mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2025-01-06 06:50:07 +00:00
541aeddd3a
Add EvalStencils and EvalPatches API for most of CPU and GPU evaluators. with this change, Eval API in the osd layer consists of following parts: - Evaluators (Cpu, Omp, Tbb, Cuda, CL, GLXFB, GLCompute, D3D11Compute) implements EvalStencils and EvalPatches(*). Both supports derivatives (not fully implemented though) - Interop vertex buffer classes (optional, same as before) Note that these classes are not necessary to use Evaluators. All evaluators have EvalStencils/Patches which take device-specific buffer objects. For example, GLXFBEvaluator can take GLuint directly for both stencil tables and input primvars. Although using these interop classes makes it easy to integrate osd into relatively simple applications. - device-dependent StencilTable and PatchTable (optional) These are also optional, but can be used simply a substitute of Far::StencilTable and Far::PatchTable for osd evaluators. - PatchArray, PatchCoord, PatchParam They are tiny structs used for GPU based patch evaluation. (*) TODO and known issues: - CLEvaluator and D3D11Evaluator's EvalPatches() have not been implemented. - GPU Gregory patch evaluation has not been implemented in EvalPatches(). - CudaEvaluator::EvalPatches() is very unstable. - All patch evaluation kernels have not been well optimized. - Currently GLXFB kernel doesn't support derivative evaluation. There's a technical difficulty for the multi-stream output.
243 lines
6.6 KiB
GLSL
243 lines
6.6 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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uniform samplerBuffer vertexBuffer;
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uniform int srcOffset = 0;
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out float outVertexBuffer[LENGTH];
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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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void addWithWeight(inout Vertex v, Vertex src, float weight) {
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for(int j = 0; j < LENGTH; j++) {
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v.vertexData[j] += weight * src.vertexData[j];
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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 j = 0; j < LENGTH; j++) {
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v.vertexData[j] = texelFetch(vertexBuffer, vertexIndex+j).x;
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}
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return v;
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}
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void writeVertex(Vertex v) {
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for(int i = 0; i < LENGTH; i++) {
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outVertexBuffer[i] = v.vertexData[i];
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}
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}
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//------------------------------------------------------------------------------
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#if defined(OPENSUBDIV_GLSL_XFB_KERNEL_EVAL_STENCILS)
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uniform usamplerBuffer sizes;
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uniform isamplerBuffer offsets;
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uniform isamplerBuffer indices;
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uniform samplerBuffer weights;
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uniform int batchStart = 0;
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uniform int batchEnd = 0;
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void main() {
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int current = gl_VertexID + 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 = texelFetch(offsets, current).x;
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uint size = texelFetch(sizes, current).x;
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for (int i=0; i<size; ++i) {
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int index = texelFetch(indices, offset+i).x;
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float weight = texelFetch(weights, offset+i).x;
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addWithWeight(dst, readVertex( index ), weight);
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}
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// the vertex buffer contains our control vertices at the beginning: don't
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// stomp on those !
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writeVertex(dst);
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}
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#endif
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//------------------------------------------------------------------------------
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#if defined(OPENSUBDIV_GLSL_XFB_KERNEL_EVAL_PATCHES)
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layout (location = 0) in ivec3 patchHandles;
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layout (location = 1) in vec2 patchCoords;
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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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uniform ivec4 patchArray[2];
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uniform isamplerBuffer patchParamBuffer;
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uniform isamplerBuffer patchIndexBuffer;
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void getBSplineWeights(float t, inout vec4 point, 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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/* if (deriv) { */
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/* deriv[0] = -0.5f*t2 + t - 0.5f; */
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/* deriv[1] = 1.5f*t2 - 2.0f*t; */
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/* deriv[2] = -1.5f*t2 + t + 0.5f; */
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/* deriv[3] = 0.5f*t2; */
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/* } */
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}
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uint getDepth(uint patchBits) {
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return (patchBits & 0x7);
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}
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float getParamFraction(uint patchBits) {
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uint nonQuadRoot = (patchBits >> 3) & 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 >> 4) & 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 = gl_VertexID;
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ivec3 handle = patchHandles;
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int patchIndex = handle.y;
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vec2 coord = patchCoords;
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ivec4 array = patchArray[handle.x];
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int patchType = array.x;
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int numControlVertices = 16;
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uint patchBits = texelFetch(patchParamBuffer, patchIndex).y;
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// normalize
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coord = normalizePatchCoord(patchBits, coord);
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// XXX: dScale for derivative
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// if regular
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float wP[20];
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{
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vec4 sWeights, tWeights, dsWeights, dtWeights;
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getBSplineWeights(coord.s, sWeights, dsWeights);
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getBSplineWeights(coord.t, tWeights, dtWeights);
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adjustBoundaryWeights(patchBits, sWeights, tWeights);
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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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}
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}
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}
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Vertex dst;
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clear(dst);
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int indexBase = array.z + handle.z;
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for (int i = 0; i < numControlVertices; ++i) {
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int index = texelFetch(patchIndexBuffer, indexBase + i).x;
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addWithWeight(dst, readVertex(index), wP[i]);
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}
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writeVertex(dst);
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}
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#endif
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