OpenSubdiv/opensubdiv/osd/glslTransformFeedbackComputeController.cpp

371 lines
14 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.
//
#include "../osd/glslTransformFeedbackComputeController.h"
#include "../osd/glslTransformFeedbackComputeContext.h"
#include "../osd/glslTransformFeedbackKernelBundle.h"
#include "../osd/opengl.h"
#include <algorithm>
#include <cassert>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdGLSLTransformFeedbackComputeController::OsdGLSLTransformFeedbackComputeController() :
_vertexTexture(0), _varyingTexture(0), _vao(0) {
}
OsdGLSLTransformFeedbackComputeController::~OsdGLSLTransformFeedbackComputeController() {
for (std::vector<OsdGLSLTransformFeedbackKernelBundle*>::iterator it =
_kernelRegistry.begin();
it != _kernelRegistry.end(); ++it) {
delete *it;
}
if (_vertexTexture) glDeleteTextures(1, &_vertexTexture);
if (_varyingTexture) glDeleteTextures(1, &_varyingTexture);
}
void
OsdGLSLTransformFeedbackComputeController::Synchronize() {
glFinish();
}
OsdGLSLTransformFeedbackKernelBundle *
OsdGLSLTransformFeedbackComputeController::getKernels(
OsdVertexBufferDescriptor const &vertexDesc,
OsdVertexBufferDescriptor const &varyingDesc,
bool interleaved) {
std::vector<OsdGLSLTransformFeedbackKernelBundle*>::iterator it =
std::find_if(_kernelRegistry.begin(), _kernelRegistry.end(),
OsdGLSLTransformFeedbackKernelBundle::Match(
vertexDesc, varyingDesc, interleaved));
if (it != _kernelRegistry.end()) {
return *it;
} else {
OsdGLSLTransformFeedbackKernelBundle *kernelBundle =
new OsdGLSLTransformFeedbackKernelBundle();
_kernelRegistry.push_back(kernelBundle);
kernelBundle->Compile(vertexDesc, varyingDesc, interleaved);
return kernelBundle;
}
}
static void
bindTexture(GLint samplerUniform, GLuint texture, int unit) {
if (samplerUniform == -1) return;
glUniform1i(samplerUniform, unit);
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_BUFFER, texture);
glActiveTexture(GL_TEXTURE0);
}
void
OsdGLSLTransformFeedbackComputeController::bindResources() {
glEnable(GL_RASTERIZER_DISCARD);
_currentBindState.kernelBundle->UseProgram(_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
// bind vertex texture
if (_currentBindState.vertexBuffer) {
if (not _vertexTexture) glGenTextures(1, &_vertexTexture);
#if defined(GL_EXT_direct_state_access)
if (glTextureBufferEXT) {
glTextureBufferEXT(_vertexTexture, GL_TEXTURE_BUFFER, GL_R32F, _currentBindState.vertexBuffer);
} else {
#else
{
#endif
glBindTexture(GL_TEXTURE_BUFFER, _vertexTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, _currentBindState.vertexBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
}
}
if (_currentBindState.varyingBuffer) {
if (not _varyingTexture) glGenTextures(1, &_varyingTexture);
#if defined(GL_EXT_direct_state_access)
if (glTextureBufferEXT) {
glTextureBufferEXT(_varyingTexture, GL_TEXTURE_BUFFER, GL_R32F, _currentBindState.varyingBuffer);
} else {
#else
{
#endif
glBindTexture(GL_TEXTURE_BUFFER, _varyingTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, _currentBindState.varyingBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
}
}
if (_vertexTexture)
bindTexture(_currentBindState.kernelBundle->GetVertexUniformLocation(), _vertexTexture, 0);
if (_varyingTexture)
bindTexture(_currentBindState.kernelBundle->GetVaryingUniformLocation(), _varyingTexture, 1);
// bind vertex texture image (for edit kernel)
glUniform1i(_currentBindState.kernelBundle->GetVertexBufferImageUniformLocation(), 0);
glBindImageTexture(0, _vertexTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
// bind vertex array
// always create new one, to be safe with multiple contexts.
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);
}
void
OsdGLSLTransformFeedbackComputeController::unbindResources() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_BUFFER, 0);
// unbind vertex texture image
glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
glDisable(GL_RASTERIZER_DISCARD);
glUseProgram(0);
glActiveTexture(GL_TEXTURE0);
// unbind vertex array
glBindVertexArray(0);
glDeleteVertexArrays(1, &_vao);
}
void
OsdGLSLTransformFeedbackComputeController::ApplyBilinearFaceVerticesKernel(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyBilinearFaceVerticesKernel(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLTransformFeedbackComputeController::ApplyBilinearEdgeVerticesKernel(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyBilinearEdgeVerticesKernel(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLTransformFeedbackComputeController::ApplyBilinearVertexVerticesKernel(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyBilinearVertexVerticesKernel(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLTransformFeedbackComputeController::ApplyCatmarkFaceVerticesKernel(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyCatmarkFaceVerticesKernel(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLTransformFeedbackComputeController::ApplyCatmarkQuadFaceVerticesKernel(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyCatmarkQuadFaceVerticesKernel(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLTransformFeedbackComputeController::ApplyCatmarkTriQuadFaceVerticesKernel(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyCatmarkTriQuadFaceVerticesKernel(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLTransformFeedbackComputeController::ApplyCatmarkEdgeVerticesKernel(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyCatmarkEdgeVerticesKernel(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLTransformFeedbackComputeController::ApplyCatmarkRestrictedEdgeVerticesKernel(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyCatmarkRestrictedEdgeVerticesKernel(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLTransformFeedbackComputeController::ApplyCatmarkVertexVerticesKernelB(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyCatmarkVertexVerticesKernelB(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLTransformFeedbackComputeController::ApplyCatmarkVertexVerticesKernelA1(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyCatmarkVertexVerticesKernelA(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), false);
}
void
OsdGLSLTransformFeedbackComputeController::ApplyCatmarkVertexVerticesKernelA2(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyCatmarkVertexVerticesKernelA(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), true);
}
void
OsdGLSLTransformFeedbackComputeController::ApplyLoopEdgeVerticesKernel(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyLoopEdgeVerticesKernel(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLTransformFeedbackComputeController::ApplyLoopVertexVerticesKernelB(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyLoopVertexVerticesKernelB(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
}
void
OsdGLSLTransformFeedbackComputeController::ApplyLoopVertexVerticesKernelA1(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyLoopVertexVerticesKernelA(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), false);
}
void
OsdGLSLTransformFeedbackComputeController::ApplyLoopVertexVerticesKernelA2(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
_currentBindState.kernelBundle->ApplyLoopVertexVerticesKernelA(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd(), true);
}
void
OsdGLSLTransformFeedbackComputeController::ApplyVertexEdits(
FarKernelBatch const &batch, OsdGLSLTransformFeedbackComputeContext const *context) const {
assert(context);
const OsdGLSLTransformFeedbackHEditTable * edit = context->GetEditTable(batch.GetTableIndex());
assert(edit);
context->BindEditTextures(batch.GetTableIndex(), _currentBindState.kernelBundle);
int primvarOffset = edit->GetPrimvarOffset();
int primvarWidth = edit->GetPrimvarWidth();
if (edit->GetOperation() == FarVertexEdit::Add) {
_currentBindState.kernelBundle->ApplyEditAdd(
_currentBindState.vertexBuffer, _currentBindState.varyingBuffer,
_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset,
primvarOffset, primvarWidth,
batch.GetVertexOffset(), batch.GetTableOffset(), batch.GetStart(), batch.GetEnd());
} else {
// XXX: edit SET is not implemented yet.
}
context->UnbindEditTextures();
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv