mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-25 13:00:07 +00:00
502 lines
18 KiB
C++
502 lines
18 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 "../version.h"
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#include <stdio.h>
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#ifdef _MSC_VER
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#define snprintf _snprintf
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#endif
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#include "../osd/debug.h"
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#include "../osd/error.h"
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#include "../osd/glslTransformFeedbackKernelBundle.h"
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#include "../osd/vertex.h"
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#include "../far/subdivisionTables.h"
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#include "../osd/opengl.h"
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#include <cassert>
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#include <string>
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#include <sstream>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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static const char *shaderSource =
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#include "../osd/glslTransformFeedbackKernel.gen.h"
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;
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static const char *shaderDefines = ""
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#ifdef OPT_CATMARK_V_IT_VEC2
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"#define OPT_CATMARK_V_IT_VEC2\n"
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#endif
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#ifdef OPT_E0_IT_VEC4
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"#define OPT_E0_IT_VEC4\n"
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#endif
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#ifdef OPT_E0_S_VEC2
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"#define OPT_E0_S_VEC2\n"
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#endif
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;
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OsdGLSLTransformFeedbackKernelBundle::OsdGLSLTransformFeedbackKernelBundle()
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: _program(0),
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_numVertexElements(0),
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_vertexStride(0),
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_numVaryingElements(0),
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_varyingStride(0),
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_interleaved(false) {
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}
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OsdGLSLTransformFeedbackKernelBundle::~OsdGLSLTransformFeedbackKernelBundle() {
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if (_program)
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glDeleteProgram(_program);
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}
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bool
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OsdGLSLTransformFeedbackKernelBundle::Compile(
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OsdVertexBufferDescriptor const &vertexDesc,
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OsdVertexBufferDescriptor const &varyingDesc,
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bool interleaved) {
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_numVertexElements = vertexDesc.length;
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_vertexStride = vertexDesc.stride;
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_numVaryingElements = varyingDesc.length;
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_varyingStride = varyingDesc.stride;
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_interleaved = interleaved;
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// modulo of vbo offset
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_vertexOffsetMod = (_vertexStride ? vertexDesc.offset % _vertexStride : 0);
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_varyingOffsetMod = (_varyingStride ? varyingDesc.offset % _varyingStride : 0);
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_program = glCreateProgram();
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GLuint shader = glCreateShader(GL_VERTEX_SHADER);
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std::ostringstream defines;
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defines << "#define NUM_VERTEX_ELEMENTS " << _numVertexElements << "\n"
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<< "#define VERTEX_STRIDE " << _vertexStride << "\n"
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<< "#define NUM_VARYING_ELEMENTS " << _numVaryingElements << "\n"
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<< "#define VARYING_STRIDE " << _varyingStride << "\n";
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std::string defineStr = defines.str();
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const char *shaderSources[3];
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shaderSources[0] = defineStr.c_str();
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shaderSources[1] = shaderDefines;
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shaderSources[2] = shaderSource;
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glShaderSource(shader, 3, shaderSources, NULL);
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glCompileShader(shader);
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glAttachShader(_program, shader);
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std::vector<std::string> outputs;
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/*
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output attribute array
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- interleaved
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outVertexData[0]
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outVertexData[1]
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outVertexData[2]
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(gl_SkipComponents1)
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outVaryingData[0]
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outVaryingData[1]
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outVaryingData[2]
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outVaryingData[3]
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(gl_SkipComponents1)
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...
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- non-interleaved
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outVertexData[0]
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outVertexData[1]
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outVertexData[2]
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gl_NextBuffer
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outVaryingData[0]
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outVaryingData[1]
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outVaryingData[2]
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outVaryingData[3]
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*/
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if (_interleaved) {
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assert(_vertexStride == _varyingStride);
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assert(_numVertexElements + _numVaryingElements <= _vertexStride);
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char attrName[32];
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for (int i = 0; i < _vertexStride; ++i) {
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int vertexElem = i - _vertexOffsetMod;
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int varyingElem = i - _varyingOffsetMod;
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if (vertexElem >= 0 and vertexElem < _numVertexElements) {
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snprintf(attrName, 32, "outVertexData[%d]", vertexElem);
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outputs.push_back(attrName);
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} else if (varyingElem >= 0 and varyingElem <= _numVaryingElements) {
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snprintf(attrName, 32, "outVaryingData[%d]", varyingElem);
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outputs.push_back(attrName);
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} else {
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outputs.push_back("gl_SkipComponents1");
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}
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}
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} else {
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// non-interleaved
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char attrName[32];
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// vertex data (may include custom vertex data) and varying data
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// are stored into the same buffer, interleaved.
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for (int i = 0; i < _vertexOffsetMod; ++i)
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outputs.push_back("gl_SkipComponents1");
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for (int i = 0; i < _numVertexElements; ++i) {
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snprintf(attrName, 32, "outVertexData[%d]", i);
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outputs.push_back(attrName);
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}
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for (int i = _numVertexElements + _vertexOffsetMod; i < _vertexStride; ++i)
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outputs.push_back("gl_SkipComponents1");
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// varying
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if (_numVaryingElements) {
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outputs.push_back("gl_NextBuffer");
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}
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for (int i = 0; i < _varyingOffsetMod; ++i) {
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outputs.push_back("gl_SkipComponents1");
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}
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for (int i = 0; i < _numVaryingElements; ++i) {
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snprintf(attrName, 32, "outVaryingData[%d]", i);
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outputs.push_back(attrName);
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}
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for (int i = _numVaryingElements + _varyingOffsetMod; i < _varyingStride; ++i) {
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outputs.push_back("gl_SkipComponents1");
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}
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}
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// convert to char* array
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std::vector<const char *> pOutputs;
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for (size_t i = 0; i < outputs.size(); ++i) {
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pOutputs.push_back(&outputs[i][0]);
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}
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glTransformFeedbackVaryings(_program, (GLsizei)outputs.size(),
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&pOutputs[0], GL_INTERLEAVED_ATTRIBS);
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OSD_DEBUG_CHECK_GL_ERROR("Transform feedback initialize\n");
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GLint linked = 0;
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glLinkProgram(_program);
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glGetProgramiv(_program, GL_LINK_STATUS, &linked);
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if (linked == GL_FALSE) {
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char buffer[1024];
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glGetShaderInfoLog(shader, 1024, NULL, buffer);
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OsdError(OSD_GLSL_LINK_ERROR, buffer);
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glGetProgramInfoLog(_program, 1024, NULL, buffer);
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OsdError(OSD_GLSL_LINK_ERROR, buffer);
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glDeleteProgram(_program);
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_program = 0;
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// XXX ERROR HANDLE
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return false;
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}
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glDeleteShader(shader);
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_uniformVertexBuffer = glGetUniformLocation(_program, "vertexData");
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_uniformVaryingBuffer = glGetUniformLocation(_program, "varyingData");
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_subComputeFace = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeFace");
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_subComputeQuadFace = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeQuadFace");
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_subComputeTriQuadFace = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeTriQuadFace");
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_subComputeEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeEdge");
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_subComputeBilinearEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "bilinearComputeEdge");
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_subComputeVertex = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "bilinearComputeVertex");
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_subComputeVertexA = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexA");
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_subComputeCatmarkVertexB = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexB");
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_subComputeLoopVertexB = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "loopComputeVertexB");
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_uniformVertexPass = glGetUniformLocation(_program, "vertexPass");
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_uniformVertexOffset = glGetUniformLocation(_program, "vertexOffset");
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_uniformTableOffset = glGetUniformLocation(_program, "tableOffset");
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_uniformIndexStart = glGetUniformLocation(_program, "indexStart");
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_uniformVertexBaseOffset = glGetUniformLocation(_program, "vertexBaseOffset");
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_uniformVaryingBaseOffset = glGetUniformLocation(_program, "varyingBaseOffset");
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_uniformTables[FarSubdivisionTables::F_IT] = glGetUniformLocation(_program, "_F0_IT");
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_uniformTables[FarSubdivisionTables::F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
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_uniformTables[FarSubdivisionTables::E_IT] = glGetUniformLocation(_program, "_E0_IT");
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_uniformTables[FarSubdivisionTables::V_IT] = glGetUniformLocation(_program, "_V0_IT");
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_uniformTables[FarSubdivisionTables::V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
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_uniformTables[FarSubdivisionTables::E_W] = glGetUniformLocation(_program, "_E0_S");
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_uniformTables[FarSubdivisionTables::V_W] = glGetUniformLocation(_program, "_V0_S");
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// set unfiorm locations for edit
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_subEditAdd = glGetSubroutineIndex(_program,
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GL_VERTEX_SHADER, "editAdd");
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_uniformEditPrimVarOffset = glGetUniformLocation(_program, "editPrimVarOffset");
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_uniformEditPrimVarWidth = glGetUniformLocation(_program, "editPrimVarWidth");
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_uniformEditIndices = glGetUniformLocation(_program, "_editIndices");
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_uniformEditValues = glGetUniformLocation(_program, "_editValues");
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_uniformVertexBufferImage = glGetUniformLocation(_program, "_vertexBufferImage");
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return true;
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::transformGpuBufferData(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) const {
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int count = end - start;
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if (count <= 0) return;
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// set batch range
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glUniform1i(_uniformIndexStart, start);
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glUniform1i(_uniformVertexOffset, offset);
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glUniform1i(_uniformTableOffset, tableOffset);
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// XXX: end is not used here now
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OSD_DEBUG_CHECK_GL_ERROR("Uniform index set at offset=%d. start=%d\n",
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offset, start);
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int vertexOrigin = vertexOffset - _vertexOffsetMod;
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int varyingOrigin = varyingOffset - _varyingOffsetMod;
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// set transform feedback buffer
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if (_interleaved) {
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int vertexStride = _vertexStride*sizeof(float);
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer,
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(start + offset)*vertexStride + vertexOrigin*sizeof(float),
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count*vertexStride);
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} else {
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if (vertexBuffer) {
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int vertexStride = _vertexStride*sizeof(float);
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer,
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(start + offset)*vertexStride + vertexOrigin*sizeof(float),
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count*vertexStride);
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}
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if (varyingBuffer){
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int varyingStride = _varyingStride*sizeof(float);
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, varyingBuffer,
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(start + offset)*varyingStride + varyingOrigin*sizeof(float),
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count*varyingStride);
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}
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}
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OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData glBindBufferRange\n");
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glBeginTransformFeedback(GL_POINTS);
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OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData glBeginTransformFeedback\n");
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// draw array -----------------------------------------
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glDrawArrays(GL_POINTS, 0, count);
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OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData DrawArray (%d)\n", count);
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glEndTransformFeedback();
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glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearFaceVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearEdgeVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeBilinearEdge);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearVertexVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertex);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkQuadFaceVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeQuadFace);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkTriQuadFaceVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeTriQuadFace);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkFaceVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkEdgeVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelB(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeCatmarkVertexB);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelA(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end, bool pass) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
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glUniform1i(_uniformVertexPass, pass ? 1 : 0);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopEdgeVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelB(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeLoopVertexB);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelA(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end, bool pass) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
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glUniform1i(_uniformVertexPass, pass ? 1 : 0);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyEditAdd(
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GLuint /* vertexBuffer */, GLuint /* varyingBuffer */,
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int /* vertexOffset */, int /* varyingOffset */,
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int primvarOffset, int primvarWidth,
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int offset, int tableOffset, int start, int end) {
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if (end - start <= 0) return;
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subEditAdd);
|
|
glUniform1i(_uniformEditPrimVarOffset, primvarOffset);
|
|
glUniform1i(_uniformEditPrimVarWidth, primvarWidth);
|
|
|
|
glUniform1i(_uniformIndexStart, start);
|
|
glUniform1i(_uniformVertexOffset, offset);
|
|
glUniform1i(_uniformTableOffset, tableOffset);
|
|
glDrawArrays(GL_POINTS, 0, end - start);
|
|
}
|
|
|
|
void
|
|
OsdGLSLTransformFeedbackKernelBundle::UseProgram(int vertexBaseOffset,
|
|
int varyingBaseOffset) const
|
|
{
|
|
glUseProgram(_program);
|
|
|
|
glUniform1i(_uniformVertexBaseOffset, vertexBaseOffset);
|
|
glUniform1i(_uniformVaryingBaseOffset, varyingBaseOffset);
|
|
}
|
|
|
|
|
|
} // end namespace OPENSUBDIV_VERSION
|
|
} // end namespace OpenSubdiv
|