mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-04 00:41:05 +00:00
281 lines
9.7 KiB
C++
281 lines
9.7 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 "License");
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// you may not use this file except in compliance with the License
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// and the following modification to it: Section 6 Trademarks.
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// deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the
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// trade names, trademarks, service marks, or product names of the
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// Licensor and its affiliates, except as required for reproducing
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// the content of the NOTICE file.
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//
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// You may obtain a copy of the 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,
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// software distributed under the License is distributed on an
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// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
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// either express or implied. See the License for the specific
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// language governing permissions and limitations under the
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// License.
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//
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#include <stdio.h>
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#ifdef _MSC_VER
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#define snprintf _snprintf
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#endif
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#include "../osd/debug.h"
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#include "../osd/error.h"
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#include "../osd/glslKernelBundle.h"
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#include "../osd/vertex.h"
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#include "../far/subdivisionTables.h"
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#include "../osd/opengl.h"
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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static const char *shaderSource =
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#include "../osd/glslComputeKernel.inc"
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;
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OsdGLSLComputeKernelBundle::OsdGLSLComputeKernelBundle()
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: _program(0) {
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// XXX: too rough!
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_workGroupSize = 64;
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}
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OsdGLSLComputeKernelBundle::~OsdGLSLComputeKernelBundle() {
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if (_program)
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glDeleteProgram(_program);
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}
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bool
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OsdGLSLComputeKernelBundle::Compile(int numVertexElements, int numVaryingElements) {
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_vdesc.Set(numVertexElements, numVaryingElements );
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if (_program) {
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glDeleteProgram(_program);
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_program = 0;
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}
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_program = glCreateProgram();
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GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
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char constantDefine[256];
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snprintf(constantDefine, 256,
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"#define NUM_VERTEX_ELEMENTS %d\n"
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"#define NUM_VARYING_ELEMENTS %d\n"
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"#define WORK_GROUP_SIZE %d\n",
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numVertexElements, numVaryingElements, _workGroupSize);
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const char *shaderSources[3];
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shaderSources[0] = constantDefine;
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shaderSources[1] = shaderSource;
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glShaderSource(shader, 2, shaderSources, NULL);
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glCompileShader(shader);
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glAttachShader(_program, shader);
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GLint linked = 0;
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glLinkProgram(_program);
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glGetProgramiv(_program, GL_LINK_STATUS, &linked);
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if (linked == GL_FALSE) {
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char buffer[1024];
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glGetShaderInfoLog(shader, 1024, NULL, buffer);
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OsdError(OSD_GLSL_LINK_ERROR, buffer);
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glGetProgramInfoLog(_program, 1024, NULL, buffer);
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OsdError(OSD_GLSL_LINK_ERROR, buffer);
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glDeleteProgram(_program);
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_program = 0;
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// XXX ERROR HANDLE
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printf("%s\n", constantDefine);
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assert(false);
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return false;
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}
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glDeleteShader(shader);
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_subComputeFace = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"catmarkComputeFace");
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_subComputeEdge = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"catmarkComputeEdge");
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_subComputeBilinearEdge = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"bilinearComputeEdge");
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_subComputeVertex = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"bilinearComputeVertex");
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_subComputeVertexA = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"catmarkComputeVertexA");
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_subComputeCatmarkVertexB = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"catmarkComputeVertexB");
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_subComputeLoopVertexB = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"loopComputeVertexB");
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// set uniform locations for compute
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_uniformVertexPass = glGetUniformLocation(_program, "vertexPass");
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_uniformVertexOffset = glGetUniformLocation(_program, "vertexOffset");
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_uniformTableOffset = glGetUniformLocation(_program, "tableOffset");
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_uniformIndexStart = glGetUniformLocation(_program, "indexStart");
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_uniformIndexEnd = glGetUniformLocation(_program, "indexEnd");
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_tableUniforms[FarSubdivisionTables<OsdVertex>::F_IT] = glGetUniformLocation(_program, "_F0_IT");
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_tableUniforms[FarSubdivisionTables<OsdVertex>::F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
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_tableUniforms[FarSubdivisionTables<OsdVertex>::E_IT] = glGetUniformLocation(_program, "_E0_IT");
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_tableUniforms[FarSubdivisionTables<OsdVertex>::V_IT] = glGetUniformLocation(_program, "_V0_IT");
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_tableUniforms[FarSubdivisionTables<OsdVertex>::V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
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_tableUniforms[FarSubdivisionTables<OsdVertex>::E_W] = glGetUniformLocation(_program, "_E0_S");
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_tableUniforms[FarSubdivisionTables<OsdVertex>::V_W] = glGetUniformLocation(_program, "_V0_S");
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// set unfiorm locations for edit
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_subEditAdd = glGetSubroutineIndex(_program,
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GL_COMPUTE_SHADER,
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"editAdd");
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_uniformEditPrimVarOffset = glGetUniformLocation(_program, "editPrimVarOffset");
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_uniformEditPrimVarWidth = glGetUniformLocation(_program, "editPrimVarWidth");
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return true;
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}
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void
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OsdGLSLComputeKernelBundle::dispatchCompute(
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int vertexOffset, int tableOffset, int start, int end) const {
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int count = end - start;
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if (count <= 0) return;
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// set batch range
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glUniform1i(_uniformVertexOffset, vertexOffset);
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glUniform1i(_uniformTableOffset, tableOffset);
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glUniform1i(_uniformIndexStart, start);
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glUniform1i(_uniformIndexEnd, end);
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// execute
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glDispatchCompute(count/_workGroupSize + 1, 1, 1);
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// sync for later reading (slow..)
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyBilinearFaceVerticesKernel(
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeFace);
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dispatchCompute(vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyBilinearEdgeVerticesKernel(
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeBilinearEdge);
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dispatchCompute(vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyBilinearVertexVerticesKernel(
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeVertex);
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dispatchCompute(vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyCatmarkFaceVerticesKernel(
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeFace);
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dispatchCompute(vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyCatmarkEdgeVerticesKernel(
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeEdge);
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dispatchCompute(vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyCatmarkVertexVerticesKernelB(
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeCatmarkVertexB);
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dispatchCompute(vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyCatmarkVertexVerticesKernelA(
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int vertexOffset, int tableOffset, int start, int end, bool pass) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeVertexA);
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glUniform1i(_uniformVertexPass, pass ? 1 : 0);
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dispatchCompute(vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyLoopEdgeVerticesKernel(
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeEdge);
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dispatchCompute(vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyLoopVertexVerticesKernelB(
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeLoopVertexB);
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dispatchCompute(vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyLoopVertexVerticesKernelA(
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int vertexOffset, int tableOffset, int start, int end, bool pass) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeVertexA);
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glUniform1i(_uniformVertexPass, pass ? 1 : 0);
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dispatchCompute(vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::ApplyEditAdd(
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int primvarOffset, int primvarWidth,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subEditAdd);
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glUniform1i(_uniformEditPrimVarOffset, primvarOffset);
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glUniform1i(_uniformEditPrimVarWidth, primvarWidth);
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dispatchCompute(vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLComputeKernelBundle::UseProgram() const
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{
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glUseProgram(_program);
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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