OpenSubdiv/opensubdiv/osd/glslComputeContext.cpp
manuelk 10c687ecd5 Release Candidate 1.0 :
- [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...
2012-12-10 17:15:13 -08:00

376 lines
12 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
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// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
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// of the contribution in the software.
//
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// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
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// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
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#if not defined(__APPLE__)
#if defined(_WIN32)
#include <windows.h>
#endif
#include <GL/glew.h>
#else
#include <OpenGL/gl3.h>
#endif
#include "../osd/debug.h"
#include "../osd/error.h"
#include "../osd/glslComputeContext.h"
#include "../osd/glslDispatcher.h"
#include "../osd/glslKernelBundle.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdGLSLComputeTable::OsdGLSLComputeTable(const FarTable<int> &farTable)
: _buffer(0), _marker(farTable.GetMarkers()) {
createBuffer(farTable.GetMemoryUsed(), farTable[0]);
}
OsdGLSLComputeTable::OsdGLSLComputeTable(const FarTable<unsigned int> &farTable)
: _buffer(0), _marker(farTable.GetMarkers()) {
createBuffer(farTable.GetMemoryUsed(), farTable[0]);
}
OsdGLSLComputeTable::OsdGLSLComputeTable(const FarTable<float> &farTable)
: _buffer(0), _marker(farTable.GetMarkers()) {
createBuffer(farTable.GetMemoryUsed(), farTable[0]);
}
void
OsdGLSLComputeTable::createBuffer(int size, const void *ptr) {
GLint prev = 0;
glGenBuffers(1, &_buffer);
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &prev);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, _buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, size, ptr, GL_STATIC_DRAW);
/*
CHECK_GL_ERROR("UpdateTable tableIndex %d, size %ld, buffer =%d\n",
tableIndex, size, _tableBuffers[tableIndex]);
*/
glBindBuffer(GL_SHADER_STORAGE_BUFFER, prev);
}
OsdGLSLComputeTable::~OsdGLSLComputeTable() {
glDeleteBuffers(1, &_buffer);
}
GLuint
OsdGLSLComputeTable::GetBuffer() const {
return _buffer;
}
int
OsdGLSLComputeTable::GetMarker(int level) const {
return _marker[level];
}
int
OsdGLSLComputeTable::GetNumElements(int level) const {
return _marker[level+1] - _marker[level];
}
// ----------------------------------------------------------------------------
OsdGLSLComputeHEditTable::OsdGLSLComputeHEditTable(
const FarVertexEditTables<OsdVertex>::VertexEditBatch &batch)
: _primvarIndicesTable(new OsdGLSLComputeTable(batch.GetVertexIndices())),
_editValuesTable(new OsdGLSLComputeTable(batch.GetValues())) {
_operation = batch.GetOperation();
_primvarOffset = batch.GetPrimvarIndex();
_primvarWidth = batch.GetPrimvarWidth();
}
OsdGLSLComputeHEditTable::~OsdGLSLComputeHEditTable() {
delete _primvarIndicesTable;
delete _editValuesTable;
}
const OsdGLSLComputeTable *
OsdGLSLComputeHEditTable::GetPrimvarIndices() const {
return _primvarIndicesTable;
}
const OsdGLSLComputeTable *
OsdGLSLComputeHEditTable::GetEditValues() const {
return _editValuesTable;
}
int
OsdGLSLComputeHEditTable::GetOperation() const {
return _operation;
}
int
OsdGLSLComputeHEditTable::GetPrimvarOffset() const {
return _primvarOffset;
}
int
OsdGLSLComputeHEditTable::GetPrimvarWidth() const {
return _primvarWidth;
}
// ----------------------------------------------------------------------------
OsdGLSLComputeContext::OsdGLSLComputeContext(
FarMesh<OsdVertex> *farMesh)
: OsdComputeContext(farMesh),
_vertexTexture(0), _varyingTexture(0) {
FarSubdivisionTables<OsdVertex> const * farTables =
farMesh->GetSubdivisionTables();
// allocate 5 or 7 tables
// XXXtakahito: Although _tables size depends on table type, F_IT is set
// to NULL even in loop case, to determine the condition in
// bindShaderStorageBuffer()...
_tables.resize(7, 0);
_tables[Table::E_IT] = new OsdGLSLComputeTable(farTables->Get_E_IT());
_tables[Table::V_IT] = new OsdGLSLComputeTable(farTables->Get_V_IT());
_tables[Table::V_ITa] = new OsdGLSLComputeTable(farTables->Get_V_ITa());
_tables[Table::E_W] = new OsdGLSLComputeTable(farTables->Get_E_W());
_tables[Table::V_W] = new OsdGLSLComputeTable(farTables->Get_V_W());
if (const FarCatmarkSubdivisionTables<OsdVertex> * ccTables =
dynamic_cast<const FarCatmarkSubdivisionTables<OsdVertex>*>(farTables)) {
// catmark
_tables[Table::F_IT] = new OsdGLSLComputeTable(ccTables->Get_F_IT());
_tables[Table::F_ITa] = new OsdGLSLComputeTable(ccTables->Get_F_ITa());
} else if (const FarBilinearSubdivisionTables<OsdVertex> * bTables =
dynamic_cast<const FarBilinearSubdivisionTables<OsdVertex>*>(farTables)) {
// bilinear
_tables[Table::F_IT] = new OsdGLSLComputeTable(bTables->Get_F_IT());
_tables[Table::F_ITa] = new OsdGLSLComputeTable(bTables->Get_F_ITa());
} else {
_tables[Table::F_IT] = NULL;
_tables[Table::F_ITa] = NULL;
}
// create hedit tables
FarVertexEditTables<OsdVertex> const *editTables = farMesh->GetVertexEdit();
if (editTables) {
int numEditBatches = editTables->GetNumBatches();
_editTables.reserve(numEditBatches);
for (int i = 0; i < numEditBatches; ++i) {
const FarVertexEditTables<OsdVertex>::VertexEditBatch & edit =
editTables->GetBatch(i);
_editTables.push_back(new OsdGLSLComputeHEditTable(edit));
}
}
}
OsdGLSLComputeContext::~OsdGLSLComputeContext() {
for (size_t i = 0; i < _tables.size(); ++i) {
delete _tables[i];
}
for (size_t i = 0; i < _editTables.size(); ++i) {
delete _editTables[i];
}
}
const OsdGLSLComputeTable *
OsdGLSLComputeContext::GetTable(int tableIndex) const {
return _tables[tableIndex];
}
int
OsdGLSLComputeContext::GetNumEditTables() const {
return static_cast<int>(_editTables.size());
}
const OsdGLSLComputeHEditTable *
OsdGLSLComputeContext::GetEditTable(int tableIndex) const {
return _editTables[tableIndex];
}
GLuint
OsdGLSLComputeContext::GetCurrentVertexBuffer() const {
return _currentVertexBuffer;
}
GLuint
OsdGLSLComputeContext::GetCurrentVaryingBuffer() const {
return _currentVaryingBuffer;
}
int
OsdGLSLComputeContext::GetNumCurrentVertexElements() const {
return _numVertexElements;
}
int
OsdGLSLComputeContext::GetNumCurrentVaryingElements() const {
return _numVaryingElements;
}
OsdGLSLComputeKernelBundle *
OsdGLSLComputeContext::GetKernelBundle() const {
return _kernelBundle;
}
void
OsdGLSLComputeContext::SetKernelBundle(
OsdGLSLComputeKernelBundle *kernelBundle) {
_kernelBundle = kernelBundle;
}
OsdGLSLComputeContext *
OsdGLSLComputeContext::Create(FarMesh<OsdVertex> *farmesh) {
return new OsdGLSLComputeContext(farmesh);
}
void
OsdGLSLComputeContext::BindEditShaderStorageBuffers(int editIndex) {
const OsdGLSLComputeHEditTable * edit = _editTables[editIndex];
const OsdGLSLComputeTable * primvarIndices = edit->GetPrimvarIndices();
const OsdGLSLComputeTable * editValues = edit->GetEditValues();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9,
primvarIndices->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10,
editValues->GetBuffer());
}
void
OsdGLSLComputeContext::UnbindEditShaderStorageBuffers() {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10, 0);
}
void
OsdGLSLComputeContext::bindShaderStorageBuffers() {
_kernelBundle->UseProgram();
if (_currentVertexBuffer)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, _currentVertexBuffer);
if (_currentVaryingBuffer)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, _currentVaryingBuffer);
// XXX: should be better handling for loop subdivision.
if (_tables[Table::F_IT]) {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2,
_tables[Table::F_IT]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3,
_tables[Table::F_ITa]->GetBuffer());
}
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4,
_tables[Table::E_IT]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5,
_tables[Table::V_IT]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6,
_tables[Table::V_ITa]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7,
_tables[Table::E_W]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8,
_tables[Table::V_W]->GetBuffer());
}
void
OsdGLSLComputeContext::unbindShaderStorageBuffers() {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0);
if (_tables[Table::F_IT]) {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
}
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8, 0);
glUseProgram(0);
OSD_DEBUG_CHECK_GL_ERROR("UnbindTextures");
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv