OpenSubdiv/opensubdiv/osd/glslComputeContext.cpp
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

257 lines
8.2 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/debug.h"
#include "../osd/error.h"
#include "../osd/glslComputeContext.h"
#include "../osd/glslKernelBundle.h"
#include "../osd/opengl.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
void
OsdGLSLComputeTable::createBuffer(size_t size, const void *ptr) {
glGenBuffers(1, &_devicePtr);
#if defined(GL_EXT_direct_state_access)
if (glNamedBufferDataEXT) {
glNamedBufferDataEXT(_devicePtr, size, ptr, GL_STATIC_DRAW);
} else {
#else
{
#endif
GLint prev = 0;
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &prev);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, _devicePtr);
glBufferData(GL_SHADER_STORAGE_BUFFER, size, ptr, GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, prev);
}
/*
CHECK_GL_ERROR("UpdateTable tableIndex %d, size %ld, buffer =%d\n",
tableIndex, size, _tableBuffers[tableIndex]);
*/
}
OsdGLSLComputeTable::~OsdGLSLComputeTable() {
glDeleteBuffers(1, &_devicePtr);
}
GLuint
OsdGLSLComputeTable::GetBuffer() const {
return _devicePtr;
}
// ----------------------------------------------------------------------------
OsdGLSLComputeHEditTable::OsdGLSLComputeHEditTable(
const FarVertexEditTables::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(
FarSubdivisionTables const *subdivisionTables,
FarVertexEditTables const *vertexEditTables) {
// 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[FarSubdivisionTables::E_IT] = new OsdGLSLComputeTable(subdivisionTables->Get_E_IT());
_tables[FarSubdivisionTables::V_IT] = new OsdGLSLComputeTable(subdivisionTables->Get_V_IT());
_tables[FarSubdivisionTables::V_ITa] = new OsdGLSLComputeTable(subdivisionTables->Get_V_ITa());
_tables[FarSubdivisionTables::E_W] = new OsdGLSLComputeTable(subdivisionTables->Get_E_W());
_tables[FarSubdivisionTables::V_W] = new OsdGLSLComputeTable(subdivisionTables->Get_V_W());
if (subdivisionTables->GetNumTables() > 5) {
// catmark, bilinear
_tables[FarSubdivisionTables::F_IT] = new OsdGLSLComputeTable(subdivisionTables->Get_F_IT());
_tables[FarSubdivisionTables::F_ITa] = new OsdGLSLComputeTable(subdivisionTables->Get_F_ITa());
} else {
// loop
_tables[FarSubdivisionTables::F_IT] = NULL;
_tables[FarSubdivisionTables::F_ITa] = NULL;
}
// create hedit tables
if (vertexEditTables) {
int numEditBatches = vertexEditTables->GetNumBatches();
_editTables.reserve(numEditBatches);
for (int i = 0; i < numEditBatches; ++i) {
const FarVertexEditTables::VertexEditBatch & edit =
vertexEditTables->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];
}
OsdGLSLComputeContext *
OsdGLSLComputeContext::Create(FarSubdivisionTables const *subdivisionTables,
FarVertexEditTables const *vertexEditTables) {
return new OsdGLSLComputeContext(subdivisionTables, vertexEditTables);
}
void
OsdGLSLComputeContext::BindEditShaderStorageBuffers(int editIndex) const {
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() const {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10, 0);
}
void
OsdGLSLComputeContext::BindShaderStorageBuffers() const {
// 0 and 1 are reserved for vertex/varying buffer bindings.
if (_tables[FarSubdivisionTables::F_IT]) {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2,
_tables[FarSubdivisionTables::F_IT]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3,
_tables[FarSubdivisionTables::F_ITa]->GetBuffer());
}
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4,
_tables[FarSubdivisionTables::E_IT]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5,
_tables[FarSubdivisionTables::V_IT]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6,
_tables[FarSubdivisionTables::V_ITa]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7,
_tables[FarSubdivisionTables::E_W]->GetBuffer());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8,
_tables[FarSubdivisionTables::V_W]->GetBuffer());
}
void
OsdGLSLComputeContext::UnbindShaderStorageBuffers() const {
// 0 and 1 are reserved for vertex/varying buffer bindings.
if (_tables[FarSubdivisionTables::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