mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 05:50:05 +00:00
345 lines
11 KiB
C++
345 lines
11 KiB
C++
//
|
|
// Copyright (C) Pixar. All rights reserved.
|
|
//
|
|
// This license governs use of the accompanying software. If you
|
|
// use the software, you accept this license. If you do not accept
|
|
// the license, do not use the software.
|
|
//
|
|
// 1. Definitions
|
|
// The terms "reproduce," "reproduction," "derivative works," and
|
|
// "distribution" have the same meaning here as under U.S.
|
|
// copyright law. A "contribution" is the original software, or
|
|
// any additions or changes to the software.
|
|
// A "contributor" is any person or entity that distributes its
|
|
// contribution under this license.
|
|
// "Licensed patents" are a contributor's patent claims that read
|
|
// directly on its contribution.
|
|
//
|
|
// 2. Grant of Rights
|
|
// (A) Copyright Grant- Subject to the terms of this license,
|
|
// including the license conditions and limitations in section 3,
|
|
// each contributor grants you a non-exclusive, worldwide,
|
|
// royalty-free copyright license to reproduce its contribution,
|
|
// prepare derivative works of its contribution, and distribute
|
|
// its contribution or any derivative works that you create.
|
|
// (B) Patent Grant- Subject to the terms of this license,
|
|
// including the license conditions and limitations in section 3,
|
|
// each contributor grants you a non-exclusive, worldwide,
|
|
// royalty-free license under its licensed patents to make, have
|
|
// made, use, sell, offer for sale, import, and/or otherwise
|
|
// dispose of its contribution in the software or derivative works
|
|
// of the contribution in the software.
|
|
//
|
|
// 3. Conditions and Limitations
|
|
// (A) No Trademark License- This license does not grant you
|
|
// rights to use any contributor's name, logo, or trademarks.
|
|
// (B) If you bring a patent claim against any contributor over
|
|
// patents that you claim are infringed by the software, your
|
|
// patent license from such contributor to the software ends
|
|
// automatically.
|
|
// (C) If you distribute any portion of the software, you must
|
|
// retain all copyright, patent, trademark, and attribution
|
|
// notices that are present in the software.
|
|
// (D) If you distribute any portion of the software in source
|
|
// code form, you may do so only under this license by including a
|
|
// complete copy of this license with your distribution. If you
|
|
// distribute any portion of the software in compiled or object
|
|
// code form, you may only do so under a license that complies
|
|
// with this license.
|
|
// (E) The software is licensed "as-is." You bear the risk of
|
|
// using it. The contributors give no express warranties,
|
|
// guarantees or conditions. You may have additional consumer
|
|
// rights under your local laws which this license cannot change.
|
|
// To the extent permitted under your local laws, the contributors
|
|
// exclude the implied warranties of merchantability, fitness for
|
|
// a particular purpose and non-infringement.
|
|
//
|
|
|
|
#if defined(__APPLE__)
|
|
#include "TargetConditionals.h"
|
|
#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
|
|
#include <OpenGLES/ES2/gl.h>
|
|
#else
|
|
#include <OpenGL/gl3.h>
|
|
#endif
|
|
#elif defined(ANDROID)
|
|
#include <GLES2/gl2.h>
|
|
#else
|
|
#if defined(_WIN32)
|
|
#include <windows.h>
|
|
#endif
|
|
#include <GL/glew.h>
|
|
#endif
|
|
|
|
#include "../far/mesh.h"
|
|
#include "../osd/debug.h"
|
|
#include "../osd/error.h"
|
|
#include "../osd/glslComputeContext.h"
|
|
#include "../osd/glslKernelBundle.h"
|
|
|
|
namespace OpenSubdiv {
|
|
namespace OPENSUBDIV_VERSION {
|
|
|
|
void
|
|
OsdGLSLComputeTable::createBuffer(size_t size, const void *ptr) {
|
|
|
|
GLint prev = 0;
|
|
glGenBuffers(1, &_buffer);
|
|
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &prev);
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, _buffer);
|
|
glBufferData(GL_SHADER_STORAGE_BUFFER, size, ptr, GL_STATIC_DRAW);
|
|
/*
|
|
CHECK_GL_ERROR("UpdateTable tableIndex %d, size %ld, buffer =%d\n",
|
|
tableIndex, size, _tableBuffers[tableIndex]);
|
|
*/
|
|
glBindBuffer(GL_SHADER_STORAGE_BUFFER, prev);
|
|
}
|
|
|
|
OsdGLSLComputeTable::~OsdGLSLComputeTable() {
|
|
|
|
glDeleteBuffers(1, &_buffer);
|
|
}
|
|
|
|
GLuint
|
|
OsdGLSLComputeTable::GetBuffer() const {
|
|
|
|
return _buffer;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
OsdGLSLComputeHEditTable::OsdGLSLComputeHEditTable(
|
|
const FarVertexEditTables<OsdVertex>::VertexEditBatch &batch)
|
|
: _primvarIndicesTable(new OsdGLSLComputeTable(batch.GetVertexIndices())),
|
|
_editValuesTable(new OsdGLSLComputeTable(batch.GetValues())) {
|
|
|
|
_operation = batch.GetOperation();
|
|
_primvarOffset = batch.GetPrimvarIndex();
|
|
_primvarWidth = batch.GetPrimvarWidth();
|
|
}
|
|
|
|
OsdGLSLComputeHEditTable::~OsdGLSLComputeHEditTable() {
|
|
|
|
delete _primvarIndicesTable;
|
|
delete _editValuesTable;
|
|
}
|
|
|
|
const OsdGLSLComputeTable *
|
|
OsdGLSLComputeHEditTable::GetPrimvarIndices() const {
|
|
|
|
return _primvarIndicesTable;
|
|
}
|
|
|
|
const OsdGLSLComputeTable *
|
|
OsdGLSLComputeHEditTable::GetEditValues() const {
|
|
|
|
return _editValuesTable;
|
|
}
|
|
|
|
int
|
|
OsdGLSLComputeHEditTable::GetOperation() const {
|
|
|
|
return _operation;
|
|
}
|
|
|
|
int
|
|
OsdGLSLComputeHEditTable::GetPrimvarOffset() const {
|
|
|
|
return _primvarOffset;
|
|
}
|
|
|
|
int
|
|
OsdGLSLComputeHEditTable::GetPrimvarWidth() const {
|
|
|
|
return _primvarWidth;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
OsdGLSLComputeContext::OsdGLSLComputeContext(
|
|
FarMesh<OsdVertex> *farMesh)
|
|
: _vertexTexture(0), _varyingTexture(0) {
|
|
|
|
FarSubdivisionTables<OsdVertex> const * farTables =
|
|
farMesh->GetSubdivisionTables();
|
|
|
|
// allocate 5 or 7 tables
|
|
// XXXtakahito: Although _tables size depends on table type, F_IT is set
|
|
// to NULL even in loop case, to determine the condition in
|
|
// bindShaderStorageBuffer()...
|
|
_tables.resize(7, 0);
|
|
|
|
_tables[Table::E_IT] = new OsdGLSLComputeTable(farTables->Get_E_IT());
|
|
_tables[Table::V_IT] = new OsdGLSLComputeTable(farTables->Get_V_IT());
|
|
_tables[Table::V_ITa] = new OsdGLSLComputeTable(farTables->Get_V_ITa());
|
|
_tables[Table::E_W] = new OsdGLSLComputeTable(farTables->Get_E_W());
|
|
_tables[Table::V_W] = new OsdGLSLComputeTable(farTables->Get_V_W());
|
|
|
|
if (farTables->GetNumTables() > 5) {
|
|
// catmark, bilinear
|
|
_tables[Table::F_IT] = new OsdGLSLComputeTable(farTables->Get_F_IT());
|
|
_tables[Table::F_ITa] = new OsdGLSLComputeTable(farTables->Get_F_ITa());
|
|
} else {
|
|
// loop
|
|
_tables[Table::F_IT] = NULL;
|
|
_tables[Table::F_ITa] = NULL;
|
|
}
|
|
|
|
// create hedit tables
|
|
FarVertexEditTables<OsdVertex> const *editTables = farMesh->GetVertexEdit();
|
|
if (editTables) {
|
|
int numEditBatches = editTables->GetNumBatches();
|
|
_editTables.reserve(numEditBatches);
|
|
for (int i = 0; i < numEditBatches; ++i) {
|
|
const FarVertexEditTables<OsdVertex>::VertexEditBatch & edit =
|
|
editTables->GetBatch(i);
|
|
_editTables.push_back(new OsdGLSLComputeHEditTable(edit));
|
|
}
|
|
}
|
|
}
|
|
|
|
OsdGLSLComputeContext::~OsdGLSLComputeContext() {
|
|
|
|
for (size_t i = 0; i < _tables.size(); ++i) {
|
|
delete _tables[i];
|
|
}
|
|
for (size_t i = 0; i < _editTables.size(); ++i) {
|
|
delete _editTables[i];
|
|
}
|
|
}
|
|
|
|
const OsdGLSLComputeTable *
|
|
OsdGLSLComputeContext::GetTable(int tableIndex) const {
|
|
|
|
return _tables[tableIndex];
|
|
}
|
|
|
|
int
|
|
OsdGLSLComputeContext::GetNumEditTables() const {
|
|
|
|
return static_cast<int>(_editTables.size());
|
|
}
|
|
|
|
const OsdGLSLComputeHEditTable *
|
|
OsdGLSLComputeContext::GetEditTable(int tableIndex) const {
|
|
|
|
return _editTables[tableIndex];
|
|
}
|
|
|
|
GLuint
|
|
OsdGLSLComputeContext::GetCurrentVertexBuffer() const {
|
|
|
|
return _currentVertexBuffer;
|
|
}
|
|
|
|
GLuint
|
|
OsdGLSLComputeContext::GetCurrentVaryingBuffer() const {
|
|
|
|
return _currentVaryingBuffer;
|
|
}
|
|
|
|
int
|
|
OsdGLSLComputeContext::GetNumCurrentVertexElements() const {
|
|
|
|
return _numVertexElements;
|
|
}
|
|
|
|
int
|
|
OsdGLSLComputeContext::GetNumCurrentVaryingElements() const {
|
|
|
|
return _numVaryingElements;
|
|
}
|
|
|
|
OsdGLSLComputeKernelBundle *
|
|
OsdGLSLComputeContext::GetKernelBundle() const {
|
|
|
|
return _kernelBundle;
|
|
}
|
|
|
|
void
|
|
OsdGLSLComputeContext::SetKernelBundle(
|
|
OsdGLSLComputeKernelBundle *kernelBundle) {
|
|
|
|
_kernelBundle = kernelBundle;
|
|
}
|
|
|
|
OsdGLSLComputeContext *
|
|
OsdGLSLComputeContext::Create(FarMesh<OsdVertex> *farmesh) {
|
|
|
|
return new OsdGLSLComputeContext(farmesh);
|
|
}
|
|
|
|
void
|
|
OsdGLSLComputeContext::BindEditShaderStorageBuffers(int editIndex) {
|
|
|
|
const OsdGLSLComputeHEditTable * edit = _editTables[editIndex];
|
|
const OsdGLSLComputeTable * primvarIndices = edit->GetPrimvarIndices();
|
|
const OsdGLSLComputeTable * editValues = edit->GetEditValues();
|
|
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9,
|
|
primvarIndices->GetBuffer());
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10,
|
|
editValues->GetBuffer());
|
|
}
|
|
|
|
void
|
|
OsdGLSLComputeContext::UnbindEditShaderStorageBuffers() {
|
|
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9, 0);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10, 0);
|
|
}
|
|
|
|
void
|
|
OsdGLSLComputeContext::bindShaderStorageBuffers() {
|
|
|
|
_kernelBundle->UseProgram();
|
|
|
|
if (_currentVertexBuffer)
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, _currentVertexBuffer);
|
|
|
|
if (_currentVaryingBuffer)
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, _currentVaryingBuffer);
|
|
|
|
// XXX: should be better handling for loop subdivision.
|
|
if (_tables[Table::F_IT]) {
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2,
|
|
_tables[Table::F_IT]->GetBuffer());
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3,
|
|
_tables[Table::F_ITa]->GetBuffer());
|
|
}
|
|
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4,
|
|
_tables[Table::E_IT]->GetBuffer());
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5,
|
|
_tables[Table::V_IT]->GetBuffer());
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6,
|
|
_tables[Table::V_ITa]->GetBuffer());
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7,
|
|
_tables[Table::E_W]->GetBuffer());
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8,
|
|
_tables[Table::V_W]->GetBuffer());
|
|
}
|
|
|
|
void
|
|
OsdGLSLComputeContext::unbindShaderStorageBuffers() {
|
|
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0);
|
|
if (_tables[Table::F_IT]) {
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
|
|
}
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, 0);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, 0);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7, 0);
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8, 0);
|
|
|
|
glUseProgram(0);
|
|
|
|
OSD_DEBUG_CHECK_GL_ERROR("UnbindTextures");
|
|
}
|
|
|
|
} // end namespace OPENSUBDIV_VERSION
|
|
} // end namespace OpenSubdiv
|