// Copyright 2021 Blender Foundation. All rights reserved. // // 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. // // Author: Sergey Sharybin #include "internal/evaluator/eval_output_gpu.h" #include "opensubdiv_evaluator_capi.h" using OpenSubdiv::Osd::PatchArray; using OpenSubdiv::Osd::PatchArrayVector; namespace blender { namespace opensubdiv { namespace { static void buildPatchArraysBufferFromVector(const PatchArrayVector &patch_arrays, OpenSubdiv_Buffer *patch_arrays_buffer) { const size_t patch_array_size = sizeof(PatchArray); const size_t patch_array_byte_site = patch_array_size * patch_arrays.size(); patch_arrays_buffer->device_alloc(patch_arrays_buffer, patch_arrays.size()); patch_arrays_buffer->bind_gpu(patch_arrays_buffer); patch_arrays_buffer->device_update( patch_arrays_buffer, 0, patch_array_byte_site, &patch_arrays[0]); } } // namespace GpuEvalOutput::GpuEvalOutput(const StencilTable *vertex_stencils, const StencilTable *varying_stencils, const vector &all_face_varying_stencils, const int face_varying_width, const int vertex_data_width, const PatchTable *patch_table, VolatileEvalOutput::EvaluatorCache *evaluator_cache) : VolatileEvalOutput(vertex_stencils, varying_stencils, all_face_varying_stencils, face_varying_width, vertex_data_width, patch_table, evaluator_cache) { } void GpuEvalOutput::fillPatchArraysBuffer(OpenSubdiv_Buffer *patch_arrays_buffer) { GLPatchTable *patch_table = getPatchTable(); buildPatchArraysBufferFromVector(patch_table->GetPatchArrays(), patch_arrays_buffer); } void GpuEvalOutput::wrapPatchIndexBuffer(OpenSubdiv_Buffer *patch_index_buffer) { GLPatchTable *patch_table = getPatchTable(); patch_index_buffer->wrap_device_handle(patch_index_buffer, patch_table->GetPatchIndexBuffer()); } void GpuEvalOutput::wrapPatchParamBuffer(OpenSubdiv_Buffer *patch_param_buffer) { GLPatchTable *patch_table = getPatchTable(); patch_param_buffer->wrap_device_handle(patch_param_buffer, patch_table->GetPatchParamBuffer()); } void GpuEvalOutput::wrapSrcBuffer(OpenSubdiv_Buffer *src_buffer) { GLVertexBuffer *vertex_buffer = getSrcBuffer(); src_buffer->wrap_device_handle(src_buffer, vertex_buffer->BindVBO()); } void GpuEvalOutput::wrapSrcVertexDataBuffer(OpenSubdiv_Buffer *src_buffer) { GLVertexBuffer *vertex_buffer = getSrcVertexDataBuffer(); src_buffer->wrap_device_handle(src_buffer, vertex_buffer->BindVBO()); } void GpuEvalOutput::fillFVarPatchArraysBuffer(const int face_varying_channel, OpenSubdiv_Buffer *patch_arrays_buffer) { GLPatchTable *patch_table = getFVarPatchTable(face_varying_channel); buildPatchArraysBufferFromVector(patch_table->GetFVarPatchArrays(face_varying_channel), patch_arrays_buffer); } void GpuEvalOutput::wrapFVarPatchIndexBuffer(const int face_varying_channel, OpenSubdiv_Buffer *patch_index_buffer) { GLPatchTable *patch_table = getFVarPatchTable(face_varying_channel); patch_index_buffer->wrap_device_handle( patch_index_buffer, patch_table->GetFVarPatchIndexBuffer(face_varying_channel)); } void GpuEvalOutput::wrapFVarPatchParamBuffer(const int face_varying_channel, OpenSubdiv_Buffer *patch_param_buffer) { GLPatchTable *patch_table = getFVarPatchTable(face_varying_channel); patch_param_buffer->wrap_device_handle( patch_param_buffer, patch_table->GetFVarPatchParamBuffer(face_varying_channel)); } void GpuEvalOutput::wrapFVarSrcBuffer(const int face_varying_channel, OpenSubdiv_Buffer *src_buffer) { GLVertexBuffer *vertex_buffer = getFVarSrcBuffer(face_varying_channel); src_buffer->buffer_offset = getFVarSrcBufferOffset(face_varying_channel); src_buffer->wrap_device_handle(src_buffer, vertex_buffer->BindVBO()); } } // namespace opensubdiv } // namespace blender