mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-12 03:50:09 +00:00
8efecb0fca
2 client APIs are changed. - VertexBuffer::UpdateData() takes start vertex offset - ComputeController::Refine() takes FarKernelBatchVector Also, ComputeContext no longer holds farmesh. Client can free farmesh after OsdComputeContext is created. (but still need FarKernelBatchVector to apply subdivision kernels)
234 lines
9.2 KiB
C++
234 lines
9.2 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_KERNEL_BUNDLE_H
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#define OSD_GLSL_TRANSFORM_FEEDBACK_KERNEL_BUNDLE_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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#include "../version.h"
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#include "../osd/table.h"
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#include "../osd/nonCopyable.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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class OsdGLSLTransformFeedbackKernelBundle
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: OsdNonCopyable<OsdGLSLTransformFeedbackKernelBundle> {
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public:
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OsdGLSLTransformFeedbackKernelBundle();
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~OsdGLSLTransformFeedbackKernelBundle();
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bool Compile(int numVertexElements, int numVaryingElements);
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void ApplyBilinearFaceVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end);
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void ApplyBilinearEdgeVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end);
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void ApplyBilinearVertexVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end);
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void ApplyCatmarkFaceVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end);
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void ApplyCatmarkEdgeVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end);
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void ApplyCatmarkVertexVerticesKernelB(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end);
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void ApplyCatmarkVertexVerticesKernelA(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end, bool pass);
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void ApplyLoopEdgeVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end);
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void ApplyLoopVertexVerticesKernelB(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end);
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void ApplyLoopVertexVerticesKernelA(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end, bool pass);
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void ApplyEditAdd(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int primvarOffset, int primvarWidth,
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int vertexOffset, int tableOffset, int start, int end);
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void UseProgram() const;
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GLuint GetTableUniformLocation(int tableIndex) const {
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return _uniformTables[tableIndex];
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}
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GLuint GetVertexUniformLocation() const {
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return _uniformVertexBuffer;
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}
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GLuint GetVaryingUniformLocation() const {
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return _uniformVaryingBuffer;
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}
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GLuint GetEditIndicesUniformLocation() const {
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return _uniformEditIndices;
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}
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GLuint GetEditValuesUniformLocation() const {
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return _uniformEditValues;
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}
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GLuint GetVertexBufferImageUniformLocation() const {
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return _uniformVertexBufferImage;
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}
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struct Match {
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Match(int numVertexElements, int numVaryingElements) :
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_numVertexElements(numVertexElements),
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_numVaryingElements(numVaryingElements) {}
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bool operator() (const OsdGLSLTransformFeedbackKernelBundle *kernel) {
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return (kernel->_numVertexElements == _numVertexElements
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&& kernel->_numVaryingElements == _numVaryingElements);
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}
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int _numVertexElements, _numVaryingElements;
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};
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friend struct Match;
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protected:
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void transformGpuBufferData(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) const;
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GLuint _program;
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// uniform locations
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GLuint _uniformTables[Table::TABLE_MAX];
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GLuint _uniformVertexPass;
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GLuint _uniformVertexOffset;
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GLuint _uniformTableOffset;
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GLuint _uniformIndexStart;
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GLuint _uniformVertexBuffer;
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GLuint _uniformVaryingBuffer;
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GLuint _uniformEditPrimVarOffset;
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GLuint _uniformEditPrimVarWidth;
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GLuint _uniformEditIndices;
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GLuint _uniformEditValues;
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GLuint _uniformVertexBufferImage;
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// subroutines
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// general face-vertex kernel (all schemes)
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GLuint _subComputeFace;
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// edge-vertex kernel (catmark + loop schemes)
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GLuint _subComputeEdge;
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// edge-vertex kernel (bilinear scheme)
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GLuint _subComputeBilinearEdge;
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// vertex-vertex kernel (bilinear scheme)
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GLuint _subComputeVertex;
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// vertex-vertex kernel A (catmark + loop schemes)
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GLuint _subComputeVertexA;
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// vertex-vertex kernel B (catmark scheme)
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GLuint _subComputeCatmarkVertexB;
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// vertex-vertex kernel B (loop scheme)
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GLuint _subComputeLoopVertexB;
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// hedit kernel (add)
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GLuint _subEditAdd;
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int _numVertexElements,
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_numVaryingElements;
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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_KERNEL_BUNDLE_H
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