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