OpenSubdiv/opensubdiv/osd/glDrawContext.cpp
Nathan Litke 2a463b5c83 Draw contexts do not fully initialize patch arrays #281
* added the numVertexElements argument to Osd*DrawContext::Create, which is used to initialize the patch arrays when calling OsdDrawContext::ConvertPatchArrays
* removed the unused level argument from Osd*DrawContext::_initialize
* maintenance work on CL/D3D11 bindings to get them to compile
2014-04-17 18:55:07 -07:00

211 lines
6.5 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include "../far/dispatcher.h"
#include "../osd/glDrawRegistry.h"
#include "../osd/glDrawContext.h"
#include "../osd/opengl.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdGLDrawContext::OsdGLDrawContext() :
_patchIndexBuffer(0), _patchParamTextureBuffer(0), _fvarDataTextureBuffer(0),
_vertexTextureBuffer(0), _vertexValenceTextureBuffer(0), _quadOffsetsTextureBuffer(0)
{
}
OsdGLDrawContext::~OsdGLDrawContext()
{
glDeleteBuffers(1, &_patchIndexBuffer);
glDeleteTextures(1, &_vertexTextureBuffer);
glDeleteTextures(1, &_vertexValenceTextureBuffer);
glDeleteTextures(1, &_quadOffsetsTextureBuffer);
glDeleteTextures(1, &_patchParamTextureBuffer);
glDeleteTextures(1, &_fvarDataTextureBuffer);
}
bool
OsdGLDrawContext::SupportsAdaptiveTessellation()
{
#ifdef OSD_USES_GLEW
// XXX: uncomment here to try tessellation on OSX
// if (GLEW_ARB_tessellation_shader)
// return true;
#endif
static const GLubyte *version = glGetString(GL_VERSION);
if (version and version[0] == '4')
return true;
return false;
}
template <typename T> static GLuint
createTextureBuffer(T const &data, GLint format, int offset=0)
{
GLuint buffer = 0, texture = 0;
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
glGenTextures(1, &texture);
glGenBuffers(1, &buffer);
#if defined(GL_EXT_direct_state_access)
if (glNamedBufferDataEXT and glTextureBufferEXT) {
glNamedBufferDataEXT(buffer, (data.size()-offset) * sizeof(typename T::value_type),
&data[offset], GL_STATIC_DRAW);
glTextureBufferEXT(texture, GL_TEXTURE_BUFFER, format, buffer);
} else {
#else
{
#endif
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, (data.size()-offset) * sizeof(typename T::value_type),
&data[offset], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_BUFFER, texture);
glTexBuffer(GL_TEXTURE_BUFFER, format, buffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
}
glDeleteBuffers(1, &buffer);
#endif
return texture;
}
OsdGLDrawContext *
OsdGLDrawContext::Create(FarPatchTables const * patchTables, int numVertexElements, bool requireFVarData) {
if (patchTables) {
OsdGLDrawContext * result = new OsdGLDrawContext();
if (result->create(patchTables, numVertexElements, requireFVarData)) {
return result;
} else {
delete result;
}
}
return NULL;
}
bool
OsdGLDrawContext::create(FarPatchTables const * patchTables, int numVertexElements, bool requireFVarData) {
assert(patchTables);
_isAdaptive = patchTables->IsFeatureAdaptive();
// Process PTable
FarPatchTables::PTable const & ptables = patchTables->GetPatchTable();
glGenBuffers(1, &_patchIndexBuffer);
#if defined(GL_EXT_direct_state_access)
if (glNamedBufferDataEXT) {
glNamedBufferDataEXT(_patchIndexBuffer,
ptables.size() * sizeof(unsigned int), &ptables[0], GL_STATIC_DRAW);
} else {
#else
{
#endif
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _patchIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
ptables.size() * sizeof(unsigned int), &ptables[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
OsdDrawContext::ConvertPatchArrays(patchTables->GetPatchArrayVector(),
patchArrays, patchTables->GetMaxValence(), numVertexElements);
// allocate and initialize additional buffer data
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
// create vertex valence buffer and vertex texture
FarPatchTables::VertexValenceTable const &
valenceTable = patchTables->GetVertexValenceTable();
if (not valenceTable.empty()) {
_vertexValenceTextureBuffer = createTextureBuffer(valenceTable, GL_R32I);
// also create vertex texture buffer (will be updated in UpdateVertexTexture())
glGenTextures(1, &_vertexTextureBuffer);
}
// create quad offset table buffer
FarPatchTables::QuadOffsetTable const &
quadOffsetTable = patchTables->GetQuadOffsetTable();
if (not quadOffsetTable.empty())
_quadOffsetsTextureBuffer = createTextureBuffer(quadOffsetTable, GL_R32I);
// create ptex coordinate buffer
FarPatchTables::PatchParamTable const &
patchParamTables = patchTables->GetPatchParamTable();
if (not patchParamTables.empty())
_patchParamTextureBuffer = createTextureBuffer(patchParamTables, GL_RG32I);
// create fvar data buffer if requested
std::vector<float> const &
fvarData = patchTables->GetFVarData().GetAllData();
if (requireFVarData and not fvarData.empty())
_fvarDataTextureBuffer = createTextureBuffer(fvarData, GL_R32F);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
#endif
return true;
}
void
OsdGLDrawContext::updateVertexTexture(GLuint vbo)
{
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
#if defined(GL_EXT_direct_state_access)
if (glTextureBufferEXT) {
glTextureBufferEXT(_vertexTextureBuffer, GL_TEXTURE_BUFFER, GL_R32F, vbo);
} else {
#else
{
#endif
glBindTexture(GL_TEXTURE_BUFFER, _vertexTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo);
glBindTexture(GL_TEXTURE_BUFFER, 0);
}
#endif
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv