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// 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<const StencilTable *> &all_face_varying_stencils,
const int face_varying_width,
const PatchTable *patch_table,
VolatileEvalOutput::EvaluatorCache *evaluator_cache)
: VolatileEvalOutput<GLVertexBuffer,
GLVertexBuffer,
GLStencilTableSSBO,
GLPatchTable,
GLComputeEvaluator>(vertex_stencils,
varying_stencils,
all_face_varying_stencils,
face_varying_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::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
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