blender/intern/opensubdiv/opensubdiv_gpu_capi.cc
Sergey Sharybin bcc0d2fb1d OpenSubdiv: Fix/workaround bad shading on AMD devices
Uniform block data layout was different on CPU and GPU which caused wrong
data being used from shader.

In theory using layout(std140) is what we need to do, but for some reason
such layout specifier is being ignored. This is probably caused by the way
how we exploit extensions from older version of glsl.

For until we've upgraded our glsl pipeline used different approach which
is basically about removing unused fields form the struct manual in hope
that it'll keep memory layout consistent for both CPU and GPU.

This seems to work so far for both NVidia GTX580 and AMD FirePro W8000
here in the studio.
2015-08-26 12:07:38 +02:00

659 lines
18 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
*
* ***** END GPL LICENSE BLOCK *****
*/
/* Do some compatibility hacks in order to make
* the code working with GPU_material pipeline.
*/
#define GLSL_COMPAT_WORKAROUND
#include "opensubdiv_capi.h"
#ifdef _MSC_VER
# include "iso646.h"
#endif
#include <cstdio>
#include <cmath>
#include <GL/glew.h>
#include <opensubdiv/osd/glMesh.h>
#ifdef OPENSUBDIV_HAS_CUDA
# include <opensubdiv/osd/cudaGLVertexBuffer.h>
#endif /* OPENSUBDIV_HAS_CUDA */
#include <opensubdiv/osd/cpuGLVertexBuffer.h>
#include <opensubdiv/osd/cpuEvaluator.h>
//using OpenSubdiv::FarPatchTables;
using OpenSubdiv::Osd::GLMeshInterface;
extern "C" char datatoc_gpu_shader_opensubd_display_glsl[];
#define MAX_LIGHTS 8
typedef struct Light {
float position[4];
float ambient[4];
float diffuse[4];
float specular[4];
float spot_direction[4];
#ifdef SUPPORT_COLOR_MATERIAL
float constant_attenuation;
float linear_attenuation;
float quadratic_attenuation;
float spot_cutoff;
float spot_exponent;
float spot_cos_cutoff;
#endif
} Light;
typedef struct Lighting {
Light lights[MAX_LIGHTS];
int num_enabled;
} Lighting;
typedef struct Transform {
float projection_matrix[16];
float model_view_matrix[16];
float normal_matrix[9];
} Transform;
static bool g_use_osd_glsl = false;
static int g_active_uv_index = -1;
static GLuint g_flat_fill_solid_program = 0;
static GLuint g_flat_fill_texture2d_program = 0;
static GLuint g_smooth_fill_solid_program = 0;
static GLuint g_smooth_fill_texture2d_program = 0;
static GLuint g_wireframe_program = 0;
static GLuint g_lighting_ub = 0;
static Lighting g_lighting_data;
static Transform g_transform;
/* TODO(sergey): This is actually duplicated code from BLI. */
namespace {
void copy_m3_m3(float m1[3][3], float m2[3][3])
{
/* destination comes first: */
memcpy(&m1[0], &m2[0], 9 * sizeof(float));
}
void copy_m3_m4(float m1[3][3], float m2[4][4])
{
m1[0][0] = m2[0][0];
m1[0][1] = m2[0][1];
m1[0][2] = m2[0][2];
m1[1][0] = m2[1][0];
m1[1][1] = m2[1][1];
m1[1][2] = m2[1][2];
m1[2][0] = m2[2][0];
m1[2][1] = m2[2][1];
m1[2][2] = m2[2][2];
}
void adjoint_m3_m3(float m1[3][3], float m[3][3])
{
m1[0][0] = m[1][1] * m[2][2] - m[1][2] * m[2][1];
m1[0][1] = -m[0][1] * m[2][2] + m[0][2] * m[2][1];
m1[0][2] = m[0][1] * m[1][2] - m[0][2] * m[1][1];
m1[1][0] = -m[1][0] * m[2][2] + m[1][2] * m[2][0];
m1[1][1] = m[0][0] * m[2][2] - m[0][2] * m[2][0];
m1[1][2] = -m[0][0] * m[1][2] + m[0][2] * m[1][0];
m1[2][0] = m[1][0] * m[2][1] - m[1][1] * m[2][0];
m1[2][1] = -m[0][0] * m[2][1] + m[0][1] * m[2][0];
m1[2][2] = m[0][0] * m[1][1] - m[0][1] * m[1][0];
}
float determinant_m3_array(float m[3][3])
{
return (m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1]) -
m[1][0] * (m[0][1] * m[2][2] - m[0][2] * m[2][1]) +
m[2][0] * (m[0][1] * m[1][2] - m[0][2] * m[1][1]));
}
bool invert_m3_m3(float m1[3][3], float m2[3][3])
{
float det;
int a, b;
bool success;
/* calc adjoint */
adjoint_m3_m3(m1, m2);
/* then determinant old matrix! */
det = determinant_m3_array(m2);
success = (det != 0.0f);
if (det != 0.0f) {
det = 1.0f / det;
for (a = 0; a < 3; a++) {
for (b = 0; b < 3; b++) {
m1[a][b] *= det;
}
}
}
return success;
}
bool invert_m3(float m[3][3])
{
float tmp[3][3];
bool success;
success = invert_m3_m3(tmp, m);
copy_m3_m3(m, tmp);
return success;
}
void transpose_m3(float mat[3][3])
{
float t;
t = mat[0][1];
mat[0][1] = mat[1][0];
mat[1][0] = t;
t = mat[0][2];
mat[0][2] = mat[2][0];
mat[2][0] = t;
t = mat[1][2];
mat[1][2] = mat[2][1];
mat[2][1] = t;
}
GLuint compileShader(GLenum shaderType,
const char *section,
const char *define)
{
const char *sources[3];
char sdefine[64];
sprintf(sdefine, "#define %s\n#define GLSL_COMPAT_WORKAROUND\n", section);
sources[0] = define;
sources[1] = sdefine;
sources[2] = datatoc_gpu_shader_opensubd_display_glsl;
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 3, sources, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLchar emsg[1024];
glGetShaderInfoLog(shader, sizeof(emsg), 0, emsg);
fprintf(stderr, "Error compiling GLSL shader (%s): %s\n", section, emsg);
fprintf(stderr, "Section: %s\n", sdefine);
fprintf(stderr, "Defines: %s\n", define);
fprintf(stderr, "Source: %s\n", sources[2]);
exit(1);
}
return shader;
}
GLuint linkProgram(const char *define)
{
GLuint vertexShader = compileShader(GL_VERTEX_SHADER,
"VERTEX_SHADER",
define);
GLuint geometryShader = compileShader(GL_GEOMETRY_SHADER,
"GEOMETRY_SHADER",
define);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER,
"FRAGMENT_SHADER",
define);
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, geometryShader);
glAttachShader(program, fragmentShader);
glBindAttribLocation(program, 0, "position");
glBindAttribLocation(program, 1, "normal");
#ifdef GLSL_COMPAT_WORKAROUND
glProgramParameteriEXT(program,
GL_GEOMETRY_INPUT_TYPE_EXT,
GL_LINES_ADJACENCY_EXT);
if (strstr(define, "WIREFRAME") == NULL) {
glProgramParameteriEXT(program,
GL_GEOMETRY_OUTPUT_TYPE_EXT,
GL_TRIANGLE_STRIP);
glProgramParameteriEXT(program,
GL_GEOMETRY_VERTICES_OUT_EXT,
4);
}
else {
glProgramParameteriEXT(program,
GL_GEOMETRY_OUTPUT_TYPE_EXT,
GL_LINE_STRIP);
glProgramParameteriEXT(program,
GL_GEOMETRY_VERTICES_OUT_EXT,
8);
}
#endif
glLinkProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(geometryShader);
glDeleteShader(fragmentShader);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLchar emsg[1024];
glGetProgramInfoLog(program, sizeof(emsg), 0, emsg);
fprintf(stderr, "Error linking GLSL program : %s\n", emsg);
fprintf(stderr, "Defines: %s\n", define);
exit(1);
}
glUniformBlockBinding(program,
glGetUniformBlockIndex(program, "Lighting"),
0);
glProgramUniform1i(program,
glGetUniformLocation(program, "texture_buffer"),
0); /* GL_TEXTURE0 */
glProgramUniform1i(program,
glGetUniformLocation(program, "FVarDataBuffer"),
31); /* GL_TEXTURE31 */
return program;
}
void bindProgram(GLMeshInterface * /*mesh*/,
int program)
{
glUseProgram(program);
/* Matricies */
glUniformMatrix4fv(glGetUniformLocation(program, "modelViewMatrix"),
1, false,
g_transform.model_view_matrix);
glUniformMatrix4fv(glGetUniformLocation(program, "projectionMatrix"),
1, false,
g_transform.projection_matrix);
glUniformMatrix3fv(glGetUniformLocation(program, "normalMatrix"),
1, false,
g_transform.normal_matrix);
/* Ligthing */
glBindBuffer(GL_UNIFORM_BUFFER, g_lighting_ub);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(g_lighting_data), &g_lighting_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, g_lighting_ub);
/* Color */
GLboolean use_lighting;
glGetBooleanv(GL_LIGHTING, &use_lighting);
if (use_lighting) {
float color[4];
glGetMaterialfv(GL_FRONT, GL_DIFFUSE, color);
glUniform4fv(glGetUniformLocation(program, "diffuse"), 1, color);
glGetMaterialfv(GL_FRONT, GL_SPECULAR, color);
glUniform4fv(glGetUniformLocation(program, "specular"), 1, color);
glGetMaterialfv(GL_FRONT, GL_SHININESS, color);
glUniform1f(glGetUniformLocation(program, "shininess"), color[0]);
}
else {
float color[4];
glGetFloatv(GL_CURRENT_COLOR, color);
glUniform4fv(glGetUniformLocation(program, "diffuse"), 1, color);
}
/* TODO(sergey): Bring face varying back. */
#if 0
/* Face-vertex data */
if (mesh->GetDrawContext()->GetFvarDataTextureBuffer()) {
glActiveTexture(GL_TEXTURE31);
glBindTexture(GL_TEXTURE_BUFFER,
mesh->GetDrawContext()->GetFvarDataTextureBuffer());
glActiveTexture(GL_TEXTURE0);
}
#endif
/* TODO(sergey): Bring face varying back. */
glUniform1i(glGetUniformLocation(program, "osd_fvar_count"),
0/* * mesh->GetFVarCount()*/);
glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"),
g_active_uv_index * 2);
}
} /* namespace */
void openSubdiv_osdGLDisplayInit(void)
{
static bool need_init = true;
if (need_init) {
g_flat_fill_solid_program = linkProgram("#define FLAT_SHADING\n");
g_flat_fill_texture2d_program = linkProgram("#define USE_TEXTURE_2D\n#define FLAT_SHADING\n");
g_smooth_fill_solid_program = linkProgram("#define SMOOTH_SHADING\n");
g_smooth_fill_texture2d_program = linkProgram("#define USE_TEXTURE_2D\n#define SMOOTH_SHADING\n");
g_wireframe_program = linkProgram("#define WIREFRAME\n");
glGenBuffers(1, &g_lighting_ub);
glBindBuffer(GL_UNIFORM_BUFFER, g_lighting_ub);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(g_lighting_data), NULL, GL_STATIC_DRAW);
need_init = false;
}
}
void openSubdiv_osdGLDisplayDeinit(void)
{
if (g_lighting_ub != 0) {
glDeleteBuffers(1, &g_lighting_ub);
}
if (g_flat_fill_solid_program) {
glDeleteProgram(g_flat_fill_solid_program);
}
if (g_flat_fill_texture2d_program) {
glDeleteProgram(g_flat_fill_texture2d_program);
}
if (g_smooth_fill_solid_program) {
glDeleteProgram(g_flat_fill_solid_program);
}
if (g_smooth_fill_texture2d_program) {
glDeleteProgram(g_smooth_fill_texture2d_program);
}
if (g_wireframe_program) {
glDeleteProgram(g_wireframe_program);
}
}
void openSubdiv_osdGLMeshDisplayPrepare(int use_osd_glsl,
int active_uv_index)
{
g_use_osd_glsl = use_osd_glsl != 0;
g_active_uv_index = active_uv_index;
/* Update transformation matricies. */
glGetFloatv(GL_PROJECTION_MATRIX, g_transform.projection_matrix);
glGetFloatv(GL_MODELVIEW_MATRIX, g_transform.model_view_matrix);
copy_m3_m4((float (*)[3])g_transform.normal_matrix,
(float (*)[4])g_transform.model_view_matrix);
invert_m3((float (*)[3])g_transform.normal_matrix);
transpose_m3((float (*)[3])g_transform.normal_matrix);
/* Update OpenGL lights positions, colors etc. */
g_lighting_data.num_enabled = 0;
for (int i = 0; i < MAX_LIGHTS; ++i) {
GLboolean enabled;
glGetBooleanv(GL_LIGHT0 + i, &enabled);
if (enabled) {
g_lighting_data.num_enabled++;
}
glGetLightfv(GL_LIGHT0 + i,
GL_POSITION,
g_lighting_data.lights[i].position);
glGetLightfv(GL_LIGHT0 + i,
GL_AMBIENT,
g_lighting_data.lights[i].ambient);
glGetLightfv(GL_LIGHT0 + i,
GL_DIFFUSE,
g_lighting_data.lights[i].diffuse);
glGetLightfv(GL_LIGHT0 + i,
GL_SPECULAR,
g_lighting_data.lights[i].specular);
glGetLightfv(GL_LIGHT0 + i,
GL_SPOT_DIRECTION,
g_lighting_data.lights[i].spot_direction);
#ifdef SUPPORT_COLOR_MATERIAL
glGetLightfv(GL_LIGHT0 + i,
GL_CONSTANT_ATTENUATION,
&g_lighting_data.lights[i].constant_attenuation);
glGetLightfv(GL_LIGHT0 + i,
GL_LINEAR_ATTENUATION,
&g_lighting_data.lights[i].linear_attenuation);
glGetLightfv(GL_LIGHT0 + i,
GL_QUADRATIC_ATTENUATION,
&g_lighting_data.lights[i].quadratic_attenuation);
glGetLightfv(GL_LIGHT0 + i,
GL_SPOT_CUTOFF,
&g_lighting_data.lights[i].spot_cutoff);
glGetLightfv(GL_LIGHT0 + i,
GL_SPOT_EXPONENT,
&g_lighting_data.lights[i].spot_exponent);
g_lighting_data.lights[i].spot_cos_cutoff =
cos(g_lighting_data.lights[i].spot_cutoff);
#endif
}
}
static GLuint preapre_patchDraw(GLMeshInterface *mesh,
bool fill_quads)
{
GLint program = 0;
if (!g_use_osd_glsl) {
glGetIntegerv(GL_CURRENT_PROGRAM, &program);
if (program) {
GLint model;
glGetIntegerv(GL_SHADE_MODEL, &model);
GLint location = glGetUniformLocation(program, "osd_flat_shading");
if (location != -1) {
glUniform1i(location, model == GL_FLAT);
}
/* TODO(sergey): Bring this back. */
#if 0
/* Face-vertex data */
if (mesh->GetDrawContext()->GetFvarDataTextureBuffer()) {
glActiveTexture(GL_TEXTURE31);
glBindTexture(GL_TEXTURE_BUFFER,
mesh->GetDrawContext()->GetFvarDataTextureBuffer());
glActiveTexture(GL_TEXTURE0);
GLint location = glGetUniformLocation(program, "osd_fvar_count");
if (location != -1) {
glUniform1i(location, mesh->GetFVarCount());
}
location = glGetUniformLocation(program, "osd_active_uv_offset");
if (location != -1) {
glUniform1i(location,
g_active_uv_index * 2);
}
}
#endif
}
return program;
}
if (fill_quads) {
int model;
GLboolean use_texture_2d;
glGetIntegerv(GL_SHADE_MODEL, &model);
glGetBooleanv(GL_TEXTURE_2D, &use_texture_2d);
if (model == GL_FLAT) {
if (use_texture_2d) {
program = g_flat_fill_texture2d_program;
}
else {
program = g_flat_fill_solid_program;
}
}
else {
if (use_texture_2d) {
program = g_smooth_fill_texture2d_program;
}
else {
program = g_smooth_fill_solid_program;
}
}
}
else {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
program = g_wireframe_program;
}
bindProgram(mesh, program);
return program;
}
static void perform_drawElements(GLuint program,
int patch_index,
int num_elements,
int start_element)
{
int mode = GL_QUADS;
if (program) {
glUniform1i(glGetUniformLocation(program, "PrimitiveIdBase"),
patch_index);
}
mode = GL_LINES_ADJACENCY;
glDrawElements(mode,
num_elements,
GL_UNSIGNED_INT,
(void *)(start_element * sizeof(unsigned int)));
}
static void finish_patchDraw(bool fill_quads)
{
/* TODO(sergey): Some of the stuff could be done once after the whole
* mesh is displayed.
*/
/* Restore state. */
if (!fill_quads) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
glBindVertexArray(0);
if (g_use_osd_glsl) {
/* TODO(sergey): Store previously used program and roll back to it? */
glUseProgram(0);
}
}
static void draw_partition_patches_range(GLMeshInterface *mesh,
GLuint program,
int start_patch,
int num_patches)
{
int traversed_patches = 0, num_remained_patches = num_patches;
const OpenSubdiv::Osd::PatchArrayVector& patches =
mesh->GetPatchTable()->GetPatchArrays();
for (int i = 0; i < (int)patches.size(); ++i) {
const OpenSubdiv::Osd::PatchArray& patch = patches[i];
OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
if (patchType == OpenSubdiv::Far::PatchDescriptor::QUADS) {
const int num_block_patches = patch.GetNumPatches();
if (start_patch >= traversed_patches &&
start_patch < traversed_patches + num_block_patches)
{
const int num_control_verts = desc.GetNumControlVertices();
const int start_draw_patch = start_patch - traversed_patches;
const int num_draw_patches = std::min(num_remained_patches,
num_block_patches - start_draw_patch);
perform_drawElements(program,
i,
num_draw_patches * num_control_verts,
patch.GetIndexBase() + start_draw_patch * num_control_verts);
num_remained_patches -= num_draw_patches;
}
if (num_remained_patches == 0) {
break;
}
traversed_patches += num_block_patches;
}
}
}
static void draw_all_patches(GLMeshInterface *mesh,
GLuint program)
{
const OpenSubdiv::Osd::PatchArrayVector& patches =
mesh->GetPatchTable()->GetPatchArrays();
for (int i = 0; i < (int)patches.size(); ++i) {
const OpenSubdiv::Osd::PatchArray& patch = patches[i];
OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
if (patchType == OpenSubdiv::Far::PatchDescriptor::QUADS) {
perform_drawElements(program,
i,
patch.GetNumPatches() * desc.GetNumControlVertices(),
patch.GetIndexBase());
}
}
}
void openSubdiv_osdGLMeshDisplay(OpenSubdiv_GLMesh *gl_mesh,
int fill_quads,
int start_patch,
int num_patches)
{
GLMeshInterface *mesh =
(GLMeshInterface *)(gl_mesh->descriptor);
/* Make sure all global invariants are initialized. */
openSubdiv_osdGLDisplayInit();
/* Setup GLSL/OpenGL to draw patches in current context. */
GLuint program = preapre_patchDraw(mesh, fill_quads != 0);
if (start_patch != -1) {
draw_partition_patches_range(mesh,
program,
start_patch,
num_patches);
}
else {
draw_all_patches(mesh, program);
}
/* Finish patch drawing by restoring all changes to the OpenGL context. */
finish_patchDraw(fill_quads != 0);
}