mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 20:20:09 +00:00
ee061291b7
All kernels take offset/length/stride to apply subdivision partially in each vertex elements. Also the offset can be used for client-based VBO aggregation, without modifying index buffers. This is useful for topology sharing, in conjunction with glDrawElementsBaseVertex etc. However, gregory patch shader fetches vertex buffer via texture buffer, which index should also be offsetted too. Although gl_BaseVertexARB extension should be able to do that job, it's a relatively new extension. So we use OsdBaseVertex() call to mitigate the compatibility issue as clients can provide it in their way at least for the time being.
476 lines
17 KiB
C++
476 lines
17 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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#include <sstream>
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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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_numVertexElements(0),
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_vertexStride(0),
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_numVaryingElements(0),
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_varyingStride(0),
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_interleaved(false) {
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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(
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OsdVertexBufferDescriptor const &vertexDesc,
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OsdVertexBufferDescriptor const &varyingDesc,
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bool interleaved) {
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_numVertexElements = vertexDesc.length;
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_vertexStride = vertexDesc.stride;
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_numVaryingElements = varyingDesc.length;
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_varyingStride = varyingDesc.stride;
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_interleaved = interleaved;
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// modulo of vbo offset
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_vertexOffsetMod = (_vertexStride ? vertexDesc.offset % _vertexStride : 0);
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_varyingOffsetMod = (_varyingStride ? varyingDesc.offset % _varyingStride : 0);
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_program = glCreateProgram();
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GLuint shader = glCreateShader(GL_VERTEX_SHADER);
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std::ostringstream defines;
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defines << "#define NUM_VERTEX_ELEMENTS " << _numVertexElements << "\n"
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<< "#define VERTEX_STRIDE " << _vertexStride << "\n"
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<< "#define NUM_VARYING_ELEMENTS " << _numVaryingElements << "\n"
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<< "#define VARYING_STRIDE " << _varyingStride << "\n";
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std::string defineStr = defines.str();
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const char *shaderSources[3];
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shaderSources[0] = defineStr.c_str();
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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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/*
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output attribute array
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- interleaved
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outVertexData[0]
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outVertexData[1]
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outVertexData[2]
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(gl_SkipComponents1)
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outVaryingData[0]
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outVaryingData[1]
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outVaryingData[2]
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outVaryingData[3]
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(gl_SkipComponents1)
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...
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- non-interleaved
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outVertexData[0]
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outVertexData[1]
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outVertexData[2]
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gl_NextBuffer
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outVaryingData[0]
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outVaryingData[1]
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outVaryingData[2]
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outVaryingData[3]
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*/
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if (_interleaved) {
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assert(_vertexStride == _varyingStride);
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assert(_numVertexElements + _numVaryingElements <= _vertexStride);
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char attrName[32];
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for (int i = 0; i < _vertexStride; ++i) {
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int vertexElem = i - _vertexOffsetMod;
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int varyingElem = i - _varyingOffsetMod;
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if (vertexElem >= 0 and vertexElem < _numVertexElements) {
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snprintf(attrName, 32, "outVertexData[%d]", vertexElem);
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outputs.push_back(attrName);
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} else if (varyingElem >= 0 and varyingElem <= _numVaryingElements) {
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snprintf(attrName, 32, "outVaryingData[%d]", varyingElem);
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outputs.push_back(attrName);
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} else {
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outputs.push_back("gl_SkipComponents1");
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}
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}
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} else {
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// non-interleaved
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char attrName[32];
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// vertex data (may include custom vertex data) and varying data
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// are stored into the same buffer, interleaved.
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for (int i = 0; i < _vertexOffsetMod; ++i)
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outputs.push_back("gl_SkipComponents1");
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for (int i = 0; i < _numVertexElements; ++i) {
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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 = _numVertexElements + _vertexOffsetMod; i < _vertexStride; ++i)
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outputs.push_back("gl_SkipComponents1");
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// varying
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if (_numVaryingElements) {
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outputs.push_back("gl_NextBuffer");
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}
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for (int i = 0; i < _varyingOffsetMod; ++i) {
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outputs.push_back("gl_SkipComponents1");
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}
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for (int i = 0; i < _numVaryingElements; ++i) {
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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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for (int i = _numVaryingElements + _varyingOffsetMod; i < _varyingStride; ++i) {
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outputs.push_back("gl_SkipComponents1");
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}
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}
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// convert to char* array
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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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_uniformVertexBaseOffset = glGetUniformLocation(_program, "vertexBaseOffset");
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_uniformVaryingBaseOffset = glGetUniformLocation(_program, "varyingBaseOffset");
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_uniformTables[FarSubdivisionTables::F_IT] = glGetUniformLocation(_program, "_F0_IT");
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_uniformTables[FarSubdivisionTables::F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
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_uniformTables[FarSubdivisionTables::E_IT] = glGetUniformLocation(_program, "_E0_IT");
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_uniformTables[FarSubdivisionTables::V_IT] = glGetUniformLocation(_program, "_V0_IT");
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_uniformTables[FarSubdivisionTables::V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
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_uniformTables[FarSubdivisionTables::E_W] = glGetUniformLocation(_program, "_E0_S");
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_uniformTables[FarSubdivisionTables::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, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, 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, offset);
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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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offset, start);
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int vertexOrigin = vertexOffset - _vertexOffsetMod;
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int varyingOrigin = varyingOffset - _varyingOffsetMod;
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// set transform feedback buffer
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if (_interleaved) {
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int vertexStride = _vertexStride*sizeof(float);
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer,
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(start + offset)*vertexStride + vertexOrigin*sizeof(float),
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count*vertexStride);
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} else {
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if (vertexBuffer) {
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int vertexStride = _vertexStride*sizeof(float);
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer,
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(start + offset)*vertexStride + vertexOrigin*sizeof(float),
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count*vertexStride);
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}
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if (varyingBuffer){
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int varyingStride = _varyingStride*sizeof(float);
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, varyingBuffer,
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(start + offset)*varyingStride + varyingOrigin*sizeof(float),
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count*varyingStride);
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}
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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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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearFaceVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearEdgeVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeBilinearEdge);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearVertexVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertex);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkFaceVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkEdgeVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelB(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeCatmarkVertexB);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelA(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, 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, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopEdgeVerticesKernel(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelB(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeLoopVertexB);
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transformGpuBufferData(vertexBuffer, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelA(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int offset, 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, varyingBuffer,
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vertexOffset, varyingOffset,
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offset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyEditAdd(
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GLuint vertexBuffer, GLuint varyingBuffer,
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int vertexOffset, int varyingOffset,
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int primvarOffset, int primvarWidth,
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int offset, 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, offset);
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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(int vertexBaseOffset,
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int varyingBaseOffset) const
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{
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glUseProgram(_program);
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glUniform1i(_uniformVertexBaseOffset, vertexBaseOffset);
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glUniform1i(_uniformVaryingBaseOffset, varyingBaseOffset);
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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