OpenSubdiv/opensubdiv/osd/glslKernelBundle.cpp
manuelk 3ae50d1c50 Amending Apache license language & file headers.
New text:

     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.
2013-09-26 12:04:57 -07:00

280 lines
9.8 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 <stdio.h>
#ifdef _MSC_VER
#define snprintf _snprintf
#endif
#include "../osd/debug.h"
#include "../osd/error.h"
#include "../osd/glslKernelBundle.h"
#include "../osd/vertex.h"
#include "../far/subdivisionTables.h"
#include "../osd/opengl.h"
#include <cassert>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
static const char *shaderSource =
#include "../osd/glslComputeKernel.inc"
;
OsdGLSLComputeKernelBundle::OsdGLSLComputeKernelBundle()
: _program(0) {
// XXX: too rough!
_workGroupSize = 64;
}
OsdGLSLComputeKernelBundle::~OsdGLSLComputeKernelBundle() {
if (_program)
glDeleteProgram(_program);
}
bool
OsdGLSLComputeKernelBundle::Compile(int numVertexElements, int numVaryingElements) {
_vdesc.Set(numVertexElements, numVaryingElements );
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
_program = glCreateProgram();
GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
char constantDefine[256];
snprintf(constantDefine, 256,
"#define NUM_VERTEX_ELEMENTS %d\n"
"#define NUM_VARYING_ELEMENTS %d\n"
"#define WORK_GROUP_SIZE %d\n",
numVertexElements, numVaryingElements, _workGroupSize);
const char *shaderSources[3];
shaderSources[0] = constantDefine;
shaderSources[1] = shaderSource;
glShaderSource(shader, 2, shaderSources, NULL);
glCompileShader(shader);
glAttachShader(_program, shader);
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
printf("%s\n", constantDefine);
assert(false);
return false;
}
glDeleteShader(shader);
_subComputeFace = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"catmarkComputeFace");
_subComputeEdge = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"catmarkComputeEdge");
_subComputeBilinearEdge = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"bilinearComputeEdge");
_subComputeVertex = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"bilinearComputeVertex");
_subComputeVertexA = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"catmarkComputeVertexA");
_subComputeCatmarkVertexB = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"catmarkComputeVertexB");
_subComputeLoopVertexB = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"loopComputeVertexB");
// set uniform locations for compute
_uniformVertexPass = glGetUniformLocation(_program, "vertexPass");
_uniformVertexOffset = glGetUniformLocation(_program, "vertexOffset");
_uniformTableOffset = glGetUniformLocation(_program, "tableOffset");
_uniformIndexStart = glGetUniformLocation(_program, "indexStart");
_uniformIndexEnd = glGetUniformLocation(_program, "indexEnd");
_tableUniforms[FarSubdivisionTables<OsdVertex>::F_IT] = glGetUniformLocation(_program, "_F0_IT");
_tableUniforms[FarSubdivisionTables<OsdVertex>::F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
_tableUniforms[FarSubdivisionTables<OsdVertex>::E_IT] = glGetUniformLocation(_program, "_E0_IT");
_tableUniforms[FarSubdivisionTables<OsdVertex>::V_IT] = glGetUniformLocation(_program, "_V0_IT");
_tableUniforms[FarSubdivisionTables<OsdVertex>::V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
_tableUniforms[FarSubdivisionTables<OsdVertex>::E_W] = glGetUniformLocation(_program, "_E0_S");
_tableUniforms[FarSubdivisionTables<OsdVertex>::V_W] = glGetUniformLocation(_program, "_V0_S");
// set unfiorm locations for edit
_subEditAdd = glGetSubroutineIndex(_program,
GL_COMPUTE_SHADER,
"editAdd");
_uniformEditPrimVarOffset = glGetUniformLocation(_program, "editPrimVarOffset");
_uniformEditPrimVarWidth = glGetUniformLocation(_program, "editPrimVarWidth");
return true;
}
void
OsdGLSLComputeKernelBundle::dispatchCompute(
int vertexOffset, int tableOffset, int start, int end) const {
int count = end - start;
if (count <= 0) return;
// set batch range
glUniform1i(_uniformVertexOffset, vertexOffset);
glUniform1i(_uniformTableOffset, tableOffset);
glUniform1i(_uniformIndexStart, start);
glUniform1i(_uniformIndexEnd, end);
// execute
glDispatchCompute(count/_workGroupSize + 1, 1, 1);
// sync for later reading (slow..)
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
}
void
OsdGLSLComputeKernelBundle::ApplyBilinearFaceVerticesKernel(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeFace);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyBilinearEdgeVerticesKernel(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeBilinearEdge);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyBilinearVertexVerticesKernel(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeVertex);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyCatmarkFaceVerticesKernel(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeFace);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyCatmarkEdgeVerticesKernel(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeEdge);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyCatmarkVertexVerticesKernelB(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeCatmarkVertexB);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyCatmarkVertexVerticesKernelA(
int vertexOffset, int tableOffset, int start, int end, bool pass) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeVertexA);
glUniform1i(_uniformVertexPass, pass ? 1 : 0);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyLoopEdgeVerticesKernel(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeEdge);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyLoopVertexVerticesKernelB(
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeLoopVertexB);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyLoopVertexVerticesKernelA(
int vertexOffset, int tableOffset, int start, int end, bool pass) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subComputeVertexA);
glUniform1i(_uniformVertexPass, pass ? 1 : 0);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::ApplyEditAdd(
int primvarOffset, int primvarWidth,
int vertexOffset, int tableOffset, int start, int end) {
glUniformSubroutinesuiv(GL_COMPUTE_SHADER, 1, &_subEditAdd);
glUniform1i(_uniformEditPrimVarOffset, primvarOffset);
glUniform1i(_uniformEditPrimVarWidth, primvarWidth);
dispatchCompute(vertexOffset, tableOffset, start, end);
}
void
OsdGLSLComputeKernelBundle::UseProgram() const
{
glUseProgram(_program);
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv