blender/intern/opensubdiv/internal/evaluator/gl_compute_evaluator.cc

664 lines
25 KiB
C++

//
// Copyright 2015 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 <epoxy/gl.h>
/* There are few aspects here:
* - macOS is strict about including both gl.h and gl3.h
* - libepoxy only pretends to be a replacement for gl.h
* - OpenSubdiv internally uses `OpenGL/gl3.h` on macOS
*
* In order to silence the warning pretend that gl3 has been included, fully relying on symbols
* from the epoxy.
*
* This works differently from how OpenSubdiv internally will use `OpenGL/gl3.h` without epoxy.
* Sounds fragile, but so far things seems to work. */
#if defined(__APPLE__)
# define __gl3_h_
#endif
#include "gl_compute_evaluator.h"
#include <opensubdiv/far/error.h>
#include <opensubdiv/far/patchDescriptor.h>
#include <opensubdiv/far/stencilTable.h>
#include <opensubdiv/osd/glslPatchShaderSource.h>
#include <cassert>
#include <cmath>
#include <sstream>
#include <string>
#include <vector>
using OpenSubdiv::Far::LimitStencilTable;
using OpenSubdiv::Far::StencilTable;
using OpenSubdiv::Osd::BufferDescriptor;
using OpenSubdiv::Osd::PatchArray;
using OpenSubdiv::Osd::PatchArrayVector;
extern "C" char datatoc_glsl_compute_kernel_glsl[];
namespace blender {
namespace opensubdiv {
template<class T> GLuint createSSBO(std::vector<T> const &src)
{
if (src.empty()) {
return 0;
}
GLuint devicePtr = 0;
#if defined(GL_ARB_direct_state_access)
if (epoxy_has_gl_extension("GL_ARB_direct_state_access")) {
glCreateBuffers(1, &devicePtr);
glNamedBufferData(devicePtr, src.size() * sizeof(T), &src.at(0), GL_STATIC_DRAW);
}
else
#endif
{
GLint prev = 0;
glGetIntegerv(GL_SHADER_STORAGE_BUFFER_BINDING, &prev);
glGenBuffers(1, &devicePtr);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, devicePtr);
glBufferData(GL_SHADER_STORAGE_BUFFER, src.size() * sizeof(T), &src.at(0), GL_STATIC_DRAW);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, prev);
}
return devicePtr;
}
GLStencilTableSSBO::GLStencilTableSSBO(StencilTable const *stencilTable)
{
_numStencils = stencilTable->GetNumStencils();
if (_numStencils > 0) {
_sizes = createSSBO(stencilTable->GetSizes());
_offsets = createSSBO(stencilTable->GetOffsets());
_indices = createSSBO(stencilTable->GetControlIndices());
_weights = createSSBO(stencilTable->GetWeights());
_duWeights = _dvWeights = 0;
_duuWeights = _duvWeights = _dvvWeights = 0;
}
else {
_sizes = _offsets = _indices = _weights = 0;
_duWeights = _dvWeights = 0;
_duuWeights = _duvWeights = _dvvWeights = 0;
}
}
GLStencilTableSSBO::GLStencilTableSSBO(LimitStencilTable const *limitStencilTable)
{
_numStencils = limitStencilTable->GetNumStencils();
if (_numStencils > 0) {
_sizes = createSSBO(limitStencilTable->GetSizes());
_offsets = createSSBO(limitStencilTable->GetOffsets());
_indices = createSSBO(limitStencilTable->GetControlIndices());
_weights = createSSBO(limitStencilTable->GetWeights());
_duWeights = createSSBO(limitStencilTable->GetDuWeights());
_dvWeights = createSSBO(limitStencilTable->GetDvWeights());
_duuWeights = createSSBO(limitStencilTable->GetDuuWeights());
_duvWeights = createSSBO(limitStencilTable->GetDuvWeights());
_dvvWeights = createSSBO(limitStencilTable->GetDvvWeights());
}
else {
_sizes = _offsets = _indices = _weights = 0;
_duWeights = _dvWeights = 0;
_duuWeights = _duvWeights = _dvvWeights = 0;
}
}
GLStencilTableSSBO::~GLStencilTableSSBO()
{
if (_sizes)
glDeleteBuffers(1, &_sizes);
if (_offsets)
glDeleteBuffers(1, &_offsets);
if (_indices)
glDeleteBuffers(1, &_indices);
if (_weights)
glDeleteBuffers(1, &_weights);
if (_duWeights)
glDeleteBuffers(1, &_duWeights);
if (_dvWeights)
glDeleteBuffers(1, &_dvWeights);
if (_duuWeights)
glDeleteBuffers(1, &_duuWeights);
if (_duvWeights)
glDeleteBuffers(1, &_duvWeights);
if (_dvvWeights)
glDeleteBuffers(1, &_dvvWeights);
}
// ---------------------------------------------------------------------------
GLComputeEvaluator::GLComputeEvaluator() : _workGroupSize(64), _patchArraysSSBO(0)
{
memset((void *)&_stencilKernel, 0, sizeof(_stencilKernel));
memset((void *)&_patchKernel, 0, sizeof(_patchKernel));
}
GLComputeEvaluator::~GLComputeEvaluator()
{
if (_patchArraysSSBO) {
glDeleteBuffers(1, &_patchArraysSSBO);
}
}
static GLuint compileKernel(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
BufferDescriptor const &duuDesc,
BufferDescriptor const &duvDesc,
BufferDescriptor const &dvvDesc,
const char *kernelDefine,
int workGroupSize)
{
GLuint program = glCreateProgram();
GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
std::string patchBasisShaderSource =
OpenSubdiv::Osd::GLSLPatchShaderSource::GetPatchBasisShaderSource();
const char *patchBasisShaderSourceDefine = "#define OSD_PATCH_BASIS_GLSL\n";
std::ostringstream defines;
defines << "#define LENGTH " << srcDesc.length << "\n"
<< "#define SRC_STRIDE " << srcDesc.stride << "\n"
<< "#define DST_STRIDE " << dstDesc.stride << "\n"
<< "#define WORK_GROUP_SIZE " << workGroupSize << "\n"
<< kernelDefine << "\n"
<< patchBasisShaderSourceDefine << "\n";
bool deriv1 = (duDesc.length > 0 || dvDesc.length > 0);
bool deriv2 = (duuDesc.length > 0 || duvDesc.length > 0 || dvvDesc.length > 0);
if (deriv1) {
defines << "#define OPENSUBDIV_GLSL_COMPUTE_USE_1ST_DERIVATIVES\n";
}
if (deriv2) {
defines << "#define OPENSUBDIV_GLSL_COMPUTE_USE_2ND_DERIVATIVES\n";
}
std::string defineStr = defines.str();
const char *shaderSources[4] = {"#version 430\n", 0, 0, 0};
shaderSources[1] = defineStr.c_str();
shaderSources[2] = patchBasisShaderSource.c_str();
shaderSources[3] = datatoc_glsl_compute_kernel_glsl;
glShaderSource(shader, 4, 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);
OpenSubdiv::Far::Error(OpenSubdiv::Far::FAR_RUNTIME_ERROR, buffer);
glGetProgramInfoLog(program, 1024, NULL, buffer);
OpenSubdiv::Far::Error(OpenSubdiv::Far::FAR_RUNTIME_ERROR, buffer);
glDeleteProgram(program);
return 0;
}
glDeleteShader(shader);
return program;
}
bool GLComputeEvaluator::Compile(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
BufferDescriptor const &duuDesc,
BufferDescriptor const &duvDesc,
BufferDescriptor const &dvvDesc)
{
// create a stencil kernel
if (!_stencilKernel.Compile(
srcDesc, dstDesc, duDesc, dvDesc, duuDesc, duvDesc, dvvDesc, _workGroupSize))
{
return false;
}
// create a patch kernel
if (!_patchKernel.Compile(
srcDesc, dstDesc, duDesc, dvDesc, duuDesc, duvDesc, dvvDesc, _workGroupSize))
{
return false;
}
// create a patch arrays buffer
if (!_patchArraysSSBO) {
glGenBuffers(1, &_patchArraysSSBO);
}
return true;
}
/* static */
void GLComputeEvaluator::Synchronize(void * /*kernel*/)
{
// XXX: this is currently just for the performance measuring purpose.
// need to be reimplemented by fence and sync.
glFinish();
}
int GLComputeEvaluator::GetDispatchSize(int count) const
{
return (count + _workGroupSize - 1) / _workGroupSize;
}
void GLComputeEvaluator::DispatchCompute(int totalDispatchSize) const
{
int maxWorkGroupCount[2] = {0, 0};
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &maxWorkGroupCount[0]);
glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &maxWorkGroupCount[1]);
const GLuint maxResX = static_cast<GLuint>(maxWorkGroupCount[0]);
const int dispatchSize = GetDispatchSize(totalDispatchSize);
GLuint dispatchRX = static_cast<GLuint>(dispatchSize);
GLuint dispatchRY = 1u;
if (dispatchRX > maxResX) {
/* Since there are some limitations with regards to the maximum work group size (could be as
* low as 64k elements per call), we split the number elements into a "2d" number, with the
* final index being computed as `res_x + res_y * max_work_group_size`. Even with a maximum
* work group size of 64k, that still leaves us with roughly `64k * 64k = 4` billion elements
* total, which should be enough. If not, we could also use the 3rd dimension. */
/* TODO(fclem): We could dispatch fewer groups if we compute the prime factorization and
* get the smallest rect fitting the requirements. */
dispatchRX = dispatchRY = std::ceil(std::sqrt(dispatchSize));
/* Avoid a completely empty dispatch line caused by rounding. */
if ((dispatchRX * (dispatchRY - 1)) >= dispatchSize) {
dispatchRY -= 1;
}
}
/* X and Y dimensions may have different limits so the above computation may not be right, but
* even with the standard 64k minimum on all dimensions we still have a lot of room. Therefore,
* we presume it all fits. */
assert(dispatchRY < static_cast<GLuint>(maxWorkGroupCount[1]));
glDispatchCompute(dispatchRX, dispatchRY, 1);
}
bool GLComputeEvaluator::EvalStencils(GLuint srcBuffer,
BufferDescriptor const &srcDesc,
GLuint dstBuffer,
BufferDescriptor const &dstDesc,
GLuint duBuffer,
BufferDescriptor const &duDesc,
GLuint dvBuffer,
BufferDescriptor const &dvDesc,
GLuint sizesBuffer,
GLuint offsetsBuffer,
GLuint indicesBuffer,
GLuint weightsBuffer,
GLuint duWeightsBuffer,
GLuint dvWeightsBuffer,
int start,
int end) const
{
return EvalStencils(srcBuffer,
srcDesc,
dstBuffer,
dstDesc,
duBuffer,
duDesc,
dvBuffer,
dvDesc,
0,
BufferDescriptor(),
0,
BufferDescriptor(),
0,
BufferDescriptor(),
sizesBuffer,
offsetsBuffer,
indicesBuffer,
weightsBuffer,
duWeightsBuffer,
dvWeightsBuffer,
0,
0,
0,
start,
end);
}
bool GLComputeEvaluator::EvalStencils(GLuint srcBuffer,
BufferDescriptor const &srcDesc,
GLuint dstBuffer,
BufferDescriptor const &dstDesc,
GLuint duBuffer,
BufferDescriptor const &duDesc,
GLuint dvBuffer,
BufferDescriptor const &dvDesc,
GLuint duuBuffer,
BufferDescriptor const &duuDesc,
GLuint duvBuffer,
BufferDescriptor const &duvDesc,
GLuint dvvBuffer,
BufferDescriptor const &dvvDesc,
GLuint sizesBuffer,
GLuint offsetsBuffer,
GLuint indicesBuffer,
GLuint weightsBuffer,
GLuint duWeightsBuffer,
GLuint dvWeightsBuffer,
GLuint duuWeightsBuffer,
GLuint duvWeightsBuffer,
GLuint dvvWeightsBuffer,
int start,
int end) const
{
if (!_stencilKernel.program)
return false;
int count = end - start;
if (count <= 0) {
return true;
}
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, srcBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, dstBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, duBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, dvBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10, duuBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 11, duvBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 12, dvvBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, sizesBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, offsetsBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, indicesBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7, weightsBuffer);
if (duWeightsBuffer)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8, duWeightsBuffer);
if (dvWeightsBuffer)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9, dvWeightsBuffer);
if (duuWeightsBuffer)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 13, duuWeightsBuffer);
if (duvWeightsBuffer)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 14, duvWeightsBuffer);
if (dvvWeightsBuffer)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 15, dvvWeightsBuffer);
GLint activeProgram;
glGetIntegerv(GL_CURRENT_PROGRAM, &activeProgram);
glUseProgram(_stencilKernel.program);
glUniform1i(_stencilKernel.uniformStart, start);
glUniform1i(_stencilKernel.uniformEnd, end);
glUniform1i(_stencilKernel.uniformSrcOffset, srcDesc.offset);
glUniform1i(_stencilKernel.uniformDstOffset, dstDesc.offset);
if (_stencilKernel.uniformDuDesc > 0) {
glUniform3i(_stencilKernel.uniformDuDesc, duDesc.offset, duDesc.length, duDesc.stride);
}
if (_stencilKernel.uniformDvDesc > 0) {
glUniform3i(_stencilKernel.uniformDvDesc, dvDesc.offset, dvDesc.length, dvDesc.stride);
}
if (_stencilKernel.uniformDuuDesc > 0) {
glUniform3i(_stencilKernel.uniformDuuDesc, duuDesc.offset, duuDesc.length, duuDesc.stride);
}
if (_stencilKernel.uniformDuvDesc > 0) {
glUniform3i(_stencilKernel.uniformDuvDesc, duvDesc.offset, duvDesc.length, duvDesc.stride);
}
if (_stencilKernel.uniformDvvDesc > 0) {
glUniform3i(_stencilKernel.uniformDvvDesc, dvvDesc.offset, dvvDesc.length, dvvDesc.stride);
}
DispatchCompute(count);
glUseProgram(activeProgram);
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
for (int i = 0; i < 16; ++i) {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, i, 0);
}
return true;
}
bool GLComputeEvaluator::EvalPatches(GLuint srcBuffer,
BufferDescriptor const &srcDesc,
GLuint dstBuffer,
BufferDescriptor const &dstDesc,
GLuint duBuffer,
BufferDescriptor const &duDesc,
GLuint dvBuffer,
BufferDescriptor const &dvDesc,
int numPatchCoords,
GLuint patchCoordsBuffer,
const PatchArrayVector &patchArrays,
GLuint patchIndexBuffer,
GLuint patchParamsBuffer) const
{
return EvalPatches(srcBuffer,
srcDesc,
dstBuffer,
dstDesc,
duBuffer,
duDesc,
dvBuffer,
dvDesc,
0,
BufferDescriptor(),
0,
BufferDescriptor(),
0,
BufferDescriptor(),
numPatchCoords,
patchCoordsBuffer,
patchArrays,
patchIndexBuffer,
patchParamsBuffer);
}
bool GLComputeEvaluator::EvalPatches(GLuint srcBuffer,
BufferDescriptor const &srcDesc,
GLuint dstBuffer,
BufferDescriptor const &dstDesc,
GLuint duBuffer,
BufferDescriptor const &duDesc,
GLuint dvBuffer,
BufferDescriptor const &dvDesc,
GLuint duuBuffer,
BufferDescriptor const &duuDesc,
GLuint duvBuffer,
BufferDescriptor const &duvDesc,
GLuint dvvBuffer,
BufferDescriptor const &dvvDesc,
int numPatchCoords,
GLuint patchCoordsBuffer,
const PatchArrayVector &patchArrays,
GLuint patchIndexBuffer,
GLuint patchParamsBuffer) const
{
if (!_patchKernel.program)
return false;
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, srcBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, dstBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, duBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, dvBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10, duuBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 11, duvBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 12, dvvBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, patchCoordsBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, patchIndexBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 7, patchParamsBuffer);
GLint activeProgram;
glGetIntegerv(GL_CURRENT_PROGRAM, &activeProgram);
glUseProgram(_patchKernel.program);
glUniform1i(_patchKernel.uniformSrcOffset, srcDesc.offset);
glUniform1i(_patchKernel.uniformDstOffset, dstDesc.offset);
int patchArraySize = sizeof(PatchArray);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, _patchArraysSSBO);
glBufferData(
GL_SHADER_STORAGE_BUFFER, patchArrays.size() * patchArraySize, NULL, GL_STATIC_DRAW);
for (int i = 0; i < (int)patchArrays.size(); ++i) {
glBufferSubData(
GL_SHADER_STORAGE_BUFFER, i * patchArraySize, sizeof(PatchArray), &patchArrays[i]);
}
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, _patchArraysSSBO);
if (_patchKernel.uniformDuDesc > 0) {
glUniform3i(_patchKernel.uniformDuDesc, duDesc.offset, duDesc.length, duDesc.stride);
}
if (_patchKernel.uniformDvDesc > 0) {
glUniform3i(_patchKernel.uniformDvDesc, dvDesc.offset, dvDesc.length, dvDesc.stride);
}
if (_patchKernel.uniformDuuDesc > 0) {
glUniform3i(_patchKernel.uniformDuuDesc, duuDesc.offset, duuDesc.length, duuDesc.stride);
}
if (_patchKernel.uniformDuvDesc > 0) {
glUniform3i(_patchKernel.uniformDuvDesc, duvDesc.offset, duvDesc.length, duvDesc.stride);
}
if (_patchKernel.uniformDvvDesc > 0) {
glUniform3i(_patchKernel.uniformDvvDesc, dvvDesc.offset, dvvDesc.length, dvvDesc.stride);
}
DispatchCompute(numPatchCoords);
glUseProgram(activeProgram);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 6, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 10, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 11, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 12, 0);
return true;
}
// ---------------------------------------------------------------------------
GLComputeEvaluator::_StencilKernel::_StencilKernel() : program(0) {}
GLComputeEvaluator::_StencilKernel::~_StencilKernel()
{
if (program) {
glDeleteProgram(program);
}
}
bool GLComputeEvaluator::_StencilKernel::Compile(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
BufferDescriptor const &duuDesc,
BufferDescriptor const &duvDesc,
BufferDescriptor const &dvvDesc,
int workGroupSize)
{
// create stencil kernel
if (program) {
glDeleteProgram(program);
}
const char *kernelDefine = "#define OPENSUBDIV_GLSL_COMPUTE_KERNEL_EVAL_STENCILS\n";
program = compileKernel(
srcDesc, dstDesc, duDesc, dvDesc, duuDesc, duvDesc, dvvDesc, kernelDefine, workGroupSize);
if (program == 0)
return false;
// cache uniform locations (TODO: use uniform block)
uniformStart = glGetUniformLocation(program, "batchStart");
uniformEnd = glGetUniformLocation(program, "batchEnd");
uniformSrcOffset = glGetUniformLocation(program, "srcOffset");
uniformDstOffset = glGetUniformLocation(program, "dstOffset");
uniformDuDesc = glGetUniformLocation(program, "duDesc");
uniformDvDesc = glGetUniformLocation(program, "dvDesc");
uniformDuuDesc = glGetUniformLocation(program, "duuDesc");
uniformDuvDesc = glGetUniformLocation(program, "duvDesc");
uniformDvvDesc = glGetUniformLocation(program, "dvvDesc");
return true;
}
// ---------------------------------------------------------------------------
GLComputeEvaluator::_PatchKernel::_PatchKernel() : program(0) {}
GLComputeEvaluator::_PatchKernel::~_PatchKernel()
{
if (program) {
glDeleteProgram(program);
}
}
bool GLComputeEvaluator::_PatchKernel::Compile(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
BufferDescriptor const &duuDesc,
BufferDescriptor const &duvDesc,
BufferDescriptor const &dvvDesc,
int workGroupSize)
{
// create stencil kernel
if (program) {
glDeleteProgram(program);
}
const char *kernelDefine = "#define OPENSUBDIV_GLSL_COMPUTE_KERNEL_EVAL_PATCHES\n";
program = compileKernel(
srcDesc, dstDesc, duDesc, dvDesc, duuDesc, duvDesc, dvvDesc, kernelDefine, workGroupSize);
if (program == 0)
return false;
// cache uniform locations
uniformSrcOffset = glGetUniformLocation(program, "srcOffset");
uniformDstOffset = glGetUniformLocation(program, "dstOffset");
uniformPatchArray = glGetUniformLocation(program, "patchArray");
uniformDuDesc = glGetUniformLocation(program, "duDesc");
uniformDvDesc = glGetUniformLocation(program, "dvDesc");
uniformDuuDesc = glGetUniformLocation(program, "duuDesc");
uniformDuvDesc = glGetUniformLocation(program, "duvDesc");
uniformDvvDesc = glGetUniformLocation(program, "dvvDesc");
return true;
}
} // namespace opensubdiv
} // namespace blender