Blender already had its own copy of OpenSubDiv containing some local fixes and code-style. This code still used gl-calls. This PR updates the calls to use GPU module. This allows us to use OpenSubDiv to be usable on other backends as well. This PR was tested on OpenGL, Vulkan and Metal. Metal can be enabled, but Vulkan requires some API changes to work with loose geometry.  # Considerations **ShaderCreateInfo** intern/opensubdiv now requires access to GPU module. This to create buffers in the correct context and trigger correct dispatches. ShaderCreateInfo is used to construct the shader for cross compilation to Metal/Vulkan. However opensubdiv shader caching structures are still used. **Vertex buffers vs storage buffers** Implementation tries to keep as close to the original OSD implementation. If they used storage buffers for data, we will use GPUStorageBuf. If it uses vertex buffers, we will use gpu::VertBuf. **Evaluator const** The evaluator cannot be const anymore as the GPU module API only allows updating SSBOs when constructing. API could be improved to support updating SSBOs. Current implementation has a change to use reads out of bounds when constructing SSBOs. An API change is in the planning to remove this issue. This will be fixed in an upcoming PR. We wanted to land this PR as the visibility of the issue is not common and multiple other changes rely on this PR to land. Pull Request: https://projects.blender.org/blender/blender/pulls/135296
97 lines
2.5 KiB
C++
97 lines
2.5 KiB
C++
#pragma once
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#include "GPU_storage_buffer.hh"
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#include <opensubdiv/version.h>
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#include <opensubdiv/osd/nonCopyable.h>
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#include <opensubdiv/osd/types.h>
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using OpenSubdiv::Far::PatchTable;
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using OpenSubdiv::Osd::NonCopyable;
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using OpenSubdiv::Osd::PatchArrayVector;
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namespace blender::opensubdiv {
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// TODO: use Blenlib NonCopyable.
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class GPUPatchTable : private NonCopyable<GPUPatchTable> {
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public:
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~GPUPatchTable();
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static GPUPatchTable *Create(PatchTable const *farPatchTable, void *deviceContext = NULL);
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/// Returns the patch arrays for vertex index buffer data
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PatchArrayVector const &GetPatchArrays() const
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{
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return _patchArrays;
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}
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/// Returns the GL index buffer containing the patch control vertices
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GPUStorageBuf *GetPatchIndexBuffer() const
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{
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return _patchIndexBuffer;
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}
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/// Returns the GL index buffer containing the patch parameter
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GPUStorageBuf *GetPatchParamBuffer() const
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{
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return _patchParamBuffer;
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}
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/// Returns the patch arrays for varying index buffer data
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PatchArrayVector const &GetVaryingPatchArrays() const
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{
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return _varyingPatchArrays;
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}
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/// Returns the GL index buffer containing the varying control vertices
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GPUStorageBuf *GetVaryingPatchIndexBuffer() const
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{
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return _varyingIndexBuffer;
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}
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/// Returns the number of face-varying channel buffers
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int GetNumFVarChannels() const
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{
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return (int)_fvarPatchArrays.size();
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}
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/// Returns the patch arrays for face-varying index buffer data
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PatchArrayVector const &GetFVarPatchArrays(int fvarChannel = 0) const
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{
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return _fvarPatchArrays[fvarChannel];
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}
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/// Returns the GL index buffer containing face-varying control vertices
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GPUStorageBuf *GetFVarPatchIndexBuffer(int fvarChannel = 0) const
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{
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return _fvarIndexBuffers[fvarChannel];
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}
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/// Returns the GL index buffer containing face-varying patch params
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GPUStorageBuf *GetFVarPatchParamBuffer(int fvarChannel = 0) const
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{
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return _fvarParamBuffers[fvarChannel];
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}
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protected:
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GPUPatchTable() {}
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// allocate buffers from patchTable
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bool allocate(PatchTable const *farPatchTable);
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PatchArrayVector _patchArrays;
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GPUStorageBuf *_patchIndexBuffer = nullptr;
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GPUStorageBuf *_patchParamBuffer = nullptr;
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PatchArrayVector _varyingPatchArrays;
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GPUStorageBuf *_varyingIndexBuffer = nullptr;
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std::vector<PatchArrayVector> _fvarPatchArrays;
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std::vector<GPUStorageBuf *> _fvarIndexBuffers;
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std::vector<GPUStorageBuf *> _fvarParamBuffers;
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};
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} // namespace blender::opensubdiv
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