The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
127 lines
5.1 KiB
C++
127 lines
5.1 KiB
C++
// Copyright 2021 Blender Foundation
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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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// Author: Sergey Sharybin
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#include "internal/evaluator/eval_output_gpu.h"
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#include "opensubdiv_evaluator_capi.h"
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using OpenSubdiv::Osd::PatchArray;
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using OpenSubdiv::Osd::PatchArrayVector;
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namespace blender {
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namespace opensubdiv {
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namespace {
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static void buildPatchArraysBufferFromVector(const PatchArrayVector &patch_arrays,
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OpenSubdiv_Buffer *patch_arrays_buffer)
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{
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const size_t patch_array_size = sizeof(PatchArray);
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const size_t patch_array_byte_site = patch_array_size * patch_arrays.size();
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patch_arrays_buffer->device_alloc(patch_arrays_buffer, patch_arrays.size());
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patch_arrays_buffer->bind_gpu(patch_arrays_buffer);
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patch_arrays_buffer->device_update(
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patch_arrays_buffer, 0, patch_array_byte_site, &patch_arrays[0]);
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}
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} // namespace
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GpuEvalOutput::GpuEvalOutput(const StencilTable *vertex_stencils,
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const StencilTable *varying_stencils,
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const vector<const StencilTable *> &all_face_varying_stencils,
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const int face_varying_width,
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const PatchTable *patch_table,
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VolatileEvalOutput::EvaluatorCache *evaluator_cache)
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: VolatileEvalOutput<GLVertexBuffer,
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GLVertexBuffer,
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GLStencilTableSSBO,
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GLPatchTable,
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GLComputeEvaluator>(vertex_stencils,
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varying_stencils,
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all_face_varying_stencils,
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face_varying_width,
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patch_table,
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evaluator_cache)
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{
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}
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void GpuEvalOutput::fillPatchArraysBuffer(OpenSubdiv_Buffer *patch_arrays_buffer)
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{
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GLPatchTable *patch_table = getPatchTable();
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buildPatchArraysBufferFromVector(patch_table->GetPatchArrays(), patch_arrays_buffer);
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}
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void GpuEvalOutput::wrapPatchIndexBuffer(OpenSubdiv_Buffer *patch_index_buffer)
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{
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GLPatchTable *patch_table = getPatchTable();
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patch_index_buffer->wrap_device_handle(patch_index_buffer, patch_table->GetPatchIndexBuffer());
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}
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void GpuEvalOutput::wrapPatchParamBuffer(OpenSubdiv_Buffer *patch_param_buffer)
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{
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GLPatchTable *patch_table = getPatchTable();
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patch_param_buffer->wrap_device_handle(patch_param_buffer, patch_table->GetPatchParamBuffer());
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}
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void GpuEvalOutput::wrapSrcBuffer(OpenSubdiv_Buffer *src_buffer)
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{
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GLVertexBuffer *vertex_buffer = getSrcBuffer();
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src_buffer->wrap_device_handle(src_buffer, vertex_buffer->BindVBO());
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}
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void GpuEvalOutput::wrapSrcVertexDataBuffer(OpenSubdiv_Buffer *src_buffer)
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{
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GLVertexBuffer *vertex_buffer = getSrcVertexDataBuffer();
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src_buffer->wrap_device_handle(src_buffer, vertex_buffer->BindVBO());
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}
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void GpuEvalOutput::fillFVarPatchArraysBuffer(const int face_varying_channel,
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OpenSubdiv_Buffer *patch_arrays_buffer)
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{
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GLPatchTable *patch_table = getFVarPatchTable(face_varying_channel);
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buildPatchArraysBufferFromVector(patch_table->GetFVarPatchArrays(face_varying_channel),
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patch_arrays_buffer);
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}
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void GpuEvalOutput::wrapFVarPatchIndexBuffer(const int face_varying_channel,
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OpenSubdiv_Buffer *patch_index_buffer)
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{
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GLPatchTable *patch_table = getFVarPatchTable(face_varying_channel);
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patch_index_buffer->wrap_device_handle(
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patch_index_buffer, patch_table->GetFVarPatchIndexBuffer(face_varying_channel));
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}
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void GpuEvalOutput::wrapFVarPatchParamBuffer(const int face_varying_channel,
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OpenSubdiv_Buffer *patch_param_buffer)
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{
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GLPatchTable *patch_table = getFVarPatchTable(face_varying_channel);
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patch_param_buffer->wrap_device_handle(
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patch_param_buffer, patch_table->GetFVarPatchParamBuffer(face_varying_channel));
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}
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void GpuEvalOutput::wrapFVarSrcBuffer(const int face_varying_channel,
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OpenSubdiv_Buffer *src_buffer)
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{
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GLVertexBuffer *vertex_buffer = getFVarSrcBuffer(face_varying_channel);
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src_buffer->buffer_offset = getFVarSrcBufferOffset(face_varying_channel);
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src_buffer->wrap_device_handle(src_buffer, vertex_buffer->BindVBO());
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}
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} // namespace opensubdiv
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} // namespace blender
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