OpenSubdiv/opensubdiv/osd/glslTransformFeedbackComputeContext.cpp
2013-03-08 08:57:42 -08:00

371 lines
12 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.
//
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// "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.
//
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// dispose of its contribution in the software or derivative works
// of the contribution in the software.
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// (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
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// 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
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#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 "../far/subdivisionTables.h"
#include "../osd/glslTransformFeedbackComputeContext.h"
#include "../osd/glslTransformFeedbackKernelBundle.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
void
OsdGLSLTransformFeedbackTable::createTextureBuffer(size_t size, const void *ptr, GLenum type) {
glGenBuffers(1, &_buffer);
glGenTextures(1, &_texture);
GLint prev = 0;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev);
glBindBuffer(GL_ARRAY_BUFFER, _buffer);
glBufferData(GL_ARRAY_BUFFER, size, ptr, GL_STATIC_DRAW);
/*
CHECK_GL_ERROR("UpdateTable tableIndex %d, size %ld, buffer =%d\n",
tableIndex, size, _tableBuffers[tableIndex]);
*/
glBindBuffer(GL_ARRAY_BUFFER, prev);
glGetIntegerv(GL_TEXTURE_BINDING_BUFFER, &prev);
glBindTexture(GL_TEXTURE_BUFFER, _texture);
glTexBuffer(GL_TEXTURE_BUFFER, type, _buffer);
glBindTexture(GL_TEXTURE_BUFFER, prev);
glDeleteBuffers(1, &_buffer);
}
OsdGLSLTransformFeedbackTable::~OsdGLSLTransformFeedbackTable() {
glDeleteTextures(1, &_texture);
}
GLuint
OsdGLSLTransformFeedbackTable::GetTexture() const {
return _texture;
}
// ----------------------------------------------------------------------------
OsdGLSLTransformFeedbackHEditTable::OsdGLSLTransformFeedbackHEditTable(const FarVertexEditTables<OsdVertex>::VertexEditBatch &batch)
: _primvarIndicesTable(new OsdGLSLTransformFeedbackTable(batch.GetVertexIndices(), GL_R32UI)),
_editValuesTable(new OsdGLSLTransformFeedbackTable(batch.GetValues(), GL_R32F)) {
_operation = batch.GetOperation();
_primvarOffset = batch.GetPrimvarIndex();
_primvarWidth = batch.GetPrimvarWidth();
}
OsdGLSLTransformFeedbackHEditTable::~OsdGLSLTransformFeedbackHEditTable() {
delete _primvarIndicesTable;
delete _editValuesTable;
}
const OsdGLSLTransformFeedbackTable *
OsdGLSLTransformFeedbackHEditTable::GetPrimvarIndices() const {
return _primvarIndicesTable;
}
const OsdGLSLTransformFeedbackTable *
OsdGLSLTransformFeedbackHEditTable::GetEditValues() const {
return _editValuesTable;
}
int
OsdGLSLTransformFeedbackHEditTable::GetOperation() const {
return _operation;
}
int
OsdGLSLTransformFeedbackHEditTable::GetPrimvarOffset() const {
return _primvarOffset;
}
int
OsdGLSLTransformFeedbackHEditTable::GetPrimvarWidth() const {
return _primvarWidth;
}
// ----------------------------------------------------------------------------
OsdGLSLTransformFeedbackComputeContext::OsdGLSLTransformFeedbackComputeContext(
FarMesh<OsdVertex> *farMesh) :
_vertexTexture(0), _varyingTexture(0) {
FarSubdivisionTables<OsdVertex> const * farTables =
farMesh->GetSubdivisionTables();
// allocate 5 or 7 tables
_tables.resize(7, 0);
_tables[Table::E_IT] = new OsdGLSLTransformFeedbackTable(farTables->Get_E_IT(), GL_R32I);
_tables[Table::V_IT] = new OsdGLSLTransformFeedbackTable(farTables->Get_V_IT(), GL_R32UI);
_tables[Table::V_ITa] = new OsdGLSLTransformFeedbackTable(farTables->Get_V_ITa(), GL_R32I);
_tables[Table::E_W] = new OsdGLSLTransformFeedbackTable(farTables->Get_E_W(), GL_R32F);
_tables[Table::V_W] = new OsdGLSLTransformFeedbackTable(farTables->Get_V_W(), GL_R32F);
if (farTables->GetNumTables() > 5) {
// catmark, bilinear
_tables[Table::F_IT] = new OsdGLSLTransformFeedbackTable(farTables->Get_F_IT(), GL_R32UI);
_tables[Table::F_ITa] = new OsdGLSLTransformFeedbackTable(farTables->Get_F_ITa(), GL_R32I);
} 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 OsdGLSLTransformFeedbackHEditTable(edit));
}
}
}
OsdGLSLTransformFeedbackComputeContext::~OsdGLSLTransformFeedbackComputeContext() {
for (size_t i = 0; i < _tables.size(); ++i) {
delete _tables[i];
}
for (size_t i = 0; i < _editTables.size(); ++i) {
delete _editTables[i];
}
if (_vertexTexture) glDeleteTextures(1, &_vertexTexture);
if (_varyingTexture) glDeleteTextures(1, &_varyingTexture);
}
const OsdGLSLTransformFeedbackTable *
OsdGLSLTransformFeedbackComputeContext::GetTable(int tableIndex) const {
return _tables[tableIndex];
}
int
OsdGLSLTransformFeedbackComputeContext::GetNumEditTables() const {
return static_cast<int>(_editTables.size());
}
const OsdGLSLTransformFeedbackHEditTable *
OsdGLSLTransformFeedbackComputeContext::GetEditTable(int tableIndex) const {
return _editTables[tableIndex];
}
GLuint
OsdGLSLTransformFeedbackComputeContext::GetCurrentVertexBuffer() const {
return _currentVertexBuffer;
}
GLuint
OsdGLSLTransformFeedbackComputeContext::GetCurrentVaryingBuffer() const {
return _currentVaryingBuffer;
}
int
OsdGLSLTransformFeedbackComputeContext::GetNumCurrentVertexElements() const {
return _numVertexElements;
}
int
OsdGLSLTransformFeedbackComputeContext::GetNumCurrentVaryingElements() const {
return _numVaryingElements;
}
OsdGLSLTransformFeedbackKernelBundle *
OsdGLSLTransformFeedbackComputeContext::GetKernelBundle() const {
return _kernelBundle;
}
void
OsdGLSLTransformFeedbackComputeContext::SetKernelBundle(OsdGLSLTransformFeedbackKernelBundle *kernelBundle) {
_kernelBundle = kernelBundle;
}
OsdGLSLTransformFeedbackComputeContext *
OsdGLSLTransformFeedbackComputeContext::Create(FarMesh<OsdVertex> *farmesh) {
return new OsdGLSLTransformFeedbackComputeContext(farmesh);
}
void
OsdGLSLTransformFeedbackComputeContext::BindEditTextures(int editIndex) {
const OsdGLSLTransformFeedbackHEditTable * edit = _editTables[editIndex];
const OsdGLSLTransformFeedbackTable * primvarIndices = edit->GetPrimvarIndices();
const OsdGLSLTransformFeedbackTable * editValues = edit->GetEditValues();
bindTexture(_kernelBundle->GetEditIndicesUniformLocation(),
primvarIndices->GetTexture(), 9);
bindTexture(_kernelBundle->GetEditValuesUniformLocation(),
editValues->GetTexture(), 10);
}
void
OsdGLSLTransformFeedbackComputeContext::UnbindEditTextures() {
unbindTexture(9);
unbindTexture(10);
}
void
OsdGLSLTransformFeedbackComputeContext::bindTexture(GLuint sampler, GLuint texture, int unit) {
glUniform1i(sampler, unit);
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_BUFFER, texture);
glActiveTexture(GL_TEXTURE0);
}
void
OsdGLSLTransformFeedbackComputeContext::unbindTexture(GLuint unit) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_BUFFER, 0);
}
void
OsdGLSLTransformFeedbackComputeContext::bindTextures() {
glEnable(GL_RASTERIZER_DISCARD);
_kernelBundle->UseProgram();
// bind vertex texture
if (_currentVertexBuffer) {
if (not _vertexTexture) glGenTextures(1, &_vertexTexture);
glBindTexture(GL_TEXTURE_BUFFER, _vertexTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, _currentVertexBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
}
bindTexture(_kernelBundle->GetVertexUniformLocation(), _vertexTexture, 0);
if (_currentVaryingBuffer) {
if (not _varyingTexture) glGenTextures(1, &_varyingTexture);
glBindTexture(GL_TEXTURE_BUFFER, _varyingTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, _currentVaryingBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
}
bindTexture(_kernelBundle->GetVaryingUniformLocation(), _varyingTexture, 1);
// XXX: loop...
if (_tables[Table::F_IT]) {
bindTexture(_kernelBundle->GetTableUniformLocation(Table::F_IT),
_tables[Table::F_IT]->GetTexture(), 2);
bindTexture(_kernelBundle->GetTableUniformLocation(Table::F_ITa),
_tables[Table::F_ITa]->GetTexture(), 3);
}
bindTexture(_kernelBundle->GetTableUniformLocation(Table::E_IT),
_tables[Table::E_IT]->GetTexture(), 4);
bindTexture(_kernelBundle->GetTableUniformLocation(Table::V_IT),
_tables[Table::V_IT]->GetTexture(), 5);
bindTexture(_kernelBundle->GetTableUniformLocation(Table::V_ITa),
_tables[Table::V_ITa]->GetTexture(), 6);
bindTexture(_kernelBundle->GetTableUniformLocation(Table::E_W),
_tables[Table::E_W]->GetTexture(), 7);
bindTexture(_kernelBundle->GetTableUniformLocation(Table::V_W),
_tables[Table::V_W]->GetTexture(), 8);
// bind texture image (for edit kernel)
glUniform1i(_kernelBundle->GetVertexBufferImageUniformLocation(), 0);
glBindImageTexture(0, _vertexTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
}
void
OsdGLSLTransformFeedbackComputeContext::unbindTextures() {
for (int i = 8; i >= 0; --i) {
unbindTexture(i);
}
glDisable(GL_RASTERIZER_DISCARD);
glUseProgram(0);
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv