OpenSubdiv/opensubdiv/osd/glslTransformFeedbackKernelBundle.cpp
jcowles eb09b9e14c Use obj targets for faster CPU/GPU lib builds
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
2014-01-03 14:52:35 -08:00

382 lines
14 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include "../version.h"
#include <stdio.h>
#ifdef _MSC_VER
#define snprintf _snprintf
#endif
#include "../osd/debug.h"
#include "../osd/error.h"
#include "../osd/glslTransformFeedbackKernelBundle.h"
#include "../osd/vertex.h"
#include "../far/subdivisionTables.h"
#include "../osd/opengl.h"
#include <cassert>
#include <string>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
static const char *shaderSource =
#include "../osd/glslTransformFeedbackKernel.gen.h"
;
static const char *shaderDefines = ""
#ifdef OPT_CATMARK_V_IT_VEC2
"#define OPT_CATMARK_V_IT_VEC2\n"
#endif
#ifdef OPT_E0_IT_VEC4
"#define OPT_E0_IT_VEC4\n"
#endif
#ifdef OPT_E0_S_VEC2
"#define OPT_E0_S_VEC2\n"
#endif
;
OsdGLSLTransformFeedbackKernelBundle::OsdGLSLTransformFeedbackKernelBundle()
: _program(0) {
}
OsdGLSLTransformFeedbackKernelBundle::~OsdGLSLTransformFeedbackKernelBundle() {
if (_program)
glDeleteProgram(_program);
}
bool
OsdGLSLTransformFeedbackKernelBundle::Compile(int numVertexElements, int numVaryingElements) {
assert(numVertexElements >= 3); // at least xyz required (for performance reason)
_vdesc.Set(numVertexElements, numVaryingElements);
_program = glCreateProgram();
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
char constantDefine[256];
snprintf(constantDefine, 256,
"#define NUM_VERTEX_ELEMENTS %d\n"
"#define NUM_VARYING_ELEMENTS %d\n",
numVertexElements, numVaryingElements);
const char *shaderSources[3];
shaderSources[0] = constantDefine;
shaderSources[1] = shaderDefines;
shaderSources[2] = shaderSource;
glShaderSource(shader, 3, shaderSources, NULL);
glCompileShader(shader);
glAttachShader(_program, shader);
std::vector<std::string> outputs;
// position and custom vertex data are stored same buffer whereas varying data
// exists on another buffer. "gl_NextBuffer" identifier helps to split them.
for (int i = 0; i < numVertexElements; ++i) {
char attrName[32];
snprintf(attrName, 32, "outVertexData[%d]", i);
outputs.push_back(attrName);
}
for (int i = 0; i < numVaryingElements; ++i) {
if (i == 0 and (not outputs.empty())) {
outputs.push_back("gl_NextBuffer");
}
char attrName[32];
snprintf(attrName, 32, "outVaryingData[%d]", i);
outputs.push_back(attrName);
}
std::vector<const char *> pOutputs;
for (size_t i = 0; i < outputs.size(); ++i) {
pOutputs.push_back(&outputs[i][0]);
}
glTransformFeedbackVaryings(_program, (GLsizei)outputs.size(),
&pOutputs[0], GL_INTERLEAVED_ATTRIBS);
OSD_DEBUG_CHECK_GL_ERROR("Transform feedback initialize\n");
GLint linked = 0;
glLinkProgram(_program);
glGetProgramiv(_program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char buffer[1024];
glGetShaderInfoLog(shader, 1024, NULL, buffer);
OsdError(OSD_GLSL_LINK_ERROR, buffer);
glGetProgramInfoLog(_program, 1024, NULL, buffer);
OsdError(OSD_GLSL_LINK_ERROR, buffer);
glDeleteProgram(_program);
_program = 0;
// XXX ERROR HANDLE
return false;
}
glDeleteShader(shader);
_uniformVertexBuffer = glGetUniformLocation(_program, "vertexData");
_uniformVaryingBuffer = glGetUniformLocation(_program, "varyingData");
_subComputeFace = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeFace");
_subComputeEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeEdge");
_subComputeBilinearEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "bilinearComputeEdge");
_subComputeVertex = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "bilinearComputeVertex");
_subComputeVertexA = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexA");
_subComputeCatmarkVertexB = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexB");
_subComputeLoopVertexB = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "loopComputeVertexB");
_uniformVertexPass = glGetUniformLocation(_program, "vertexPass");
_uniformVertexOffset = glGetUniformLocation(_program, "vertexOffset");
_uniformTableOffset = glGetUniformLocation(_program, "tableOffset");
_uniformIndexStart = glGetUniformLocation(_program, "indexStart");
_uniformTables[FarSubdivisionTables<OsdVertex>::F_IT] = glGetUniformLocation(_program, "_F0_IT");
_uniformTables[FarSubdivisionTables<OsdVertex>::F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
_uniformTables[FarSubdivisionTables<OsdVertex>::E_IT] = glGetUniformLocation(_program, "_E0_IT");
_uniformTables[FarSubdivisionTables<OsdVertex>::V_IT] = glGetUniformLocation(_program, "_V0_IT");
_uniformTables[FarSubdivisionTables<OsdVertex>::V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
_uniformTables[FarSubdivisionTables<OsdVertex>::E_W] = glGetUniformLocation(_program, "_E0_S");
_uniformTables[FarSubdivisionTables<OsdVertex>::V_W] = glGetUniformLocation(_program, "_V0_S");
// set unfiorm locations for edit
_subEditAdd = glGetSubroutineIndex(_program,
GL_VERTEX_SHADER, "editAdd");
_uniformEditPrimVarOffset = glGetUniformLocation(_program, "editPrimVarOffset");
_uniformEditPrimVarWidth = glGetUniformLocation(_program, "editPrimVarWidth");
_uniformEditIndices = glGetUniformLocation(_program, "_editIndices");
_uniformEditValues = glGetUniformLocation(_program, "_editValues");
_uniformVertexBufferImage = glGetUniformLocation(_program, "_vertexBufferImage");
return true;
}
void
OsdGLSLTransformFeedbackKernelBundle::transformGpuBufferData(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int vertexOffset, int tableOffset, int start, int end) const {
int count = end - start;
if (count <= 0) return;
// set batch range
glUniform1i(_uniformIndexStart, start);
glUniform1i(_uniformVertexOffset, vertexOffset);
glUniform1i(_uniformTableOffset, tableOffset);
// XXX: end is not used here now
OSD_DEBUG_CHECK_GL_ERROR("Uniform index set at offset=%d. start=%d\n",
vertexOffset, start);
// set transform feedback buffer
if (vertexBuffer) {
int vertexStride = numVertexElements*sizeof(float);
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer,
(start + vertexOffset)*vertexStride, count*vertexStride);
}
if (varyingBuffer){
int varyingStride = numVaryingElements*sizeof(float);
glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, varyingBuffer,
(start + vertexOffset)*varyingStride, count*varyingStride);
}
OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData glBindBufferRange\n");
glBeginTransformFeedback(GL_POINTS);
OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData glBeginTransformFeedback\n");
// draw array -----------------------------------------
glDrawArrays(GL_POINTS, 0, count);
OSD_DEBUG_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
OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearFaceVerticesKernel(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
vertexOffset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearEdgeVerticesKernel(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeBilinearEdge);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
vertexOffset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearVertexVerticesKernel(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertex);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
vertexOffset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkFaceVerticesKernel(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
vertexOffset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkEdgeVerticesKernel(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
vertexOffset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelB(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeCatmarkVertexB);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
vertexOffset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelA(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int vertexOffset, int tableOffset, int start, int end, bool pass) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
glUniform1i(_uniformVertexPass, pass ? 1 : 0);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
vertexOffset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyLoopEdgeVerticesKernel(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
vertexOffset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelB(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeLoopVertexB);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
vertexOffset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelA(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int vertexOffset, int tableOffset, int start, int end, bool pass) {
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
glUniform1i(_uniformVertexPass, pass ? 1 : 0);
transformGpuBufferData(vertexBuffer, numVertexElements,
varyingBuffer, numVaryingElements,
vertexOffset, tableOffset, start, end);
}
void
OsdGLSLTransformFeedbackKernelBundle::ApplyEditAdd(
GLuint vertexBuffer, int numVertexElements,
GLuint varyingBuffer, int numVaryingElements,
int primvarOffset, int primvarWidth,
int vertexOffset, int tableOffset, int start, int end) {
if (end - start <= 0) return;
glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subEditAdd);
glUniform1i(_uniformEditPrimVarOffset, primvarOffset);
glUniform1i(_uniformEditPrimVarWidth, primvarWidth);
glUniform1i(_uniformIndexStart, start);
glUniform1i(_uniformVertexOffset, vertexOffset);
glUniform1i(_uniformTableOffset, tableOffset);
glDrawArrays(GL_POINTS, 0, end - start);
}
void
OsdGLSLTransformFeedbackKernelBundle::UseProgram() const
{
glUseProgram(_program);
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv