mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 14:00:10 +00:00
10c687ecd5
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf). - New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code. - DirectX 11 support - and much more...
376 lines
12 KiB
C++
376 lines
12 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#if not defined(__APPLE__)
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#if defined(_WIN32)
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#include <windows.h>
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#endif
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#include <GL/glew.h>
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#else
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#include <OpenGL/gl3.h>
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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/glslComputeContext.h"
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#include "../osd/glslDispatcher.h"
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#include "../osd/glslKernelBundle.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdGLSLComputeTable::OsdGLSLComputeTable(const FarTable<int> &farTable)
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: _buffer(0), _marker(farTable.GetMarkers()) {
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createBuffer(farTable.GetMemoryUsed(), farTable[0]);
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}
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OsdGLSLComputeTable::OsdGLSLComputeTable(const FarTable<unsigned int> &farTable)
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: _buffer(0), _marker(farTable.GetMarkers()) {
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createBuffer(farTable.GetMemoryUsed(), farTable[0]);
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}
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OsdGLSLComputeTable::OsdGLSLComputeTable(const FarTable<float> &farTable)
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: _buffer(0), _marker(farTable.GetMarkers()) {
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createBuffer(farTable.GetMemoryUsed(), farTable[0]);
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}
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void
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OsdGLSLComputeTable::createBuffer(int size, const void *ptr) {
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GLint prev = 0;
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glGenBuffers(1, &_buffer);
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &prev);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, _buffer);
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glBufferData(GL_SHADER_STORAGE_BUFFER, size, ptr, GL_STATIC_DRAW);
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/*
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CHECK_GL_ERROR("UpdateTable tableIndex %d, size %ld, buffer =%d\n",
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tableIndex, size, _tableBuffers[tableIndex]);
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*/
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, prev);
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}
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OsdGLSLComputeTable::~OsdGLSLComputeTable() {
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glDeleteBuffers(1, &_buffer);
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}
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GLuint
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OsdGLSLComputeTable::GetBuffer() const {
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return _buffer;
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}
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int
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OsdGLSLComputeTable::GetMarker(int level) const {
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return _marker[level];
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}
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int
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OsdGLSLComputeTable::GetNumElements(int level) const {
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return _marker[level+1] - _marker[level];
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}
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// ----------------------------------------------------------------------------
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OsdGLSLComputeHEditTable::OsdGLSLComputeHEditTable(
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const FarVertexEditTables<OsdVertex>::VertexEditBatch &batch)
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: _primvarIndicesTable(new OsdGLSLComputeTable(batch.GetVertexIndices())),
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_editValuesTable(new OsdGLSLComputeTable(batch.GetValues())) {
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_operation = batch.GetOperation();
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_primvarOffset = batch.GetPrimvarIndex();
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_primvarWidth = batch.GetPrimvarWidth();
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}
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OsdGLSLComputeHEditTable::~OsdGLSLComputeHEditTable() {
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delete _primvarIndicesTable;
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delete _editValuesTable;
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}
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const OsdGLSLComputeTable *
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OsdGLSLComputeHEditTable::GetPrimvarIndices() const {
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return _primvarIndicesTable;
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}
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const OsdGLSLComputeTable *
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OsdGLSLComputeHEditTable::GetEditValues() const {
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return _editValuesTable;
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}
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int
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OsdGLSLComputeHEditTable::GetOperation() const {
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return _operation;
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}
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int
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OsdGLSLComputeHEditTable::GetPrimvarOffset() const {
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return _primvarOffset;
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}
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int
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OsdGLSLComputeHEditTable::GetPrimvarWidth() const {
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return _primvarWidth;
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}
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// ----------------------------------------------------------------------------
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OsdGLSLComputeContext::OsdGLSLComputeContext(
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FarMesh<OsdVertex> *farMesh)
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: OsdComputeContext(farMesh),
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_vertexTexture(0), _varyingTexture(0) {
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FarSubdivisionTables<OsdVertex> const * farTables =
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farMesh->GetSubdivisionTables();
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// allocate 5 or 7 tables
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// XXXtakahito: Although _tables size depends on table type, F_IT is set
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// to NULL even in loop case, to determine the condition in
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// bindShaderStorageBuffer()...
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_tables.resize(7, 0);
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_tables[Table::E_IT] = new OsdGLSLComputeTable(farTables->Get_E_IT());
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_tables[Table::V_IT] = new OsdGLSLComputeTable(farTables->Get_V_IT());
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_tables[Table::V_ITa] = new OsdGLSLComputeTable(farTables->Get_V_ITa());
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_tables[Table::E_W] = new OsdGLSLComputeTable(farTables->Get_E_W());
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_tables[Table::V_W] = new OsdGLSLComputeTable(farTables->Get_V_W());
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if (const FarCatmarkSubdivisionTables<OsdVertex> * ccTables =
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dynamic_cast<const FarCatmarkSubdivisionTables<OsdVertex>*>(farTables)) {
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// catmark
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_tables[Table::F_IT] = new OsdGLSLComputeTable(ccTables->Get_F_IT());
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_tables[Table::F_ITa] = new OsdGLSLComputeTable(ccTables->Get_F_ITa());
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} else if (const FarBilinearSubdivisionTables<OsdVertex> * bTables =
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dynamic_cast<const FarBilinearSubdivisionTables<OsdVertex>*>(farTables)) {
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// bilinear
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_tables[Table::F_IT] = new OsdGLSLComputeTable(bTables->Get_F_IT());
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_tables[Table::F_ITa] = new OsdGLSLComputeTable(bTables->Get_F_ITa());
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} else {
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_tables[Table::F_IT] = NULL;
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_tables[Table::F_ITa] = NULL;
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}
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// create hedit tables
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FarVertexEditTables<OsdVertex> const *editTables = farMesh->GetVertexEdit();
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if (editTables) {
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int numEditBatches = editTables->GetNumBatches();
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_editTables.reserve(numEditBatches);
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for (int i = 0; i < numEditBatches; ++i) {
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const FarVertexEditTables<OsdVertex>::VertexEditBatch & edit =
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editTables->GetBatch(i);
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_editTables.push_back(new OsdGLSLComputeHEditTable(edit));
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}
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}
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}
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OsdGLSLComputeContext::~OsdGLSLComputeContext() {
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for (size_t i = 0; i < _tables.size(); ++i) {
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delete _tables[i];
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}
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for (size_t i = 0; i < _editTables.size(); ++i) {
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delete _editTables[i];
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}
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}
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const OsdGLSLComputeTable *
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OsdGLSLComputeContext::GetTable(int tableIndex) const {
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return _tables[tableIndex];
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}
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int
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OsdGLSLComputeContext::GetNumEditTables() const {
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return static_cast<int>(_editTables.size());
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}
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const OsdGLSLComputeHEditTable *
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OsdGLSLComputeContext::GetEditTable(int tableIndex) const {
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return _editTables[tableIndex];
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}
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GLuint
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OsdGLSLComputeContext::GetCurrentVertexBuffer() const {
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return _currentVertexBuffer;
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}
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GLuint
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OsdGLSLComputeContext::GetCurrentVaryingBuffer() const {
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return _currentVaryingBuffer;
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}
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int
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OsdGLSLComputeContext::GetNumCurrentVertexElements() const {
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return _numVertexElements;
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}
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int
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OsdGLSLComputeContext::GetNumCurrentVaryingElements() const {
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return _numVaryingElements;
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}
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OsdGLSLComputeKernelBundle *
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OsdGLSLComputeContext::GetKernelBundle() const {
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return _kernelBundle;
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}
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void
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OsdGLSLComputeContext::SetKernelBundle(
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OsdGLSLComputeKernelBundle *kernelBundle) {
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_kernelBundle = kernelBundle;
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}
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OsdGLSLComputeContext *
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OsdGLSLComputeContext::Create(FarMesh<OsdVertex> *farmesh) {
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return new OsdGLSLComputeContext(farmesh);
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}
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void
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OsdGLSLComputeContext::BindEditShaderStorageBuffers(int editIndex) {
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const OsdGLSLComputeHEditTable * edit = _editTables[editIndex];
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const OsdGLSLComputeTable * primvarIndices = edit->GetPrimvarIndices();
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const OsdGLSLComputeTable * editValues = edit->GetEditValues();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9,
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primvarIndices->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10,
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editValues->GetBuffer());
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}
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void
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OsdGLSLComputeContext::UnbindEditShaderStorageBuffers() {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10, 0);
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}
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void
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OsdGLSLComputeContext::bindShaderStorageBuffers() {
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_kernelBundle->UseProgram();
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if (_currentVertexBuffer)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, _currentVertexBuffer);
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if (_currentVaryingBuffer)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, _currentVaryingBuffer);
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// XXX: should be better handling for loop subdivision.
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if (_tables[Table::F_IT]) {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2,
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_tables[Table::F_IT]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3,
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_tables[Table::F_ITa]->GetBuffer());
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}
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4,
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_tables[Table::E_IT]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5,
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_tables[Table::V_IT]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6,
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_tables[Table::V_ITa]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7,
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_tables[Table::E_W]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8,
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_tables[Table::V_W]->GetBuffer());
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}
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void
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OsdGLSLComputeContext::unbindShaderStorageBuffers() {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0);
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if (_tables[Table::F_IT]) {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
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}
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8, 0);
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glUseProgram(0);
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OSD_DEBUG_CHECK_GL_ERROR("UnbindTextures");
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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