(
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FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
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assert(context);
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const OsdGLSLTransformFeedbackHEditTable * edit = context->GetEditTable(batch.GetTableIndex());
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assert(edit);
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context->BindEditTextures(batch.GetTableIndex(), _currentBindState.kernelBundle);
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int primvarOffset = edit->GetPrimvarOffset();
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int primvarWidth = edit->GetPrimvarWidth();
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if (edit->GetOperation() == FarVertexEdit::Add) {
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_currentBindState.kernelBundle->ApplyEditAdd(
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_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
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primvarOffset, primvarWidth,
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batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
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} else {
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// XXX: edit SET is not implemented yet.
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}
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context->UnbindEditTextures();
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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