mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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309 lines
10 KiB
C++
309 lines
10 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/cpuDispatcher.h"
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#include "../osd/cpuKernel.h"
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#include <GL/glew.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdCpuKernelDispatcher::DeviceTable::~DeviceTable() {
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if (devicePtr)
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free(devicePtr);
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}
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void
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OsdCpuKernelDispatcher::DeviceTable::Copy( int size, const void *table ) {
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if (size > 0) {
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if (devicePtr)
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free(devicePtr);
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devicePtr = malloc(size);
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memcpy(devicePtr, table, size);
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}
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}
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OsdCpuKernelDispatcher::OsdCpuKernelDispatcher( int levels, int numVertexElements, int numVaryingElements )
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: OsdKernelDispatcher(levels), _vertexBuffer(0), _varyingBuffer(0), _vbo(NULL), _varyingVbo(NULL), _numVertexElements(numVertexElements), _numVaryingElements(numVaryingElements) {
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_tables.resize(TABLE_MAX);
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}
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OsdCpuKernelDispatcher::~OsdCpuKernelDispatcher() {
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if(_vbo)
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delete[] _vbo;
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if(_varyingVbo)
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delete[] _varyingVbo;
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}
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void
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OsdCpuKernelDispatcher::CopyTable(int tableIndex, size_t size, const void *ptr) {
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_tables[tableIndex].Copy(size, ptr);
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}
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void
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OsdCpuKernelDispatcher::BeginLaunchKernel() { }
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void
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OsdCpuKernelDispatcher::EndLaunchKernel() { }
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void
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OsdCpuKernelDispatcher::BindVertexBuffer(GLuint vertexBuffer, GLuint varyingBuffer) {
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_vertexBuffer = vertexBuffer;
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_varyingBuffer = varyingBuffer;
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}
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void
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OsdCpuKernelDispatcher::UpdateVertexBuffer(size_t size, void *ptr) {
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memcpy(_vbo, ptr, size);
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}
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void
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OsdCpuKernelDispatcher::UpdateVaryingBuffer(size_t size, void *ptr) {
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memcpy(_varyingVbo, ptr, size);
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}
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void
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OsdCpuKernelDispatcher::MapVertexBuffer() {
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// XXX not efficient for CPU
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// copy vbo content to kernel-buffer
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &_vboSize);
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if (_vbo)
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delete[] _vbo;
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_vbo = new float[_vboSize/sizeof(float)];
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// too slow...
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float *buffer = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
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if (buffer) {
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memcpy(_vbo, buffer, _vboSize);
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void
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OsdCpuKernelDispatcher::MapVaryingBuffer() {
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if (_varyingBuffer) {
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glBindBuffer(GL_ARRAY_BUFFER, _varyingBuffer);
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glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &_varyingVboSize);
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if (_varyingVbo)
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delete[] _varyingVbo;
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_varyingVbo = new float[_varyingVboSize/sizeof(float)];
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float *buffer = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
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if (buffer)
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memcpy(_varyingVbo, buffer, _varyingVboSize);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void
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OsdCpuKernelDispatcher::UnmapVertexBuffer() {
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// write back kernel-buffer to vbo
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glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
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float *buffer = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (buffer)
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memcpy(buffer, _vbo, _vboSize);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void
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OsdCpuKernelDispatcher::UnmapVaryingBuffer() {
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if (_varyingBuffer) {
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// write back kernel-buffer to vbo
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glBindBuffer(GL_ARRAY_BUFFER, _varyingBuffer);
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float *buffer = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (buffer)
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memcpy(buffer, _varyingVbo, _varyingVboSize);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void
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OsdCpuKernelDispatcher::Synchronize() { }
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void
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OsdCpuKernelDispatcher::ApplyBilinearFaceVerticesKernel( FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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}
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void
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OsdCpuKernelDispatcher::ApplyBilinearEdgeVerticesKernel( FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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}
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void
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OsdCpuKernelDispatcher::ApplyBilinearVertexVerticesKernel( FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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}
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void
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OsdCpuKernelDispatcher::ApplyCatmarkFaceVerticesKernel( FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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VertexDescriptor vd(_numVertexElements, _numVaryingElements);
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computeFace(&vd, _vbo, _varyingVbo,
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(int*)_tables[F_IT].devicePtr + _tableOffsets[F_IT][level-1],
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(int*)_tables[F_ITa].devicePtr + _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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OsdCpuKernelDispatcher::ApplyCatmarkEdgeVerticesKernel( FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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VertexDescriptor vd(_numVertexElements, _numVaryingElements);
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computeEdge(&vd, _vbo, _varyingVbo,
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(int*)_tables[E_IT].devicePtr + _tableOffsets[E_IT][level-1],
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(float*)_tables[E_W].devicePtr + _tableOffsets[E_W][level-1],
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offset,
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start, end);
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}
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void
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OsdCpuKernelDispatcher::ApplyCatmarkVertexVerticesKernelB( FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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VertexDescriptor vd(_numVertexElements, _numVaryingElements);
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computeVertexB(&vd, _vbo, _varyingVbo,
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(int*)_tables[V_ITa].devicePtr + _tableOffsets[V_ITa][level-1],
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(int*)_tables[V_IT].devicePtr + _tableOffsets[V_IT][level-1],
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(float*)_tables[V_W].devicePtr + _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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OsdCpuKernelDispatcher::ApplyCatmarkVertexVerticesKernelA( FarMesh<OsdVertex> * mesh, int offset, bool pass, int level, int start, int end, void * data) const {
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VertexDescriptor vd(_numVertexElements, _numVaryingElements);
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computeVertexA(&vd, _vbo, _varyingVbo,
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(int*)_tables[V_ITa].devicePtr + _tableOffsets[V_ITa][level-1],
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(float*)_tables[V_W].devicePtr + _tableOffsets[V_W][level-1],
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offset, start, end, pass);
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}
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void
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OsdCpuKernelDispatcher::ApplyLoopEdgeVerticesKernel( FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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VertexDescriptor vd(_numVertexElements, _numVaryingElements);
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computeEdge(&vd, _vbo, _varyingVbo,
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(int*)_tables[E_IT].devicePtr + _tableOffsets[E_IT][level-1],
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(float*)_tables[E_W].devicePtr + _tableOffsets[E_W][level-1],
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offset,
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start, end);
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}
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void
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OsdCpuKernelDispatcher::ApplyLoopVertexVerticesKernelB( FarMesh<OsdVertex> * mesh, int offset, int level, int start, int end, void * data) const {
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VertexDescriptor vd(_numVertexElements, _numVaryingElements);
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computeLoopVertexB(&vd, _vbo, _varyingVbo,
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(int*)_tables[V_ITa].devicePtr + _tableOffsets[V_ITa][level-1],
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(int*)_tables[V_IT].devicePtr + _tableOffsets[V_IT][level-1],
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(float*)_tables[V_W].devicePtr + _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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OsdCpuKernelDispatcher::ApplyLoopVertexVerticesKernelA( FarMesh<OsdVertex> * mesh, int offset, bool pass, int level, int start, int end, void * data) const {
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VertexDescriptor vd(_numVertexElements, _numVaryingElements);
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computeVertexA(&vd, _vbo, _varyingVbo,
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(int*)_tables[V_ITa].devicePtr + _tableOffsets[V_ITa][level-1],
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(float*)_tables[V_W].devicePtr + _tableOffsets[V_W][level-1],
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offset, start, end, pass);
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}
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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