Files
test/intern/opensubdiv/internal/evaluator/eval_output_gpu.cc
Jeroen Bakker 4a95c0405c Cleanup: Subdiv: Remove wrapper OpenSubdiv_Buffer
`OpenSubdiv_Buffer` is a wrapper that was introduced at the time
that Blender couldn't use CPP directly. It contains a pointer to
a VertBuf and callbacks to use GPU module on that buffer.

This PR replaces OpenSubdiv_Buffer with `blender::gpu::VertBuf` and
removes the wrapper.

NOTE: OpenSubdiv tests are added to blender_test executable to make the
library dependencies not to complicated.

Pull Request: https://projects.blender.org/blender/blender/pulls/135389
2025-03-04 07:51:15 +01:00

107 lines
4.2 KiB
C++

/* SPDX-FileCopyrightText: 2021 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later
*
* Author: Sergey Sharybin. */
#include "internal/evaluator/eval_output_gpu.h"
#include "opensubdiv_evaluator.hh"
using OpenSubdiv::Osd::PatchArray;
using OpenSubdiv::Osd::PatchArrayVector;
namespace blender::opensubdiv {
static void buildPatchArraysBufferFromVector(const PatchArrayVector &patch_arrays,
blender::gpu::VertBuf *patch_arrays_buffer)
{
const size_t patch_array_size = sizeof(PatchArray);
const size_t patch_array_byte_site = patch_array_size * patch_arrays.size();
GPU_vertbuf_data_alloc(*patch_arrays_buffer, patch_arrays.size());
GPU_vertbuf_use(patch_arrays_buffer);
GPU_vertbuf_update_sub(patch_arrays_buffer, 0, patch_array_byte_site, patch_arrays.data());
}
GpuEvalOutput::GpuEvalOutput(const StencilTable *vertex_stencils,
const StencilTable *varying_stencils,
const std::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(blender::gpu::VertBuf *patch_arrays_buffer)
{
GLPatchTable *patch_table = getPatchTable();
buildPatchArraysBufferFromVector(patch_table->GetPatchArrays(), patch_arrays_buffer);
}
void GpuEvalOutput::wrapPatchIndexBuffer(blender::gpu::VertBuf *patch_index_buffer)
{
GLPatchTable *patch_table = getPatchTable();
GPU_vertbuf_wrap_handle(patch_index_buffer, patch_table->GetPatchIndexBuffer());
}
void GpuEvalOutput::wrapPatchParamBuffer(blender::gpu::VertBuf *patch_param_buffer)
{
GLPatchTable *patch_table = getPatchTable();
GPU_vertbuf_wrap_handle(patch_param_buffer, patch_table->GetPatchParamBuffer());
}
void GpuEvalOutput::wrapSrcBuffer(blender::gpu::VertBuf *src_buffer)
{
GLVertexBuffer *vertex_buffer = getSrcBuffer();
GPU_vertbuf_wrap_handle(src_buffer, vertex_buffer->BindVBO());
}
void GpuEvalOutput::wrapSrcVertexDataBuffer(blender::gpu::VertBuf *src_buffer)
{
GLVertexBuffer *vertex_buffer = getSrcVertexDataBuffer();
GPU_vertbuf_wrap_handle(src_buffer, vertex_buffer->BindVBO());
}
void GpuEvalOutput::fillFVarPatchArraysBuffer(const int face_varying_channel,
blender::gpu::VertBuf *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,
blender::gpu::VertBuf *patch_index_buffer)
{
GLPatchTable *patch_table = getFVarPatchTable(face_varying_channel);
GPU_vertbuf_wrap_handle(patch_index_buffer,
patch_table->GetFVarPatchIndexBuffer(face_varying_channel));
}
void GpuEvalOutput::wrapFVarPatchParamBuffer(const int face_varying_channel,
blender::gpu::VertBuf *patch_param_buffer)
{
GLPatchTable *patch_table = getFVarPatchTable(face_varying_channel);
GPU_vertbuf_wrap_handle(patch_param_buffer,
patch_table->GetFVarPatchParamBuffer(face_varying_channel));
}
void GpuEvalOutput::wrapFVarSrcBuffer(const int face_varying_channel,
blender::gpu::VertBuf *src_buffer)
{
GLVertexBuffer *vertex_buffer = getFVarSrcBuffer(face_varying_channel);
GPU_vertbuf_wrap_handle(src_buffer, vertex_buffer->BindVBO());
}
} // namespace blender::opensubdiv