OpenSubdiv/opensubdiv/osd/glslComputeContext.h
Takahito Tejima a57dd034e7 Reorganize ComputeContext and ComputeController.
Moved transient states (current vertex buffer etc) to controller.
ComputeContext becomes constant so that it's well suited for coarse-grain
parallelism on cpu. The prims sharing same topology (ComputeContext) can
be refined simultaneously by having mutiple compute controllers.
Client facing API doesn't change.
2014-05-06 08:53:36 -07:00

154 lines
4.4 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#ifndef OSD_GLSL_COMPUTE_CONTEXT_H
#define OSD_GLSL_COMPUTE_CONTEXT_H
#include "../version.h"
#include "../far/subdivisionTables.h"
#include "../far/vertexEditTables.h"
#include "../far/vertexEditTables.h"
#include "../osd/vertex.h"
#include "../osd/vertexDescriptor.h"
#include "../osd/nonCopyable.h"
#include "../osd/opengl.h"
#include <vector>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
class OsdGLSLComputeKernelBundle;
class OsdGLSLComputeTable : OsdNonCopyable<OsdGLSLComputeTable> {
public:
template<typename T>
explicit OsdGLSLComputeTable(const std::vector<T> &table) {
createBuffer(table.size() * sizeof(unsigned int), table.empty() ? NULL : &table[0]);
}
virtual ~OsdGLSLComputeTable();
GLuint GetBuffer() const;
private:
void createBuffer(size_t size, const void *ptr);
GLuint _devicePtr;
};
class OsdGLSLComputeHEditTable : OsdNonCopyable<OsdGLSLComputeHEditTable> {
public:
OsdGLSLComputeHEditTable(const FarVertexEditTables::
VertexEditBatch &batch);
virtual ~OsdGLSLComputeHEditTable();
const OsdGLSLComputeTable * GetPrimvarIndices() const;
const OsdGLSLComputeTable * GetEditValues() const;
int GetOperation() const;
int GetPrimvarOffset() const;
int GetPrimvarWidth() const;
private:
OsdGLSLComputeTable *_primvarIndicesTable;
OsdGLSLComputeTable *_editValuesTable;
int _operation;
int _primvarOffset;
int _primvarWidth;
};
///
/// \brief GLSL-Compute Refine Context
///
/// The GLSL-Compute implementation of the Refine module contextual functionality.
///
/// Contexts interface the serialized topological data pertaining to the
/// geometric primitives with the capabilities of the selected discrete
/// compute device.
///
class OsdGLSLComputeContext {
public:
/// Creates an OsdGLSLComputeContext instance
///
/// @param subdivisionTables the FarSubdivisionTables used for this Context.
///
/// @param vertexEditTables the FarVertexEditTables used for this Context.
///
static OsdGLSLComputeContext * Create(FarSubdivisionTables const *subdivisionTables,
FarVertexEditTables const *vertexEditTables);
/// Destructor
virtual ~OsdGLSLComputeContext();
/// Returns one of the vertex refinement tables.
///
/// @param tableIndex the type of table
///
const OsdGLSLComputeTable * GetTable(int tableIndex) const;
/// Returns the number of hierarchical edit tables
int GetNumEditTables() const;
/// Returns a specific hierarchical edit table
///
/// @param tableIndex the index of the table
///
const OsdGLSLComputeHEditTable * GetEditTable(int tableIndex) const;
void BindShaderStorageBuffers() const;
void UnbindShaderStorageBuffers() const;
void BindEditShaderStorageBuffers(int editIndex) const;
void UnbindEditShaderStorageBuffers() const;
protected:
explicit OsdGLSLComputeContext(FarSubdivisionTables const *subdivisionTables,
FarVertexEditTables const *vertexEditTables);
private:
std::vector<OsdGLSLComputeTable*> _tables;
std::vector<OsdGLSLComputeHEditTable*> _editTables;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_GLSL_COMPUTE_CONTEXT_H