mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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5ec2320d9a
fixes #138
186 lines
7.6 KiB
C++
186 lines
7.6 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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#ifndef OSD_GLSL_TRANSFORM_FEEDBACK_COMPUTE_CONTROLLER_H
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#define OSD_GLSL_TRANSFORM_FEEDBACK_COMPUTE_CONTROLLER_H
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#include "../version.h"
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#include "../far/dispatcher.h"
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#include "../osd/glslTransformFeedbackComputeContext.h"
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#include <vector>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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class OsdGLSLTransformFeedbackKernelBundle;
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/// \brief Compute controller for launching GLSLTransformFeedback transform feedback
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/// subdivision kernels.
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///
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/// OsdGLSLTransformFeedbackComputeController is a compute controller class to launch
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/// GLSLTransformFeedback transfrom feedback subdivision kernels. It requires
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/// OsdGLVertexBufferInterface as arguments of Refine function.
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///
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/// Controller entities execute requests from Context instances that they share
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/// common interfaces with. Controllers are attached to discrete compute devices
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/// and share the devices resources with Context entities.
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///
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class OsdGLSLTransformFeedbackComputeController {
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public:
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typedef OsdGLSLTransformFeedbackComputeContext ComputeContext;
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/// Constructor.
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OsdGLSLTransformFeedbackComputeController();
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/// Destructor.
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~OsdGLSLTransformFeedbackComputeController();
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/// Launch subdivision kernels and apply to given vertex buffers.
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///
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/// @param context the OsdCpuContext to apply refinement operations to
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///
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/// @param batches vector of batches of vertices organized by operative
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/// kernel
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///
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/// @param vertexBuffer vertex-interpolated data buffer
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///
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/// @param varyingBuffer varying-interpolated data buffer
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///
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template<class VERTEX_BUFFER, class VARYING_BUFFER>
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void Refine(OsdGLSLTransformFeedbackComputeContext *context,
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FarKernelBatchVector const &batches,
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VERTEX_BUFFER *vertexBuffer,
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VARYING_BUFFER *varyingBuffer) {
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int numVertexElements = vertexBuffer ? vertexBuffer->GetNumElements() : 0;
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int numVaryingElements = varyingBuffer ? varyingBuffer->GetNumElements() : 0;
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context->SetKernelBundle(getKernels(numVertexElements, numVaryingElements));
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context->Bind(vertexBuffer, varyingBuffer);
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FarDispatcher::Refine(this,
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batches,
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-1,
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context);
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context->Unbind();
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}
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/// Launch subdivision kernels and apply to given vertex buffers.
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///
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/// @param context the OsdCpuContext to apply refinement operations to
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///
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/// @param batches vector of batches of vertices organized by operative
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/// kernel
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///
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/// @param vertexBuffer vertex-interpolated data buffer
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///
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template<class VERTEX_BUFFER>
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void Refine(OsdGLSLTransformFeedbackComputeContext *context,
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FarKernelBatchVector const &batches,
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VERTEX_BUFFER *vertexBuffer) {
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Refine(context, batches, vertexBuffer, (VERTEX_BUFFER*)NULL);
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}
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/// Waits until all running subdivision kernels finish.
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void Synchronize();
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protected:
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friend class FarDispatcher;
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void ApplyBilinearFaceVerticesKernel(FarKernelBatch const &batch, void * clientdata) const;
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void ApplyBilinearEdgeVerticesKernel(FarKernelBatch const &batch, void * clientdata) const;
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void ApplyBilinearVertexVerticesKernel(FarKernelBatch const &batch, void * clientdata) const;
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void ApplyCatmarkFaceVerticesKernel(FarKernelBatch const &batch, void * clientdata) const;
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void ApplyCatmarkEdgeVerticesKernel(FarKernelBatch const &batch, void * clientdata) const;
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void ApplyCatmarkVertexVerticesKernelB(FarKernelBatch const &batch, void * clientdata) const;
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void ApplyCatmarkVertexVerticesKernelA1(FarKernelBatch const &batch, void * clientdata) const;
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void ApplyCatmarkVertexVerticesKernelA2(FarKernelBatch const &batch, void * clientdata) const;
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void ApplyLoopEdgeVerticesKernel(FarKernelBatch const &batch, void * clientdata) const;
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void ApplyLoopVertexVerticesKernelB(FarKernelBatch const &batch, void * clientdata) const;
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void ApplyLoopVertexVerticesKernelA1(FarKernelBatch const &batch, void * clientdata) const;
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void ApplyLoopVertexVerticesKernelA2(FarKernelBatch const &batch, void * clientdata) const;
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void ApplyVertexEdits(FarKernelBatch const &batch, void * clientdata) const;
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OsdGLSLTransformFeedbackKernelBundle * getKernels(int numVertexElements,
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int numVaryingElements);
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private:
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std::vector<OsdGLSLTransformFeedbackKernelBundle *> _kernelRegistry;
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};
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_GLSL_TRANSFORM_FEEDBACK_COMPUTE_CONTROLLER_H
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