OpenSubdiv/opensubdiv/osd/glslTransformFeedbackComputeContext.h
Takahito Tejima a57dd034e7 Reorganize ComputeContext and ComputeController.
Moved transient states (current vertex buffer etc) to controller.
ComputeContext becomes constant so that it's well suited for coarse-grain
parallelism on cpu. The prims sharing same topology (ComputeContext) can
be refined simultaneously by having mutiple compute controllers.
Client facing API doesn't change.
2014-05-06 08:53:36 -07:00

156 lines
5.0 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.
//
#ifndef OSD_GLSL_TRANSFORM_FEEDBACK_COMPUTE_CONTEXT_H
#define OSD_GLSL_TRANSFORM_FEEDBACK_COMPUTE_CONTEXT_H
#include "../version.h"
#include "../far/subdivisionTables.h"
#include "../far/vertexEditTables.h"
#include "../osd/vertex.h"
#include "../osd/vertexDescriptor.h"
#include "../osd/nonCopyable.h"
#include "../osd/opengl.h"
#include <vector>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
class OsdGLSLTransformFeedbackKernelBundle;
class OsdGLSLTransformFeedbackTable : OsdNonCopyable<OsdGLSLTransformFeedbackTable> {
public:
template<typename T>
OsdGLSLTransformFeedbackTable(const std::vector<T> &table, GLenum type) {
createTextureBuffer(table.size() * sizeof(unsigned int), table.empty() ? NULL : &table[0], type);
}
virtual ~OsdGLSLTransformFeedbackTable();
GLuint GetTexture() const;
private:
void createTextureBuffer(size_t size, const void *ptr, GLenum type);
GLuint _texture;
};
class OsdGLSLTransformFeedbackHEditTable : OsdNonCopyable<OsdGLSLTransformFeedbackHEditTable> {
public:
OsdGLSLTransformFeedbackHEditTable(
const FarVertexEditTables::VertexEditBatch &batch);
virtual ~OsdGLSLTransformFeedbackHEditTable();
const OsdGLSLTransformFeedbackTable * GetPrimvarIndices() const;
const OsdGLSLTransformFeedbackTable * GetEditValues() const;
int GetOperation() const;
int GetPrimvarOffset() const;
int GetPrimvarWidth() const;
private:
OsdGLSLTransformFeedbackTable *_primvarIndicesTable;
OsdGLSLTransformFeedbackTable *_editValuesTable;
int _operation;
int _primvarOffset;
int _primvarWidth;
};
///
/// \brief GLSL (transform-feedback) Refine Context
///
/// The GLSL (transform-feedback) implementation of the Refine module contextual functionality.
///
/// Contexts interface the serialized topological data pertaining to the
/// geometric primitives with the capabilities of the selected discrete
/// compute device.
///
class OsdGLSLTransformFeedbackComputeContext {
public:
/// Creates an OsdGLSLTransformFeedbackComputeContext instance
///
/// @param subdivisionTables the FarSubdivisionTables used for this Context.
///
/// @param vertexEditTables the FarVertexEditTables used for this Context.
///
static OsdGLSLTransformFeedbackComputeContext * Create(FarSubdivisionTables const *subdivisionTables,
FarVertexEditTables const *vertexEditTables);
/// Destructor
virtual ~OsdGLSLTransformFeedbackComputeContext();
/// Returns one of the vertex refinement tables.
///
/// @param tableIndex the type of table
///
const OsdGLSLTransformFeedbackTable * GetTable(int tableIndex) const;
/// Returns the number of hierarchical edit tables
int GetNumEditTables() const;
/// Returns a specific hierarchical edit table
///
/// @param tableIndex the index of the table
///
const OsdGLSLTransformFeedbackHEditTable * GetEditTable(int tableIndex) const;
void BindTableTextures(
OsdGLSLTransformFeedbackKernelBundle const *kernelBundle) const;
void UnbindTableTextures() const;
void BindEditTextures(
int editIndex,
OsdGLSLTransformFeedbackKernelBundle const *kernelBundle) const;
void UnbindEditTextures() const;
protected:
explicit OsdGLSLTransformFeedbackComputeContext(FarSubdivisionTables const *subdivisionTables,
FarVertexEditTables const *vertexEditTabes);
void bindTexture(GLint samplerUniform, GLuint texture, int unit) const;
void unbindTexture(GLuint unit) const;
private:
std::vector<OsdGLSLTransformFeedbackTable*> _tables;
std::vector<OsdGLSLTransformFeedbackHEditTable*> _editTables;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_GLSL_TRANSFORM_FEEDBACK_COMPUTE_CONTEXT_H