OpenSubdiv/opensubdiv/osd/glslComputeController.cpp
manuelk cd380e0a1a Refactoring :
- moving the SubdivisionTables enum from osd/tables.h to FarSubdivisionTables

- renaming various buffer names to _devicePtr for consistency
2013-05-07 15:25:49 -07:00

325 lines
11 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,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent 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 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
// automatically.
// (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
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
#if defined(__APPLE__)
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
#include <OpenGLES/ES2/gl.h>
#else
#include <OpenGL/gl3.h>
#endif
#elif defined(ANDROID)
#include <GLES2/gl2.h>
#else
#if defined(_WIN32)
#include <windows.h>
#endif
#include <GL/glew.h>
#endif
#include "../osd/glslComputeController.h"
#include "../osd/glslComputeContext.h"
#include "../osd/glslKernelBundle.h"
#include <algorithm>
#include <cassert>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdGLSLComputeController::OsdGLSLComputeController() {
}
OsdGLSLComputeController::~OsdGLSLComputeController() {
for (std::vector<OsdGLSLComputeKernelBundle*>::iterator it =
_kernelRegistry.begin();
it != _kernelRegistry.end(); ++it) {
delete *it;
}
}
void
OsdGLSLComputeController::Synchronize() {
glFinish();
}
OsdGLSLComputeKernelBundle *
OsdGLSLComputeController::getKernels(int numVertexElements,
int numVaryingElements) {
std::vector<OsdGLSLComputeKernelBundle*>::iterator it =
std::find_if(_kernelRegistry.begin(), _kernelRegistry.end(),
OsdGLSLComputeKernelBundle::Match(numVertexElements,
numVaryingElements));
if (it != _kernelRegistry.end()) {
return *it;
} else {
OsdGLSLComputeKernelBundle *kernelBundle =
new OsdGLSLComputeKernelBundle();
_kernelRegistry.push_back(kernelBundle);
kernelBundle->Compile(numVertexElements, numVaryingElements);
return kernelBundle;
}
}
void
OsdGLSLComputeController::ApplyBilinearFaceVerticesKernel(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
kernelBundle->ApplyBilinearFaceVerticesKernel(
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLComputeController::ApplyBilinearEdgeVerticesKernel(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
kernelBundle->ApplyBilinearEdgeVerticesKernel(
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLComputeController::ApplyBilinearVertexVerticesKernel(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
kernelBundle->ApplyBilinearVertexVerticesKernel(
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLComputeController::ApplyCatmarkFaceVerticesKernel(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
kernelBundle->ApplyCatmarkFaceVerticesKernel(
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLComputeController::ApplyCatmarkEdgeVerticesKernel(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
kernelBundle->ApplyCatmarkEdgeVerticesKernel(
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLComputeController::ApplyCatmarkVertexVerticesKernelB(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
kernelBundle->ApplyCatmarkVertexVerticesKernelB(
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLComputeController::ApplyCatmarkVertexVerticesKernelA1(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
kernelBundle->ApplyCatmarkVertexVerticesKernelA(
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), false);
}
void
OsdGLSLComputeController::ApplyCatmarkVertexVerticesKernelA2(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
kernelBundle->ApplyCatmarkVertexVerticesKernelA(
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), true);
}
void
OsdGLSLComputeController::ApplyLoopEdgeVerticesKernel(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
kernelBundle->ApplyLoopEdgeVerticesKernel(
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLComputeController::ApplyLoopVertexVerticesKernelB(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
kernelBundle->ApplyLoopVertexVerticesKernelB(
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLComputeController::ApplyLoopVertexVerticesKernelA1(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
kernelBundle->ApplyLoopVertexVerticesKernelA(
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), false);
}
void
OsdGLSLComputeController::ApplyLoopVertexVerticesKernelA2(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
kernelBundle->ApplyLoopVertexVerticesKernelA(
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), true);
}
void
OsdGLSLComputeController::ApplyVertexEdits(
FarKernelBatch const &batch, void * clientdata) const {
OsdGLSLComputeContext * context =
static_cast<OsdGLSLComputeContext*>(clientdata);
assert(context);
OsdGLSLComputeKernelBundle * kernelBundle = context->GetKernelBundle();
const OsdGLSLComputeHEditTable * edit = context->GetEditTable(batch.GetTableIndex());
assert(edit);
context->BindEditShaderStorageBuffers(batch.GetTableIndex());
int primvarOffset = edit->GetPrimvarOffset();
int primvarWidth = edit->GetPrimvarWidth();
if (edit->GetOperation() == FarVertexEdit::Add) {
kernelBundle->ApplyEditAdd( primvarOffset,
primvarWidth,
batch.GetVertexOffset(),
batch.GetTableOffset(),
batch.GetStart(),
batch.GetEnd());
} else {
// XXX: edit SET is not implemented yet.
}
context->UnbindEditShaderStorageBuffers();
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv