mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 15:20:07 +00:00
4be4b25cc9
Fixes corrupted mesh issues with GLSL Compute on AMD platforms.
330 lines
9.4 KiB
GLSL
330 lines
9.4 KiB
GLSL
//
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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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//------------------------------------------------------------------------------
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layout(local_size_x=WORK_GROUP_SIZE, local_size_y=1, local_size_z=1) in;
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layout(std430) buffer;
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// source and destination buffers
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uniform int srcOffset = 0;
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uniform int dstOffset = 0;
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layout(binding=0) buffer src_buffer { float srcVertexBuffer[]; };
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layout(binding=1) buffer dst_buffer { float dstVertexBuffer[]; };
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// derivative buffers (if needed)
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#if defined(OPENSUBDIV_GLSL_COMPUTE_USE_DERIVATIVES)
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uniform ivec3 duDesc;
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uniform ivec3 dvDesc;
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layout(binding=2) buffer du_buffer { float duBuffer[]; };
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layout(binding=3) buffer dv_buffer { float dvBuffer[]; };
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#endif
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// stencil buffers
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#if defined(OPENSUBDIV_GLSL_COMPUTE_KERNEL_EVAL_STENCILS)
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uniform int batchStart = 0;
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uniform int batchEnd = 0;
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layout(binding=4) buffer stencilSizes { int _sizes[]; };
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layout(binding=5) buffer stencilOffsets { int _offsets[]; };
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layout(binding=6) buffer stencilIndices { int _indices[]; };
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layout(binding=7) buffer stencilWeights { float _weights[]; };
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#if defined(OPENSUBDIV_GLSL_COMPUTE_USE_DERIVATIVES)
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layout(binding=8) buffer stencilDuWeights { float _duWeights[]; };
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layout(binding=9) buffer stencilDvWeights { float _dvWeights[]; };
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#endif
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#endif
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// patch buffers
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#if defined(OPENSUBDIV_GLSL_COMPUTE_KERNEL_EVAL_PATCHES)
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struct PatchCoord {
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int arrayIndex;
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int patchIndex;
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int vertIndex;
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float s;
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float t;
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};
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struct PatchParam {
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uint field0;
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uint field1;
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float sharpness;
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};
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uniform ivec4 patchArray[2];
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layout(binding=4) buffer patchCoord_buffer { PatchCoord patchCoords[]; };
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layout(binding=5) buffer patchIndex_buffer { int patchIndexBuffer[]; };
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layout(binding=6) buffer patchParam_buffer { PatchParam patchParamBuffer[]; };
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#endif
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//------------------------------------------------------------------------------
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struct Vertex {
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float vertexData[LENGTH];
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};
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void clear(out Vertex v) {
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for (int i = 0; i < LENGTH; ++i) {
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v.vertexData[i] = 0;
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}
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}
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Vertex readVertex(int index) {
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Vertex v;
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int vertexIndex = srcOffset + index * SRC_STRIDE;
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for (int i = 0; i < LENGTH; ++i) {
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v.vertexData[i] = srcVertexBuffer[vertexIndex + i];
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}
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return v;
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}
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void writeVertex(int index, Vertex v) {
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int vertexIndex = dstOffset + index * DST_STRIDE;
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for (int i = 0; i < LENGTH; ++i) {
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dstVertexBuffer[vertexIndex + i] = v.vertexData[i];
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}
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}
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void addWithWeight(inout Vertex v, const Vertex src, float weight) {
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for (int i = 0; i < LENGTH; ++i) {
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v.vertexData[i] += weight * src.vertexData[i];
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}
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}
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#if defined(OPENSUBDIV_GLSL_COMPUTE_USE_DERIVATIVES)
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void writeDu(int index, Vertex du) {
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int duIndex = duDesc.x + index * duDesc.z;
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for (int i = 0; i < LENGTH; ++i) {
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duBuffer[duIndex + i] = du.vertexData[i];
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}
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}
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void writeDv(int index, Vertex dv) {
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int dvIndex = dvDesc.x + index * dvDesc.z;
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for (int i = 0; i < LENGTH; ++i) {
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dvBuffer[dvIndex + i] = dv.vertexData[i];
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}
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}
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#endif
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//------------------------------------------------------------------------------
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#if defined(OPENSUBDIV_GLSL_COMPUTE_KERNEL_EVAL_STENCILS)
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void main() {
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int current = int(gl_GlobalInvocationID.x) + batchStart;
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if (current>=batchEnd) {
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return;
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}
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Vertex dst;
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clear(dst);
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int offset = _offsets[current],
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size = _sizes[current];
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for (int stencil = 0; stencil < size; ++stencil) {
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int vindex = offset + stencil;
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addWithWeight(
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dst, readVertex(_indices[vindex]), _weights[vindex]);
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}
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writeVertex(current, dst);
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#if defined(OPENSUBDIV_GLSL_COMPUTE_USE_DERIVATIVES)
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Vertex du, dv;
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clear(du);
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clear(dv);
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for (int i=0; i<size; ++i) {
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// expects the compiler optimizes readVertex out here.
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Vertex src = readVertex(_indices[offset+i]);
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addWithWeight(du, src, _duWeights[offset+i]);
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addWithWeight(dv, src, _dvWeights[offset+i]);
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}
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if (duDesc.y > 0) { // length
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writeDu(current, du);
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}
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if (dvDesc.y > 0) {
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writeDv(current, dv);
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}
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#endif
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}
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#endif
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//------------------------------------------------------------------------------
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#if defined(OPENSUBDIV_GLSL_COMPUTE_KERNEL_EVAL_PATCHES)
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// PERFORMANCE: stride could be constant, but not as significant as length
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//struct PatchArray {
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// int patchType;
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// int numPatches;
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// int indexBase; // an offset within the index buffer
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// int primitiveIdBase; // an offset within the patch param buffer
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//};
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// # of patcharrays is 1 or 2.
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void getBSplineWeights(float t, inout vec4 point, inout vec4 deriv) {
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// The four uniform cubic B-Spline basis functions evaluated at t:
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float one6th = 1.0f / 6.0f;
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float t2 = t * t;
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float t3 = t * t2;
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point.x = one6th * (1.0f - 3.0f*(t - t2) - t3);
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point.y = one6th * (4.0f - 6.0f*t2 + 3.0f*t3);
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point.z = one6th * (1.0f + 3.0f*(t + t2 - t3));
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point.w = one6th * ( t3);
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// Derivatives of the above four basis functions at t:
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deriv.x = -0.5f*t2 + t - 0.5f;
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deriv.y = 1.5f*t2 - 2.0f*t;
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deriv.z = -1.5f*t2 + t + 0.5f;
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deriv.w = 0.5f*t2;
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}
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uint getDepth(uint patchBits) {
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return (patchBits & 0xf);
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}
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float getParamFraction(uint patchBits) {
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uint nonQuadRoot = (patchBits >> 4) & 0x1;
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uint depth = getDepth(patchBits);
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if (nonQuadRoot == 1) {
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return 1.0f / float( 1 << (depth-1) );
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} else {
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return 1.0f / float( 1 << depth );
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}
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}
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vec2 normalizePatchCoord(uint patchBits, vec2 uv) {
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float frac = getParamFraction(patchBits);
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uint iu = (patchBits >> 22) & 0x3ff;
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uint iv = (patchBits >> 12) & 0x3ff;
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// top left corner
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float pu = float(iu*frac);
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float pv = float(iv*frac);
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// normalize u,v coordinates
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return vec2((uv.x - pu) / frac, (uv.y - pv) / frac);
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}
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void adjustBoundaryWeights(uint bits, inout vec4 sWeights, inout vec4 tWeights) {
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uint boundary = ((bits >> 8) & 0xf);
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if ((boundary & 1) != 0) {
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tWeights[2] -= tWeights[0];
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tWeights[1] += 2*tWeights[0];
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tWeights[0] = 0;
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}
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if ((boundary & 2) != 0) {
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sWeights[1] -= sWeights[3];
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sWeights[2] += 2*sWeights[3];
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sWeights[3] = 0;
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}
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if ((boundary & 4) != 0) {
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tWeights[1] -= tWeights[3];
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tWeights[2] += 2*tWeights[3];
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tWeights[3] = 0;
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}
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if ((boundary & 8) != 0) {
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sWeights[2] -= sWeights[0];
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sWeights[1] += 2*sWeights[0];
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sWeights[0] = 0;
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}
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}
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void main() {
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int current = int(gl_GlobalInvocationID.x);
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PatchCoord coord = patchCoords[current];
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int patchIndex = coord.patchIndex;
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ivec4 array = patchArray[coord.arrayIndex];
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int patchType = 6; // array.x XXX: REGULAR only for now.
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int numControlVertices = 16;
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uint patchBits = patchParamBuffer[patchIndex].field1;
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vec2 uv = normalizePatchCoord(patchBits, vec2(coord.s, coord.t));
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float dScale = float(1 << getDepth(patchBits));
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float wP[20], wDs[20], wDt[20];
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if (patchType == 6) { // REGULAR
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vec4 sWeights, tWeights, dsWeights, dtWeights;
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getBSplineWeights(uv.x, sWeights, dsWeights);
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getBSplineWeights(uv.y, tWeights, dtWeights);
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adjustBoundaryWeights(patchBits, sWeights, tWeights);
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adjustBoundaryWeights(patchBits, dsWeights, dtWeights);
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for (int k = 0; k < 4; ++k) {
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for (int l = 0; l < 4; ++l) {
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wP[4*k+l] = sWeights[l] * tWeights[k];
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wDs[4*k+l] = dsWeights[l] * tWeights[k] * dScale;
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wDt[4*k+l] = sWeights[l] * dtWeights[k] * dScale;
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}
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}
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} else {
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// TODO: GREGORY BASIS
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}
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Vertex dst, du, dv;
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clear(dst);
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clear(du);
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clear(dv);
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int indexBase = array.z + coord.vertIndex;
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for (int cv = 0; cv < numControlVertices; ++cv) {
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int index = patchIndexBuffer[indexBase + cv];
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addWithWeight(dst, readVertex(index), wP[cv]);
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addWithWeight(du, readVertex(index), wDs[cv]);
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addWithWeight(dv, readVertex(index), wDt[cv]);
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}
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writeVertex(current, dst);
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#if defined(OPENSUBDIV_GLSL_COMPUTE_USE_DERIVATIVES)
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if (duDesc.y > 0) { // length
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writeDu(current, du);
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}
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if (dvDesc.y > 0) {
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writeDv(current, dv);
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}
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#endif
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}
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#endif
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