82921ce420
This is always asking for problems. Additionally, that call was leading to OpenGL calls happening from threads.
305 lines
8.9 KiB
C++
305 lines
8.9 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Sergey Sharybin.
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* Brecht van Lommel
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "opensubdiv_capi.h"
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#ifdef _MSC_VER
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# include "iso646.h"
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#endif
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#include <stdlib.h>
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#include <GL/glew.h>
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#include <opensubdiv/osd/glMesh.h>
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/* CPU Backend */
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#include <opensubdiv/osd/cpuGLVertexBuffer.h>
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#include <opensubdiv/osd/cpuEvaluator.h>
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#ifdef OPENSUBDIV_HAS_OPENMP
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# include <opensubdiv/osd/ompEvaluator.h>
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#endif /* OPENSUBDIV_HAS_OPENMP */
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#ifdef OPENSUBDIV_HAS_OPENCL
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# include <opensubdiv/osd/clGLVertexBuffer.h>
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# include <opensubdiv/osd/clEvaluator.h>
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# include "opensubdiv_device_context_opencl.h"
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#endif /* OPENSUBDIV_HAS_OPENCL */
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#ifdef OPENSUBDIV_HAS_CUDA
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# include <opensubdiv/osd/cudaGLVertexBuffer.h>
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# include <opensubdiv/osd/cudaEvaluator.h>
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# include "opensubdiv_device_context_cuda.h"
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#endif /* OPENSUBDIV_HAS_CUDA */
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#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
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# include <opensubdiv/osd/glXFBEvaluator.h>
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# include <opensubdiv/osd/glVertexBuffer.h>
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#endif /* OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK */
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#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
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# include <opensubdiv/osd/glComputeEvaluator.h>
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# include <opensubdiv/osd/glVertexBuffer.h>
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#endif /* OPENSUBDIV_HAS_GLSL_COMPUTE */
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#include <opensubdiv/osd/glPatchTable.h>
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#include <opensubdiv/far/stencilTable.h>
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#include "opensubdiv_intern.h"
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#include "MEM_guardedalloc.h"
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/* **************** Types declaration **************** */
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using OpenSubdiv::Osd::GLMeshInterface;
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using OpenSubdiv::Osd::Mesh;
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using OpenSubdiv::Osd::MeshBitset;
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using OpenSubdiv::Far::StencilTable;
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using OpenSubdiv::Osd::GLPatchTable;
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using OpenSubdiv::Osd::Mesh;
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/* CPU backend */
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using OpenSubdiv::Osd::CpuGLVertexBuffer;
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using OpenSubdiv::Osd::CpuEvaluator;
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typedef Mesh<CpuGLVertexBuffer,
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StencilTable,
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CpuEvaluator,
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GLPatchTable> OsdCpuMesh;
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#ifdef OPENSUBDIV_HAS_OPENMP
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using OpenSubdiv::Osd::OmpEvaluator;
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typedef Mesh<CpuGLVertexBuffer,
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StencilTable,
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OmpEvaluator,
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GLPatchTable> OsdOmpMesh;
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#endif /* OPENSUBDIV_HAS_OPENMP */
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#ifdef OPENSUBDIV_HAS_OPENCL
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using OpenSubdiv::Osd::CLEvaluator;
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using OpenSubdiv::Osd::CLGLVertexBuffer;
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using OpenSubdiv::Osd::CLStencilTable;
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/* TODO(sergey): Use CLDeviceCOntext similar to OSD examples? */
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typedef Mesh<CLGLVertexBuffer,
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CLStencilTable,
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CLEvaluator,
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GLPatchTable,
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CLDeviceContext> OsdCLMesh;
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static CLDeviceContext g_clDeviceContext;
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#endif /* OPENSUBDIV_HAS_OPENCL */
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#ifdef OPENSUBDIV_HAS_CUDA
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using OpenSubdiv::Osd::CudaEvaluator;
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using OpenSubdiv::Osd::CudaGLVertexBuffer;
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using OpenSubdiv::Osd::CudaStencilTable;
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typedef Mesh<CudaGLVertexBuffer,
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CudaStencilTable,
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CudaEvaluator,
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GLPatchTable> OsdCudaMesh;
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static CudaDeviceContext g_cudaDeviceContext;
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#endif /* OPENSUBDIV_HAS_CUDA */
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#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
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using OpenSubdiv::Osd::GLXFBEvaluator;
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using OpenSubdiv::Osd::GLStencilTableTBO;
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using OpenSubdiv::Osd::GLVertexBuffer;
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typedef Mesh<GLVertexBuffer,
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GLStencilTableTBO,
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GLXFBEvaluator,
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GLPatchTable> OsdGLSLTransformFeedbackMesh;
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#endif /* OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK */
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#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
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using OpenSubdiv::Osd::GLComputeEvaluator;
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using OpenSubdiv::Osd::GLStencilTableSSBO;
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using OpenSubdiv::Osd::GLVertexBuffer;
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typedef Mesh<GLVertexBuffer,
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GLStencilTableSSBO,
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GLComputeEvaluator,
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GLPatchTable> OsdGLSLComputeMesh;
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#endif
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struct OpenSubdiv_GLMesh *openSubdiv_createOsdGLMeshFromTopologyRefiner(
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OpenSubdiv_TopologyRefinerDescr *topology_refiner,
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int evaluator_type,
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int level,
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int /*subdivide_uvs*/)
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{
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using OpenSubdiv::Far::TopologyRefiner;
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MeshBitset bits;
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/* TODO(sergey): Adaptive subdivisions are not currently
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* possible because of the lack of tessellation shader.
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*/
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bits.set(OpenSubdiv::Osd::MeshAdaptive, 0);
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bits.set(OpenSubdiv::Osd::MeshUseSingleCreasePatch, 0);
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bits.set(OpenSubdiv::Osd::MeshInterleaveVarying, 1);
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bits.set(OpenSubdiv::Osd::MeshFVarData, 1);
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bits.set(OpenSubdiv::Osd::MeshEndCapBSplineBasis, 1);
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const int num_vertex_elements = 3;
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const int num_varying_elements = 3;
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GLMeshInterface *mesh = NULL;
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TopologyRefiner *refiner = (TopologyRefiner*)topology_refiner;
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switch(evaluator_type) {
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#define CHECK_EVALUATOR_TYPE(type, class) \
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case OPENSUBDIV_EVALUATOR_ ## type: \
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mesh = new class(refiner, \
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num_vertex_elements, \
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num_varying_elements, \
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level, \
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bits); \
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break;
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CHECK_EVALUATOR_TYPE(CPU, OsdCpuMesh)
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#ifdef OPENSUBDIV_HAS_OPENMP
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CHECK_EVALUATOR_TYPE(OPENMP, OsdOmpMesh)
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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CHECK_EVALUATOR_TYPE(OPENCL, OsdCLMesh)
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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CHECK_EVALUATOR_TYPE(CUDA, OsdCudaMesh)
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#endif
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#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
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CHECK_EVALUATOR_TYPE(GLSL_TRANSFORM_FEEDBACK,
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OsdGLSLTransformFeedbackMesh)
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#endif
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#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
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CHECK_EVALUATOR_TYPE(GLSL_COMPUTE, OsdGLSLComputeMesh)
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#endif
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#undef CHECK_EVALUATOR_TYPE
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}
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if (mesh == NULL) {
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return NULL;
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}
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OpenSubdiv_GLMesh *gl_mesh =
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(OpenSubdiv_GLMesh *) OBJECT_GUARDED_NEW(OpenSubdiv_GLMesh);
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gl_mesh->evaluator_type = evaluator_type;
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gl_mesh->descriptor = (OpenSubdiv_GLMeshDescr *) mesh;
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gl_mesh->topology_refiner = (OpenSubdiv_TopologyRefinerDescr*)refiner;
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return gl_mesh;
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}
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void openSubdiv_deleteOsdGLMesh(struct OpenSubdiv_GLMesh *gl_mesh)
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{
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switch (gl_mesh->evaluator_type) {
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#define CHECK_EVALUATOR_TYPE(type, class) \
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case OPENSUBDIV_EVALUATOR_ ## type: \
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delete (class *) gl_mesh->descriptor; \
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break;
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CHECK_EVALUATOR_TYPE(CPU, OsdCpuMesh)
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#ifdef OPENSUBDIV_HAS_OPENMP
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CHECK_EVALUATOR_TYPE(OPENMP, OsdOmpMesh)
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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CHECK_EVALUATOR_TYPE(OPENCL, OsdCLMesh)
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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CHECK_EVALUATOR_TYPE(CUDA, OsdCudaMesh)
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#endif
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#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
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CHECK_EVALUATOR_TYPE(GLSL_TRANSFORM_FEEDBACK,
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OsdGLSLTransformFeedbackMesh)
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#endif
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#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
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CHECK_EVALUATOR_TYPE(GLSL_COMPUTE, OsdGLSLComputeMesh)
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#endif
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#undef CHECK_EVALUATOR_TYPE
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}
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OBJECT_GUARDED_DELETE(gl_mesh, OpenSubdiv_GLMesh);
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}
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unsigned int openSubdiv_getOsdGLMeshPatchIndexBuffer(struct OpenSubdiv_GLMesh *gl_mesh)
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{
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return ((GLMeshInterface *)gl_mesh->descriptor)->GetPatchTable()->GetPatchIndexBuffer();
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}
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unsigned int openSubdiv_getOsdGLMeshVertexBuffer(struct OpenSubdiv_GLMesh *gl_mesh)
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{
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return ((GLMeshInterface *)gl_mesh->descriptor)->BindVertexBuffer();
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}
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void openSubdiv_osdGLMeshUpdateVertexBuffer(struct OpenSubdiv_GLMesh *gl_mesh,
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const float *vertex_data,
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int start_vertex,
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int num_verts)
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{
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((GLMeshInterface *)gl_mesh->descriptor)->UpdateVertexBuffer(vertex_data,
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start_vertex,
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num_verts);
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}
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void openSubdiv_osdGLMeshRefine(struct OpenSubdiv_GLMesh *gl_mesh)
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{
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((GLMeshInterface *)gl_mesh->descriptor)->Refine();
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}
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void openSubdiv_osdGLMeshSynchronize(struct OpenSubdiv_GLMesh *gl_mesh)
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{
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((GLMeshInterface *)gl_mesh->descriptor)->Synchronize();
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}
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void openSubdiv_osdGLMeshBindVertexBuffer(OpenSubdiv_GLMesh *gl_mesh)
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{
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((GLMeshInterface *)gl_mesh->descriptor)->BindVertexBuffer();
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}
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const struct OpenSubdiv_TopologyRefinerDescr *openSubdiv_getGLMeshTopologyRefiner(
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OpenSubdiv_GLMesh *gl_mesh)
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{
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return gl_mesh->topology_refiner;
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}
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int openSubdiv_supportGPUDisplay(void)
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{
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// TODO: simplify extension check once Blender adopts GL 3.2
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return openSubdiv_gpu_legacy_support() &&
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(GLEW_VERSION_3_2 ||
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(GLEW_VERSION_3_1 && GLEW_EXT_geometry_shader4) ||
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(GLEW_VERSION_3_0 && GLEW_EXT_geometry_shader4 && GLEW_ARB_uniform_buffer_object && (GLEW_ARB_texture_buffer_object || GLEW_EXT_texture_buffer_object)));
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/* also ARB_explicit_attrib_location? */
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}
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