mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-29 06:41:09 +00:00
a4a8cd122d
Model the GL VB after D3D11 one, where there are no data read backs, however this means an extra memory copy of the buffer. 4th level uniform subdiv on Car, glGetBufferSubData was taking 50% of CPU time before (actual subdiv 22%), now that is gone. Full CPU Draw 62ms -> 54ms, looks like most of overhead now is just waiting on GL queries).
133 lines
5.0 KiB
C++
133 lines
5.0 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_CPU_GL_VERTEX_BUFFER_H
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#define OSD_CPU_GL_VERTEX_BUFFER_H
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#include "../version.h"
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#if defined(__APPLE__)
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#include "TargetConditionals.h"
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#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
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#include <OpenGLES/ES2/gl.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#elif defined(ANDROID)
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#include <GLES2/gl2.h>
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#else
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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/gl.h>
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#endif
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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/// \brief Concrete vertex buffer class for cpu subvision and OpenGL drawing.
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/// OsdCpuGLVertexBuffer implements OsdCpuVertexBufferInterface and
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/// OsdGLVertexBufferInterface.
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/// The buffer interop between Cpu and GL is handled
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/// automatically when a client calls BindCpuBuffer and BindVBO methods.
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class OsdCpuGLVertexBuffer {
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public:
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/// Creator. Returns NULL if error.
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static OsdCpuGLVertexBuffer * Create(int numElements, int numVertices);
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/// Destructor.
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~OsdCpuGLVertexBuffer();
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/// This method is meant to be used in client code in order to provide
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/// coarse vertices data to Osd.
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void UpdateData(const float *src, int numVertices);
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/// Returns how many elements defined in this vertex buffer.
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int GetNumElements() const;
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/// Returns how many vertices allocated in this vertex buffer.
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int GetNumVertices() const;
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/// Returns cpu memory. GL buffer will be mapped to cpu address
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/// if necessary.
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float * BindCpuBuffer();
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/// Returns the name of GL buffer object. If the buffer is mapped
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/// to cpu address, it will be unmapped back to GL.
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GLuint BindVBO();
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protected:
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/// Constructor.
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OsdCpuGLVertexBuffer(int numElements, int numVertices);
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/// Allocates VBO for this buffer. Returns true if success.
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bool allocate();
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private:
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int _numElements;
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int _numVertices;
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GLuint _vbo;
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float *_cpuBuffer;
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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_CPU_GL_VERTEX_BUFFER_H
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