mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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851c00d04c
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.
596 lines
22 KiB
C++
596 lines
22 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#include "../version.h"
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#include "../osd/glslDispatcher.h"
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#include "../osd/local.h"
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#include <GL/glew.h>
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#include <stdlib.h>
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#include <string.h>
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#include <functional>
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#include <algorithm>
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#define OPT_E0_IT_VEC4
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#define OPT_E0_S_VEC2
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#ifdef _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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static const char *shaderSource =
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#include "../osd/glslKernel.inc"
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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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std::vector<OsdGlslKernelDispatcher::ComputeShader> OsdGlslKernelDispatcher::shaderRegistry;
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OsdGlslKernelDispatcher::OsdGlslKernelDispatcher(int levels)
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: OsdKernelDispatcher(levels)
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{
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_currentVertexBuffer = 0;
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_currentVaryingBuffer = 0;
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_shader = 0;
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glGenTextures(1, &_vertexTexture);
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glGenTextures(1, &_varyingTexture);
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_tableBuffers.resize(TABLE_MAX);
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_tableTextures.resize(TABLE_MAX);
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glGenBuffers(TABLE_MAX, &_tableBuffers[0]);
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glGenTextures(TABLE_MAX, &_tableTextures[0]);
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}
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OsdGlslKernelDispatcher::~OsdGlslKernelDispatcher() {
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glDeleteTextures(1, &_vertexTexture);
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glDeleteTextures(1, &_varyingTexture);
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glDeleteBuffers(TABLE_MAX, &_tableBuffers[0]);
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}
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void
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OsdGlslKernelDispatcher::CopyTable(int tableIndex, size_t size, const void *ptr) {
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glBindBuffer(GL_ARRAY_BUFFER, _tableBuffers[tableIndex]);
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glBufferData(GL_ARRAY_BUFFER, size, ptr, GL_STATIC_DRAW);
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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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void
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OsdGlslKernelDispatcher::OnKernelLaunch() {
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glEnable(GL_RASTERIZER_DISCARD);
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_shader->UseProgram();
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//XXX what if loop..
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bindTextureBuffer(_shader->GetTableUniform(F_IT), _tableBuffers[F_IT],
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_tableTextures[F_IT], GL_R32UI, 2);
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bindTextureBuffer(_shader->GetTableUniform(F_ITa), _tableBuffers[F_ITa],
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_tableTextures[F_ITa], GL_R32I, 3);
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#ifdef OPT_E0_IT_VEC4
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bindTextureBuffer(_shader->GetTableUniform(E_IT), _tableBuffers[E_IT],
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_tableTextures[E_IT], GL_RGBA32UI, 4);
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#else
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bindTextureBuffer(_shader->GetTableUniform(E_IT), _tableBuffers[E_IT],
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_tableTextures[E_IT], GL_R32UI, 4);
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#endif
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#ifdef OPT_CATMARK_V_IT_VEC2
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bindTextureBuffer(_shader->GetTableUniform(V_IT), _tableBuffers[V_IT],
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_tableTextures[V_IT], GL_RG32UI, 5);
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#else
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bindTextureBuffer(_shader->GetTableUniform(V_IT), _tableBuffers[V_IT],
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_tableTextures[V_IT], GL_R32UI, 5);
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#endif
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bindTextureBuffer(_shader->GetTableUniform(V_ITa), _tableBuffers[V_ITa],
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_tableTextures[V_ITa], GL_R32I, 6);
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#ifdef OPT_E0_S_VEC2
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bindTextureBuffer(_shader->GetTableUniform(E_W), _tableBuffers[E_W],
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_tableTextures[E_W], GL_RG32F, 7);
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#else
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bindTextureBuffer(_shader->GetTableUniform(E_W), _tableBuffers[E_W],
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_tableTextures[E_W], GL_R32F, 7);
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#endif
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bindTextureBuffer(_shader->GetTableUniform(V_W), _tableBuffers[V_W],
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_tableTextures[V_W], GL_R32F, 8);
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}
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void
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OsdGlslKernelDispatcher::OnKernelFinish() {
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unbindTextureBuffer(2);
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unbindTextureBuffer(3);
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unbindTextureBuffer(4);
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unbindTextureBuffer(5);
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unbindTextureBuffer(6);
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unbindTextureBuffer(7);
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unbindTextureBuffer(8);
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glDisable(GL_RASTERIZER_DISCARD);
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glUseProgram(0);
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}
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OsdVertexBuffer *
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OsdGlslKernelDispatcher::InitializeVertexBuffer(int numElements, int numVertices)
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{
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return new OsdGpuVertexBuffer(numElements, numVertices);
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}
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void
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OsdGlslKernelDispatcher::BindVertexBuffer(OsdVertexBuffer *vertex, OsdVertexBuffer *varying) {
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if (vertex)
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_currentVertexBuffer = dynamic_cast<OsdGpuVertexBuffer *>(vertex);
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else
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_currentVertexBuffer = NULL;
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if (varying)
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_currentVaryingBuffer = dynamic_cast<OsdGpuVertexBuffer *>(varying);
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else
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_currentVaryingBuffer = NULL;
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int numVertexElements = vertex ? vertex->GetNumElements() : 0;
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int numVaryingElements = varying ? varying->GetNumElements() : 0;
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// find appropriate shader program from registry (compile it if needed)
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std::vector<ComputeShader>::iterator it =
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std::find_if(shaderRegistry.begin(), shaderRegistry.end(),
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ComputeShader::Match(numVertexElements, numVaryingElements));
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_shader = NULL;
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if (it != shaderRegistry.end()) {
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_shader = &(*it);
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} else {
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shaderRegistry.push_back(ComputeShader());
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_shader = &shaderRegistry.back();
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_shader->Compile(numVertexElements, numVaryingElements);
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}
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_shader->UseProgram(); // need to bind textures
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// bind vertex texture
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if (_currentVertexBuffer) {
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bindTextureBuffer(_shader->GetVertexUniform(), _currentVertexBuffer->GetGpuBuffer(), _vertexTexture, GL_RGB32F, 0);
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}
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if (_currentVaryingBuffer) {
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bindTextureBuffer(_shader->GetVaryingUniform(), _currentVaryingBuffer->GetGpuBuffer(), _varyingTexture, GL_R32F, 1);
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}
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#if 0 // experiment to use image store function
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glActiveTexture(GL_TEXTURE0 + 0);
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glBindImageTextureEXT(0, _vertexTexture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32F);
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if (_numVarying > 0) {
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glBindImageTextureEXT(1, _vertexTexture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32F);
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}
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#endif
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CHECK_GL_ERROR("BindVertexBuffer \n");
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}
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void
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OsdGlslKernelDispatcher::UnbindVertexBuffer()
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{
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if (_currentVertexBuffer) {
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unbindTextureBuffer(0);
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}
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if (_currentVaryingBuffer) {
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unbindTextureBuffer(1);
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}
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_currentVertexBuffer = NULL;
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_currentVaryingBuffer = NULL;
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}
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void
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OsdGlslKernelDispatcher::Synchronize() {
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glFinish();
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}
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void
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OsdGlslKernelDispatcher::bindTextureBuffer(
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GLuint sampler, GLuint buffer, GLuint texture, GLenum type, int unit) const {
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if (sampler == -1) {
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OSD_ERROR("BindTextureError:: sampler = %d\n", sampler);
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return;
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}
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OSD_DEBUG("BindTextureBuffer unit=%d, sampler=%d, buffer=%d, texture = %d, E%x\n", unit, sampler, buffer, texture, glGetError());
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glUniform1i(sampler, unit);
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CHECK_GL_ERROR("BindTextureBuffer glUniform %d\n", unit);
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glActiveTexture(GL_TEXTURE0 + unit);
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CHECK_GL_ERROR("BindTextureBuffer glActiveTexture %d\n", unit);
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glBindTexture(GL_TEXTURE_BUFFER, texture);
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CHECK_GL_ERROR("BindTextureBuffer glBindTexture %d\n", texture);
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glTexBuffer(GL_TEXTURE_BUFFER, type, buffer);
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CHECK_GL_ERROR("BindTextureBuffer glTexBuffer\n");
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glActiveTexture(GL_TEXTURE0);
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}
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void
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OsdGlslKernelDispatcher::unbindTextureBuffer(int unit) const {
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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void
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OsdGlslKernelDispatcher::ApplyCatmarkFaceVerticesKernel(
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FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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_shader->ApplyCatmarkFaceVerticesKernel(_currentVertexBuffer, _currentVaryingBuffer,
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_tableOffsets[F_IT][level-1],
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_tableOffsets[F_ITa][level-1],
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offset, start, end);
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}
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void
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OsdGlslKernelDispatcher::ApplyCatmarkEdgeVerticesKernel(
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FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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_shader->ApplyCatmarkEdgeVerticesKernel(_currentVertexBuffer, _currentVaryingBuffer,
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_tableOffsets[E_IT][level-1],
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_tableOffsets[E_W][level-1],
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offset, start, end);
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}
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void
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OsdGlslKernelDispatcher::ApplyCatmarkVertexVerticesKernelB(
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FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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_shader->ApplyCatmarkVertexVerticesKernelB(_currentVertexBuffer, _currentVaryingBuffer,
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_tableOffsets[V_IT][level-1],
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_tableOffsets[V_ITa][level-1],
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_tableOffsets[V_W][level-1],
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offset, start, end);
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}
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void
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OsdGlslKernelDispatcher::ApplyCatmarkVertexVerticesKernelA(
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FarMesh<OsdVertex> * mesh, int offset, bool pass, int level, int start, int end, void * data) const {
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_shader->ApplyCatmarkVertexVerticesKernelA(_currentVertexBuffer, _currentVaryingBuffer,
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_tableOffsets[V_ITa][level-1],
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_tableOffsets[V_W][level-1],
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offset, pass, start, end);
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}
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void
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OsdGlslKernelDispatcher::ApplyLoopEdgeVerticesKernel(
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FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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_shader->ApplyLoopEdgeVerticesKernel(_currentVertexBuffer, _currentVaryingBuffer,
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_tableOffsets[E_IT][level-1],
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_tableOffsets[E_W][level-1],
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offset, start, end);
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}
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void
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OsdGlslKernelDispatcher::ApplyLoopVertexVerticesKernelB(
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FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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_shader->ApplyLoopVertexVerticesKernelB(_currentVertexBuffer, _currentVaryingBuffer,
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_tableOffsets[V_IT][level-1],
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_tableOffsets[V_ITa][level-1],
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_tableOffsets[V_W][level-1],
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offset, start, end);
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}
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void
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OsdGlslKernelDispatcher::ApplyLoopVertexVerticesKernelA(
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FarMesh<OsdVertex> * mesh, int offset, bool pass, int level, int start, int end, void * data) const {
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_shader->ApplyLoopVertexVerticesKernelA(_currentVertexBuffer, _currentVaryingBuffer,
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_tableOffsets[V_ITa][level-1],
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_tableOffsets[V_W][level-1],
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offset, pass, start, end);
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}
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// -------------------------------------------------------------------------------
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OsdGlslKernelDispatcher::ComputeShader::ComputeShader() :
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_program(0)
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{
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}
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OsdGlslKernelDispatcher::ComputeShader::~ComputeShader()
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{
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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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OsdGlslKernelDispatcher::ComputeShader::Compile(int numVertexElements, int numVaryingElements) {
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// XXX: NOTE: current GLSL only supports numVertexElements = 6!!!
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assert(numVertexElements == 6);
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_numVertexElements = numVertexElements;
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_numVaryingElements = numVaryingElements;
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_program = glCreateProgram();
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GLuint shader = glCreateShader(GL_VERTEX_SHADER);
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char constantDefine[256];
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snprintf(constantDefine, 256,
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"#define NUM_VARYING_ELEMENTS %d\n", numVaryingElements);
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const char *shaderSources[3];
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shaderSources[0] = constantDefine;
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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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const char *outputs[] = { "outPosition",
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"outNormal",
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"gl_NextBuffer",
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"outVaryingData" };
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int nOutputs = numVaryingElements > 0 ? 4 : 2;
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glTransformFeedbackVaryings(_program, nOutputs, outputs, GL_INTERLEAVED_ATTRIBS);
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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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OSD_ERROR("Fail to link shader\n");
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char buffer[1024];
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glGetShaderInfoLog(shader, 1024, NULL, buffer);
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OSD_ERROR(buffer);
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glGetProgramInfoLog(_program, 1024, NULL, buffer);
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OSD_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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_vertexUniform = glGetUniformLocation(_program, "vertex");
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_varyingUniform = glGetUniformLocation(_program, "varyingData");
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_subComputeFace = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeFace");
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_subComputeEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeEdge");
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_subComputeVertexA = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexA");
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_subComputeVertexB = 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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_uniformIndexStart = glGetUniformLocation(_program, "indexStart");
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_uniformIndexOffset = glGetUniformLocation(_program, "indexOffset");
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_tableUniforms.resize(TABLE_MAX);
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_tableOffsetUniforms.resize(TABLE_MAX);
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_tableUniforms[F_IT] = glGetUniformLocation(_program, "_F0_IT");
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_tableUniforms[F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
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_tableUniforms[E_IT] = glGetUniformLocation(_program, "_E0_IT");
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_tableUniforms[V_IT] = glGetUniformLocation(_program, "_V0_IT");
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_tableUniforms[V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
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_tableUniforms[E_W] = glGetUniformLocation(_program, "_E0_S");
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_tableUniforms[V_W] = glGetUniformLocation(_program, "_V0_S");
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_tableOffsetUniforms[F_IT] = glGetUniformLocation(_program, "F_IT_ofs");
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_tableOffsetUniforms[F_ITa] = glGetUniformLocation(_program, "F_ITa_ofs");
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_tableOffsetUniforms[E_IT] = glGetUniformLocation(_program, "E_IT_ofs");
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_tableOffsetUniforms[V_IT] = glGetUniformLocation(_program, "V_IT_ofs");
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_tableOffsetUniforms[V_ITa] = glGetUniformLocation(_program, "V_ITa_ofs");
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_tableOffsetUniforms[E_W] = glGetUniformLocation(_program, "E_W_ofs");
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_tableOffsetUniforms[V_W] = glGetUniformLocation(_program, "V_W_ofs");
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
OsdGlslKernelDispatcher::ComputeShader::transformGpuBufferData(OsdGpuVertexBuffer *vertexBuffer, OsdGpuVertexBuffer *varyingBuffer,
|
|
GLint offset, int start, int end) const {
|
|
int count = end - start;
|
|
if (count <= 0) return;
|
|
OSD_DEBUG("_transformGpuBufferData offset=%d, count=%d\n", glGetError(), offset, count);
|
|
|
|
// set batch range
|
|
glUniform1i(_uniformIndexStart, start);
|
|
glUniform1i(_uniformIndexOffset, offset);
|
|
// XXX: end is not used here now
|
|
CHECK_GL_ERROR("Uniform index set at offset=%d. start=%d\n", offset, start);
|
|
|
|
// set transform feedback buffer
|
|
if (vertexBuffer) {
|
|
int vertexStride = vertexBuffer->GetNumElements()*sizeof(float);
|
|
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer->GetGpuBuffer(),
|
|
(start+offset)*vertexStride, count*vertexStride);
|
|
}
|
|
|
|
if (varyingBuffer){
|
|
int varyingStride = varyingBuffer->GetNumElements()*sizeof(float);
|
|
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, varyingBuffer->GetGpuBuffer(),
|
|
(start+offset)*varyingStride, count*varyingStride);
|
|
}
|
|
|
|
CHECK_GL_ERROR("transformGpuBufferData glBindBufferRange\n");
|
|
|
|
glBeginTransformFeedback(GL_POINTS);
|
|
|
|
CHECK_GL_ERROR("transformGpuBufferData glBeginTransformFeedback\n");
|
|
|
|
// draw array -----------------------------------------
|
|
glDrawArrays(GL_POINTS, 0, count);
|
|
CHECK_GL_ERROR("transformGpuBufferData DrawArray (%d)\n", count);
|
|
|
|
glEndTransformFeedback();
|
|
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
|
|
|
|
GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
glWaitSync(sync, 0, GL_TIMEOUT_IGNORED);
|
|
glDeleteSync(sync);
|
|
}
|
|
|
|
void
|
|
OsdGlslKernelDispatcher::ComputeShader::ApplyCatmarkFaceVerticesKernel(
|
|
OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying,
|
|
int F_IT_ofs, int F_ITa_ofs, int offset, int start, int end) {
|
|
|
|
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
|
|
glUniform1i(_tableOffsetUniforms[F_IT], F_IT_ofs);
|
|
glUniform1i(_tableOffsetUniforms[F_ITa], F_ITa_ofs);
|
|
transformGpuBufferData(vertex, varying, offset, start, end);
|
|
}
|
|
|
|
void
|
|
OsdGlslKernelDispatcher::ComputeShader::ApplyCatmarkEdgeVerticesKernel(
|
|
OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying,
|
|
int E_IT_ofs, int E_W_ofs, int offset, int start, int end) {
|
|
|
|
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
|
|
glUniform1i(_tableOffsetUniforms[E_IT], E_IT_ofs);
|
|
glUniform1i(_tableOffsetUniforms[E_W], E_W_ofs);
|
|
transformGpuBufferData(vertex, varying, offset, start, end);
|
|
}
|
|
|
|
void
|
|
OsdGlslKernelDispatcher::ComputeShader::ApplyCatmarkVertexVerticesKernelB(
|
|
OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying,
|
|
int V_IT_ofs, int V_ITa_ofs, int V_W_ofs, int offset, int start, int end) {
|
|
|
|
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexB);
|
|
glUniform1i(_tableOffsetUniforms[V_IT], V_IT_ofs);
|
|
glUniform1i(_tableOffsetUniforms[V_ITa], V_ITa_ofs);
|
|
glUniform1i(_tableOffsetUniforms[V_W], V_W_ofs);
|
|
transformGpuBufferData(vertex, varying, offset, start, end);
|
|
}
|
|
|
|
void
|
|
OsdGlslKernelDispatcher::ComputeShader::ApplyCatmarkVertexVerticesKernelA(
|
|
OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying,
|
|
int V_ITa_ofs, int V_W_ofs, int offset, bool pass, int start, int end) {
|
|
|
|
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
|
|
glUniform1i(_uniformVertexPass, pass ? 1 : 0);
|
|
glUniform1i(_tableOffsetUniforms[V_ITa], V_ITa_ofs);
|
|
glUniform1i(_tableOffsetUniforms[V_W], V_W_ofs);
|
|
transformGpuBufferData(vertex, varying, offset, start, end);
|
|
}
|
|
|
|
void
|
|
OsdGlslKernelDispatcher::ComputeShader::ApplyLoopEdgeVerticesKernel(
|
|
OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying,
|
|
int E_IT_ofs, int E_W_ofs, int offset, int start, int end) {
|
|
|
|
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
|
|
glUniform1i(_tableOffsetUniforms[E_IT], E_IT_ofs);
|
|
glUniform1i(_tableOffsetUniforms[E_W], E_W_ofs);
|
|
transformGpuBufferData(vertex, varying, offset, start, end);
|
|
}
|
|
|
|
void
|
|
OsdGlslKernelDispatcher::ComputeShader::ApplyLoopVertexVerticesKernelB(
|
|
OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying,
|
|
int V_IT_ofs, int V_ITa_ofs, int V_W_ofs, int offset, int start, int end) {
|
|
|
|
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeLoopVertexB);
|
|
glUniform1i(_tableOffsetUniforms[V_IT], V_IT_ofs);
|
|
glUniform1i(_tableOffsetUniforms[V_ITa], V_ITa_ofs);
|
|
glUniform1i(_tableOffsetUniforms[V_W], V_W_ofs);
|
|
transformGpuBufferData(vertex, varying, offset, start, end);
|
|
}
|
|
|
|
void
|
|
OsdGlslKernelDispatcher::ComputeShader::ApplyLoopVertexVerticesKernelA(
|
|
OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying,
|
|
int V_ITa_ofs, int V_W_ofs, int offset, bool pass, int start, int end) {
|
|
|
|
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
|
|
glUniform1i(_uniformVertexPass, pass ? 1 : 0);
|
|
glUniform1i(_tableOffsetUniforms[V_ITa], V_ITa_ofs);
|
|
glUniform1i(_tableOffsetUniforms[V_W], V_W_ofs);
|
|
transformGpuBufferData(vertex, varying, offset, start, end);
|
|
}
|
|
|
|
} // end namespace OPENSUBDIV_VERSION
|
|
} // end namespace OpenSubdiv
|