mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 04:00:07 +00:00
a7c5179ef9
replace all occurrences reffering PatchTables, StencilTables, and their factories.
354 lines
11 KiB
C++
354 lines
11 KiB
C++
//
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// Copyright 2015 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/glXFBEvaluator.h"
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#include <sstream>
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#include <string>
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#include <vector>
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#include <cstdio>
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#include "../far/error.h"
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#include "../far/stencilTable.h"
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#if _MSC_VER
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#define snprintf _snprintf
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#endif
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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static const char *shaderSource =
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#include "../osd/glslXFBKernel.gen.h"
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;
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template <class T> GLuint
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createGLTextureBuffer(std::vector<T> const & src, GLenum type) {
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GLint size = static_cast<int>(src.size()*sizeof(T));
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void const * ptr = &src.at(0);
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GLuint buffer;
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glGenBuffers(1, &buffer);
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GLuint devicePtr;
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glGenTextures(1, &devicePtr);
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#if defined(GL_EXT_direct_state_access)
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if (glNamedBufferDataEXT && glTextureBufferEXT) {
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glNamedBufferDataEXT(buffer, size, ptr, GL_STATIC_DRAW);
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glTextureBufferEXT(devicePtr, GL_TEXTURE_BUFFER, type, buffer);
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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_ARRAY_BUFFER_BINDING, &prev);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, size, ptr, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, prev);
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glGetIntegerv(GL_TEXTURE_BINDING_BUFFER, &prev);
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glBindTexture(GL_TEXTURE_BUFFER, devicePtr);
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glTexBuffer(GL_TEXTURE_BUFFER, type, buffer);
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glBindTexture(GL_TEXTURE_BUFFER, prev);
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}
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glDeleteBuffers(1, &buffer);
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return devicePtr;
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}
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GLStencilTableTBO::GLStencilTableTBO(
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Far::StencilTable const *stencilTable) {
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_numStencils = stencilTable->GetNumStencils();
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if (_numStencils > 0) {
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_sizes = createGLTextureBuffer(stencilTable->GetSizes(), GL_R32UI);
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_offsets = createGLTextureBuffer(
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stencilTable->GetOffsets(), GL_R32I);
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_indices = createGLTextureBuffer(
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stencilTable->GetControlIndices(), GL_R32I);
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_weights = createGLTextureBuffer(stencilTable->GetWeights(), GL_R32F);
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} else {
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_sizes = _offsets = _indices = _weights = 0;
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}
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}
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GLStencilTableTBO::~GLStencilTableTBO() {
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if (_sizes) glDeleteTextures(1, &_sizes);
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if (_offsets) glDeleteTextures(1, &_offsets);
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if (_weights) glDeleteTextures(1, &_weights);
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if (_indices) glDeleteTextures(1, &_indices);
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}
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// ---------------------------------------------------------------------------
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GLXFBEvaluator::GLXFBEvaluator() :
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_program(0), _srcBufferTexture(0),
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_uniformSrcBufferTexture(0), _uniformSizesTexture(0),
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_uniformOffsetsTexture(0), _uniformIndicesTexture(0),
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_uniformWeightsTexture(0), _uniformStart(0), _uniformEnd(0),
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_uniformSrcOffset(0) {
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}
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GLXFBEvaluator::~GLXFBEvaluator() {
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if (_program) {
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glDeleteProgram(_program);
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}
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if (_srcBufferTexture) {
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glDeleteTextures(1, &_srcBufferTexture);
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}
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}
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bool
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GLXFBEvaluator::Compile(VertexBufferDescriptor const &srcDesc,
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VertexBufferDescriptor const &dstDesc) {
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if (_program) {
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glDeleteProgram(_program);
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_program = 0;
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}
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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 LENGTH " << srcDesc.length << "\n"
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<< "#define SRC_STRIDE " << srcDesc.stride << "\n";
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std::string defineStr = defines.str();
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const char *shaderSources[3] = {"#version 410\n", NULL, NULL};
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shaderSources[1] = defineStr.c_str();
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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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std::vector<const char *> pOutputs;
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{
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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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//
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// (gl_SkipComponents1)
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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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//
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// note that "primvarOffset" in shader is still needed to read
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// interleaved components even if gl_SkipComponents is used.
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//
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char attrName[32];
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int primvarOffset = (dstDesc.offset % dstDesc.stride);
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for (int i = 0; i < primvarOffset; ++i) {
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outputs.push_back("gl_SkipComponents1");
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}
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for (int i = 0; i < dstDesc.length; ++i) {
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snprintf(attrName, sizeof(attrName), "outVertexBuffer[%d]", i);
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outputs.push_back(attrName);
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}
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for (int i = primvarOffset + dstDesc.length; i < dstDesc.stride; ++i) {
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outputs.push_back("gl_SkipComponents1");
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}
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// convert to char* array
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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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}
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glTransformFeedbackVaryings(_program, (GLsizei)outputs.size(),
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&pOutputs[0], GL_INTERLEAVED_ATTRIBS);
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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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Far::Error(Far::FAR_RUNTIME_ERROR, buffer);
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glGetProgramInfoLog(_program, 1024, NULL, buffer);
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Far::Error(Far::FAR_RUNTIME_ERROR, buffer);
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glDeleteProgram(_program);
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_program = 0;
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return false;
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}
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glDeleteShader(shader);
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// set uniform locations for compute kernels
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_uniformSrcBufferTexture = glGetUniformLocation(_program, "vertexBuffer");
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_uniformSizesTexture = glGetUniformLocation(_program, "sizes");
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_uniformOffsetsTexture = glGetUniformLocation(_program, "offsets");
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_uniformIndicesTexture = glGetUniformLocation(_program, "indices");
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_uniformWeightsTexture = glGetUniformLocation(_program, "weights");
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_uniformStart = glGetUniformLocation(_program, "batchStart");
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_uniformEnd = glGetUniformLocation(_program, "batchEnd");
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_uniformSrcOffset = glGetUniformLocation(_program, "srcOffset");
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// create a texture for input buffer
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if (!_srcBufferTexture) {
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glGenTextures(1, &_srcBufferTexture);
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}
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return true;
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}
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/* static */
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void
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GLXFBEvaluator::Synchronize(void * /*kernel*/) {
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// XXX: this is currently just for the test purpose.
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// need to be reimplemented by fence and sync.
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glFinish();
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}
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static void
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bindTexture(GLint sampler, GLuint texture, int unit) {
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if (sampler == -1) {
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return;
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}
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glUniform1i(sampler, unit);
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_BUFFER, texture);
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glActiveTexture(GL_TEXTURE0);
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}
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bool
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GLXFBEvaluator::EvalStencils(GLuint srcBuffer,
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VertexBufferDescriptor const &srcDesc,
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GLuint dstBuffer,
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VertexBufferDescriptor const &dstDesc,
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GLuint sizesTexture,
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GLuint offsetsTexture,
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GLuint indicesTexture,
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GLuint weightsTexture,
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int start,
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int end) const {
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if (!_program) return false;
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int count = end - start;
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if (count <= 0) {
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return true;
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}
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// bind vertex array
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// always create new one, to be safe with multiple contexts (slow though)
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GLuint vao = 0;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glEnable(GL_RASTERIZER_DISCARD);
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glUseProgram(_program);
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// Set input VBO as a texture buffer.
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glBindTexture(GL_TEXTURE_BUFFER, _srcBufferTexture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, srcBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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bindTexture(_uniformSrcBufferTexture, _srcBufferTexture, 0);
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// bind stencil table textures.
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bindTexture(_uniformSizesTexture, sizesTexture, 1);
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bindTexture(_uniformOffsetsTexture, offsetsTexture, 2);
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bindTexture(_uniformIndicesTexture, indicesTexture, 3);
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bindTexture(_uniformWeightsTexture, weightsTexture, 4);
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// set batch range
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glUniform1i(_uniformStart, start);
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glUniform1i(_uniformEnd, end);
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glUniform1i(_uniformSrcOffset, srcDesc.offset);
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// The destination buffer is bound at vertex boundary.
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//
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// Example: When we have a batched and interleaved vertex buffer
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//
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// Obj X | Obj Y |
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// -----------+-------------------------------------------+-------
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// | vtx 0 | vtx 1 | |
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// -----------+---------------+---------------+-----------+-------
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// | x y z r g b a | x y z r g b a | .... |
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// -----------+---------------+---------------+-----------+-------
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// ^
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// srcDesc.offset for Obj Y color
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//
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// ^-------------------------------------------^
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// XFB destination buffer range
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// S S S * * * *
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// k k k
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// i i i
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// p p p
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//
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// We use gl_SkipComponents to skip the first 3 XYZ so the
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// buffer itself needs to be bound for entire section of ObjY.
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//
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// Note that for the source buffer (texture) we bind the whole
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// buffer (all VBO range) and use srcOffset=srcDesc.offset for
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// indexing.
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//
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int dstBufferBindOffset =
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dstDesc.offset - (dstDesc.offset % dstDesc.stride);
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// bind destination buffer
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER,
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0, dstBuffer,
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dstBufferBindOffset * sizeof(float),
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count * dstDesc.stride * sizeof(float));
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glBeginTransformFeedback(GL_POINTS);
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glDrawArrays(GL_POINTS, 0, count);
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glEndTransformFeedback();
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glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
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for (int i = 0; i < 5; ++i) {
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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glDisable(GL_RASTERIZER_DISCARD);
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glUseProgram(0);
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glActiveTexture(GL_TEXTURE0);
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// revert vao
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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return true;
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}
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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