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
34 lines
920 B
C++
34 lines
920 B
C++
/* SPDX-FileCopyrightText: 2013 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include <cstdint> // for uint64_t
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#include "opensubdiv_capi_type.hh"
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struct OpenSubdiv_EvaluatorCacheImpl;
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struct OpenSubdiv_PatchCoord;
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namespace blender::opensubdiv {
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class TopologyRefinerImpl;
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}
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struct OpenSubdiv_EvaluatorSettings {
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// Number of smoothly interpolated vertex data channels.
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int num_vertex_data;
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};
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struct OpenSubdiv_EvaluatorCache {
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// Implementation of the evaluator cache.
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OpenSubdiv_EvaluatorCacheImpl *impl;
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};
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OpenSubdiv_EvaluatorCache *openSubdiv_createEvaluatorCache(eOpenSubdivEvaluator evaluator_type);
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void openSubdiv_deleteEvaluatorCache(OpenSubdiv_EvaluatorCache *evaluator_cache);
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// Return the GLSL source code from the OpenSubDiv library used for patch evaluation.
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// This function is not thread-safe.
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const char *openSubdiv_getGLSLPatchBasisSource();
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