mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 20:20:09 +00:00
eb09b9e14c
Further leverage cmake object libraries to share object files for CPU and GPU OSD libraries, avoiding duplicate complation for dynamic/static build passes. CMake restricts object library inputs to header and source files, so the .inc files were renamed to .gen.h (which seems like a better name anyway) to make CMake happy. Also updated the .gitignore file to ignore .gen.h files. Conflicts: opensubdiv/osd/CMakeLists.txt
382 lines
14 KiB
C++
382 lines
14 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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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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}
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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(int numVertexElements, int numVaryingElements) {
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assert(numVertexElements >= 3); // at least xyz required (for performance reason)
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_vdesc.Set(numVertexElements, 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_VERTEX_ELEMENTS %d\n"
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"#define NUM_VARYING_ELEMENTS %d\n",
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numVertexElements, 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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std::vector<std::string> outputs;
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// position and custom vertex data are stored same buffer whereas varying data
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// exists on another buffer. "gl_NextBuffer" identifier helps to split them.
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for (int i = 0; i < numVertexElements; ++i) {
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char attrName[32];
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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 = 0; i < numVaryingElements; ++i) {
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if (i == 0 and (not outputs.empty())) {
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outputs.push_back("gl_NextBuffer");
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}
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char attrName[32];
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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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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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_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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_uniformTables[FarSubdivisionTables<OsdVertex>::F_IT] = glGetUniformLocation(_program, "_F0_IT");
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_uniformTables[FarSubdivisionTables<OsdVertex>::F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
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_uniformTables[FarSubdivisionTables<OsdVertex>::E_IT] = glGetUniformLocation(_program, "_E0_IT");
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_uniformTables[FarSubdivisionTables<OsdVertex>::V_IT] = glGetUniformLocation(_program, "_V0_IT");
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_uniformTables[FarSubdivisionTables<OsdVertex>::V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
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_uniformTables[FarSubdivisionTables<OsdVertex>::E_W] = glGetUniformLocation(_program, "_E0_S");
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_uniformTables[FarSubdivisionTables<OsdVertex>::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, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, 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, vertexOffset);
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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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vertexOffset, start);
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// set transform feedback buffer
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if (vertexBuffer) {
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int vertexStride = numVertexElements*sizeof(float);
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer,
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(start + vertexOffset)*vertexStride, count*vertexStride);
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}
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if (varyingBuffer){
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int varyingStride = numVaryingElements*sizeof(float);
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, varyingBuffer,
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(start + vertexOffset)*varyingStride, count*varyingStride);
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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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GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glWaitSync(sync, 0, GL_TIMEOUT_IGNORED);
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glDeleteSync(sync);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearFaceVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearEdgeVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeBilinearEdge);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearVertexVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertex);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkFaceVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkEdgeVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelB(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeCatmarkVertexB);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelA(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, 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, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopEdgeVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelB(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeLoopVertexB);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelA(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, 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, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyEditAdd(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int primvarOffset, int primvarWidth,
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int vertexOffset, 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);
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glUniform1i(_uniformEditPrimVarOffset, primvarOffset);
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glUniform1i(_uniformEditPrimVarWidth, primvarWidth);
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glUniform1i(_uniformIndexStart, start);
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glUniform1i(_uniformVertexOffset, vertexOffset);
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glUniform1i(_uniformTableOffset, tableOffset);
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glDrawArrays(GL_POINTS, 0, end - start);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::UseProgram() const
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{
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glUseProgram(_program);
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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