mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-25 13:00:07 +00:00
a57dd034e7
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.
257 lines
8.2 KiB
C++
257 lines
8.2 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "../osd/debug.h"
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#include "../osd/error.h"
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#include "../osd/glslComputeContext.h"
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#include "../osd/glslKernelBundle.h"
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#include "../osd/opengl.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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void
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OsdGLSLComputeTable::createBuffer(size_t size, const void *ptr) {
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glGenBuffers(1, &_devicePtr);
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#if defined(GL_EXT_direct_state_access)
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if (glNamedBufferDataEXT) {
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glNamedBufferDataEXT(_devicePtr, size, ptr, GL_STATIC_DRAW);
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} else {
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#else
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{
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#endif
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GLint prev = 0;
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glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &prev);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, _devicePtr);
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glBufferData(GL_SHADER_STORAGE_BUFFER, size, ptr, GL_STATIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, prev);
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}
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/*
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CHECK_GL_ERROR("UpdateTable tableIndex %d, size %ld, buffer =%d\n",
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tableIndex, size, _tableBuffers[tableIndex]);
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*/
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}
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OsdGLSLComputeTable::~OsdGLSLComputeTable() {
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glDeleteBuffers(1, &_devicePtr);
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}
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GLuint
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OsdGLSLComputeTable::GetBuffer() const {
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return _devicePtr;
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}
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// ----------------------------------------------------------------------------
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OsdGLSLComputeHEditTable::OsdGLSLComputeHEditTable(
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const FarVertexEditTables::VertexEditBatch &batch)
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: _primvarIndicesTable(new OsdGLSLComputeTable(batch.GetVertexIndices())),
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_editValuesTable(new OsdGLSLComputeTable(batch.GetValues())) {
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_operation = batch.GetOperation();
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_primvarOffset = batch.GetPrimvarIndex();
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_primvarWidth = batch.GetPrimvarWidth();
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}
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OsdGLSLComputeHEditTable::~OsdGLSLComputeHEditTable() {
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delete _primvarIndicesTable;
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delete _editValuesTable;
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}
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const OsdGLSLComputeTable *
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OsdGLSLComputeHEditTable::GetPrimvarIndices() const {
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return _primvarIndicesTable;
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}
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const OsdGLSLComputeTable *
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OsdGLSLComputeHEditTable::GetEditValues() const {
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return _editValuesTable;
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}
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int
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OsdGLSLComputeHEditTable::GetOperation() const {
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return _operation;
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}
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int
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OsdGLSLComputeHEditTable::GetPrimvarOffset() const {
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return _primvarOffset;
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}
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int
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OsdGLSLComputeHEditTable::GetPrimvarWidth() const {
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return _primvarWidth;
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}
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// ----------------------------------------------------------------------------
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OsdGLSLComputeContext::OsdGLSLComputeContext(
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FarSubdivisionTables const *subdivisionTables,
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FarVertexEditTables const *vertexEditTables) {
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// allocate 5 or 7 tables
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// XXXtakahito: Although _tables size depends on table type, F_IT is set
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// to NULL even in loop case, to determine the condition in
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// bindShaderStorageBuffer()...
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_tables.resize(7, 0);
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_tables[FarSubdivisionTables::E_IT] = new OsdGLSLComputeTable(subdivisionTables->Get_E_IT());
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_tables[FarSubdivisionTables::V_IT] = new OsdGLSLComputeTable(subdivisionTables->Get_V_IT());
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_tables[FarSubdivisionTables::V_ITa] = new OsdGLSLComputeTable(subdivisionTables->Get_V_ITa());
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_tables[FarSubdivisionTables::E_W] = new OsdGLSLComputeTable(subdivisionTables->Get_E_W());
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_tables[FarSubdivisionTables::V_W] = new OsdGLSLComputeTable(subdivisionTables->Get_V_W());
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if (subdivisionTables->GetNumTables() > 5) {
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// catmark, bilinear
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_tables[FarSubdivisionTables::F_IT] = new OsdGLSLComputeTable(subdivisionTables->Get_F_IT());
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_tables[FarSubdivisionTables::F_ITa] = new OsdGLSLComputeTable(subdivisionTables->Get_F_ITa());
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} else {
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// loop
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_tables[FarSubdivisionTables::F_IT] = NULL;
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_tables[FarSubdivisionTables::F_ITa] = NULL;
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}
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// create hedit tables
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if (vertexEditTables) {
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int numEditBatches = vertexEditTables->GetNumBatches();
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_editTables.reserve(numEditBatches);
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for (int i = 0; i < numEditBatches; ++i) {
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const FarVertexEditTables::VertexEditBatch & edit =
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vertexEditTables->GetBatch(i);
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_editTables.push_back(new OsdGLSLComputeHEditTable(edit));
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}
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}
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}
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OsdGLSLComputeContext::~OsdGLSLComputeContext() {
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for (size_t i = 0; i < _tables.size(); ++i) {
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delete _tables[i];
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}
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for (size_t i = 0; i < _editTables.size(); ++i) {
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delete _editTables[i];
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}
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}
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const OsdGLSLComputeTable *
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OsdGLSLComputeContext::GetTable(int tableIndex) const {
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return _tables[tableIndex];
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}
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int
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OsdGLSLComputeContext::GetNumEditTables() const {
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return static_cast<int>(_editTables.size());
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}
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const OsdGLSLComputeHEditTable *
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OsdGLSLComputeContext::GetEditTable(int tableIndex) const {
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return _editTables[tableIndex];
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}
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OsdGLSLComputeContext *
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OsdGLSLComputeContext::Create(FarSubdivisionTables const *subdivisionTables,
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FarVertexEditTables const *vertexEditTables) {
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return new OsdGLSLComputeContext(subdivisionTables, vertexEditTables);
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}
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void
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OsdGLSLComputeContext::BindEditShaderStorageBuffers(int editIndex) const {
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const OsdGLSLComputeHEditTable * edit = _editTables[editIndex];
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const OsdGLSLComputeTable * primvarIndices = edit->GetPrimvarIndices();
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const OsdGLSLComputeTable * editValues = edit->GetEditValues();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9,
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primvarIndices->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10,
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editValues->GetBuffer());
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}
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void
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OsdGLSLComputeContext::UnbindEditShaderStorageBuffers() const {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10, 0);
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}
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void
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OsdGLSLComputeContext::BindShaderStorageBuffers() const {
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// 0 and 1 are reserved for vertex/varying buffer bindings.
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if (_tables[FarSubdivisionTables::F_IT]) {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2,
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_tables[FarSubdivisionTables::F_IT]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3,
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_tables[FarSubdivisionTables::F_ITa]->GetBuffer());
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}
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4,
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_tables[FarSubdivisionTables::E_IT]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5,
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_tables[FarSubdivisionTables::V_IT]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6,
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_tables[FarSubdivisionTables::V_ITa]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7,
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_tables[FarSubdivisionTables::E_W]->GetBuffer());
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8,
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_tables[FarSubdivisionTables::V_W]->GetBuffer());
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}
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void
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OsdGLSLComputeContext::UnbindShaderStorageBuffers() const {
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// 0 and 1 are reserved for vertex/varying buffer bindings.
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if (_tables[FarSubdivisionTables::F_IT]) {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
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}
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7, 0);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8, 0);
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glUseProgram(0);
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OSD_DEBUG_CHECK_GL_ERROR("UnbindTextures");
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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