OpenSubdiv/opensubdiv/osd/glslDispatcher.h

239 lines
9.8 KiB
C++

//
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#ifndef OSD_GLSL_DISPATCHER_H
#define OSD_GLSL_DISPATCHER_H
#if not defined(__APPLE__)
#include <GL/gl.h>
#else
#include <OpenGL/gl.h>
#endif
#include "../version.h"
#include "../osd/kernelDispatcher.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
class OsdGlslKernelDispatcher : public OsdKernelDispatcher {
public:
OsdGlslKernelDispatcher(int levels);
virtual ~OsdGlslKernelDispatcher();
virtual void ApplyBilinearFaceVerticesKernel(FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const;
virtual void ApplyBilinearEdgeVerticesKernel(FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const;
virtual void ApplyBilinearVertexVerticesKernel(FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const;
virtual void ApplyCatmarkFaceVerticesKernel(FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const;
virtual void ApplyCatmarkEdgeVerticesKernel(FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const;
virtual void ApplyCatmarkVertexVerticesKernelB(FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const;
virtual void ApplyCatmarkVertexVerticesKernelA(FarMesh<OsdVertex> * mesh, int offset, bool pass, int level, int start, int end, void * data) const;
virtual void ApplyLoopEdgeVerticesKernel(FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const;
virtual void ApplyLoopVertexVerticesKernelB(FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const;
virtual void ApplyLoopVertexVerticesKernelA(FarMesh<OsdVertex> * mesh, int offset, bool pass, int level, int start, int end, void * data) const;
virtual void CopyTable(int tableIndex, size_t size, const void *ptr);
virtual void OnKernelLaunch();
virtual void OnKernelFinish();
virtual OsdVertexBuffer *InitializeVertexBuffer(int numElements, int numVertices);
virtual void BindVertexBuffer(OsdVertexBuffer *vertex, OsdVertexBuffer *varying);
virtual void UnbindVertexBuffer();
virtual void Synchronize();
static OsdKernelDispatcher * Create(int levels) {
return new OsdGlslKernelDispatcher(levels);
}
static void Register() {
Factory::GetInstance().Register(Create, kGLSL);
}
protected:
class ComputeShader {
public:
ComputeShader();
~ComputeShader();
bool Compile(int numVertexElements, int numVaryingElements);
GLuint GetTableUniform(int table) const {
return _tableUniforms[table];
}
GLuint GetVertexUniform() const { return _vertexUniform; }
GLuint GetVaryingUniform() const { return _varyingUniform; }
void ApplyBilinearFaceVerticesKernel(OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying, int F_IT_ofs, int F_ITa_ofs, int offset, int start, int end);
void ApplyBilinearEdgeVerticesKernel(OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying, int E_IT_ofs, int offset, int start, int end);
void ApplyBilinearVertexVerticesKernel(OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying, int V_ITa_ofs, int offset, int start, int end);
void ApplyCatmarkFaceVerticesKernel(OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying, int F_IT_ofs, int F_ITa_ofs, int offset, int start, int end);
void ApplyCatmarkEdgeVerticesKernel(OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying, int E_IT_ofs, int E_W_ofs, int offset, int start, int end);
void ApplyCatmarkVertexVerticesKernelB(OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying, int V_IT_ofs, int V_ITa_ofs, int V_W_ofs, int offset, int start, int end);
void ApplyCatmarkVertexVerticesKernelA(OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying, int V_ITa_ofs, int V_W_ofs, int offset, bool pass, int start, int end);
void ApplyLoopEdgeVerticesKernel(OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying, int E_IT_ofs, int E_W_ofs, int offset, int start, int end);
void ApplyLoopVertexVerticesKernelB(OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying, int V_IT_ofs, int V_ITa_ofs, int V_W_ofs, int offset, int start, int end);
void ApplyLoopVertexVerticesKernelA(OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying, int V_ITa_ofs, int V_W_ofs, int offset, bool pass, int start, int end);
void UseProgram () const;
struct Match {
Match(int numVertexElements, int numVaryingElements) :
_numVertexElements(numVertexElements), _numVaryingElements(numVaryingElements) { }
bool operator() (ComputeShader const & shader) {
return (shader._numVertexElements == _numVertexElements
&& shader._numVaryingElements == _numVaryingElements);
}
int _numVertexElements,
_numVaryingElements;
};
friend struct Match;
private:
void transformGpuBufferData(OsdGpuVertexBuffer *vertex, OsdGpuVertexBuffer *varying,
GLint offset, int start, int end) const;
int _numVertexElements;
int _numVaryingElements;
GLuint _program;
GLuint _uniformVertexPass;
GLuint _uniformIndexStart;
GLuint _uniformIndexOffset;
GLuint _vertexUniform,
_varyingUniform;
// shader locations
GLuint _subComputeFace, // general face-vertex kernel (all schemes)
_subComputeEdge, // edge-vertex kernel (catmark + loop schemes)
_subComputeBilinearEdge, // edge-vertex kernel (bilinear scheme)
_subComputeVertex, // vertex-vertex kernel (bilinear scheme)
_subComputeVertexA, // vertex-vertex kernel A (catmark + loop schemes)
_subComputeCatmarkVertexB, // vertex-vertex kernel B (catmark scheme)
_subComputeLoopVertexB; // vertex-vertex kernel B (loop scheme)
std::vector<GLuint> _tableUniforms;
std::vector<GLuint> _tableOffsetUniforms;
};
void bindTextureBuffer(GLuint sampler, GLuint buffer, GLuint texture, GLenum type, int unit) const;
void unbindTextureBuffer(int unit) const;
ComputeShader * _shader;
// texture for vertex
GLuint _vertexTexture,
_varyingTexture;
OsdGpuVertexBuffer *_currentVertexBuffer,
*_currentVaryingBuffer;
// table buffers
std::vector<GLuint> _tableBuffers;
std::vector<GLuint> _tableTextures;
// static shader registry (XXX tentative..)
static std::vector<ComputeShader> shaderRegistry;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_GLSL_DISPATCHER_H