OpenSubdiv/opensubdiv/osd/cpuKernel.h
Takahito Tejima 851c00d04c Added OsdVertexBuffer class. OsdMesh no longer has vertex buffer and vertex
specification (how many elements exists in the buffer).
client will create OsdVertexBuffer and provide it as an argument of
OsdMesh::Subdivide() function. It would be more flexible and hopefully matches
various use cases.

Since each dispatcher has to accept arbitrary vertex buffer, introduced a simple
shader registry into glslDispatcher. It will configure shaders for given vertex
elements on demand (for now, just works only for varying buffer).

Fixed cuda kernel's GL resource leakage. Since cuda GL interop seems one-way,
OsdCudaVertexBuffer manages vertex updating instead of just using
OsdGpuVertexBuffer.

Cleaned up some kernel codes and renamed ambiguous names.
2012-06-12 16:28:17 -07:00

122 lines
5.4 KiB
C++

//
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#ifndef OSD_CPU_KERNEL_H
#define OSD_CPU_KERNEL_H
#include "../version.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
struct VertexDescriptor {
VertexDescriptor(int numVertexElem, int numVaryingElem)
: numVertexElements(numVertexElem), numVaryingElements(numVaryingElem) { }
void Clear(float *vertex, float *varying, int index) const {
if (vertex) {
for (int i = 0; i < numVertexElements; ++i)
vertex[index*numVertexElements+i] = 0.0f;
}
if (varying) {
for (int i = 0; i < numVaryingElements; ++i)
varying[index*numVaryingElements+i] = 0.0f;
}
}
void AddWithWeight(float *vertex, int dstIndex, int srcIndex, float weight) const {
int d = dstIndex * numVertexElements;
int s = srcIndex * numVertexElements;
for (int i = 0; i < numVertexElements; ++i)
vertex[d++] += vertex[s++] * weight;
}
void AddVaryingWithWeight(float *varying, int dstIndex, int srcIndex, float weight) const {
int d = dstIndex * numVaryingElements;
int s = srcIndex * numVaryingElements;
for (int i = 0; i < numVaryingElements; ++i)
varying[d++] += varying[s++] * weight;
}
int numVertexElements;
int numVaryingElements;
};
extern "C" {
void computeFace(const VertexDescriptor *vdesc, float * vertex, float * varying, const int *F_IT, const int *F_ITa, int offset, int start, int end);
void computeEdge(const VertexDescriptor *vdesc, float *vertex, float * varying, const int *E_IT, const float *E_W, int offset, int start, int end);
void computeVertexA(const VertexDescriptor *vdesc, float *vertex, float * varying, const int *V_ITa, const float *V_W, int offset, int start, int end, int pass);
void computeVertexB(const VertexDescriptor *vdesc, float *vertex, float * varying, const int *V_ITa, const int *V_IT, const float *V_W, int offset, int start, int end);
void computeLoopVertexB(const VertexDescriptor *vdesc, float *vertex, float * varying, const int *V_ITa, const int *V_IT, const float *V_W, int offset, int start, int end);
void computeBilinearEdge(const VertexDescriptor *vdesc, float *vertex, float * varying, const int *E_IT, int offset, int start, int end);
void computeBilinearVertex(const VertexDescriptor *vdesc, float *vertex, float * varying, const int *V_ITa, int offset, int start, int end);
}
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif /* OSD_CPU_KERNEL_H */