blender/intern/opensubdiv/opensubdiv_capi.cc
Sergey Sharybin 82921ce420 OpenSubdiv: Avoid having bad-level call
This is always asking for problems. Additionally, that call was leading
to OpenGL calls happening from threads.
2015-12-18 23:16:52 +05:00

305 lines
8.9 KiB
C++

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