127 lines
5.1 KiB
C++
127 lines
5.1 KiB
C++
// Copyright 2021 Blender Foundation. All rights reserved.
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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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