From Holger Helmich, Tessellation shader support

This commit is contained in:
Robert Osfield 2010-11-23 14:50:31 +00:00
parent 5b3691e602
commit d7747685b3
9 changed files with 181 additions and 8 deletions

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@ -3,6 +3,7 @@
* Copyright (C) 2004-2005 Nathan Cournia
* Copyright (C) 2007 Art Tevs
* Copyright (C) 2008 Zebra Imaging
* Copyright (C) 2010 VIRES Simulationstechnologie GmbH
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commercial and non commercial
@ -15,6 +16,7 @@
/* file: include/osg/GL2Extensions
* author: Mike Weiblen 2008-01-02
* Holger Helmich 2010-10-21
*/
#ifndef OSG_GL2EXTENSIONS
@ -178,6 +180,42 @@ typedef char GLchar;
#define GL_PROGRAM_POINT_SIZE_EXT 0x8642
#endif
// ARB_tesselation_shader
#ifndef GL_TESS_EVALUATION_SHADER
#define GL_PATCHES 0x000E
#define GL_PATCH_VERTICES 0x8E72
#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73
#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74
#define GL_MAX_PATCH_VERTICES 0x8E7D
#define GL_MAX_TESS_GEN_LEVEL 0x8E7E
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81
#define GL_MAX_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82
#define GL_MAX_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83
#define GL_MAX_MAX_TESS_PATCH_COMPONENTS 0x8E84
#define GL_MAX_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85
#define GL_MAX_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86
#define GL_MAX_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89
#define GL_MAX_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A
#define GL_MAX_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C
#define GL_MAX_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D
#define GL_MAX_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E
#define GL_MAX_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F
#define GL_TESS_EVALUATION_SHADER 0x8E87
#define GL_TESS_CONTROL_SHADER 0x8E88
#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75
#define GL_TESS_GEN_MODE 0x8E76
#define GL_TESS_GEN_SPACING 0x8E77
#define GL_TESS_GEN_VERTEX_ORDER 0x8E78
#define GL_TESS_GEN_POINT_MODE 0x8E79
#define GL_ISOLINES 0x8E7A
#define GL_FRACTIONAL_ODD 0x8E7B
#define GL_FRACTIONAL_EVEN 0x8E7C
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1
#endif
// EXT_gpu_shader4
#ifndef GL_INT_SAMPLER_2D_EXT
#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0
@ -243,6 +281,9 @@ class OSG_EXPORT GL2Extensions : public osg::Referenced
void setGeometryShader4Supported(bool flag) { _isGeometryShader4Supported = flag; }
bool isGeometryShader4Supported() const { return _isGeometryShader4Supported; }
void setTessellationShadersSupported(bool flag) { _areTessellationShadersSupported = flag; }
bool areTessellationShadersSupported() const { return _areTessellationShadersSupported; }
void setGpuShader4Supported(bool flag) { _isGpuShader4Supported = flag; }
bool isGpuShader4Supported() const { return _isGpuShader4Supported; }
@ -375,6 +416,10 @@ class OSG_EXPORT GL2Extensions : public osg::Referenced
void glFramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer ) const;
void glFramebufferTextureFace( GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face ) const;
// ARB_tessellation_shader
void glPatchParameteri(GLenum pname, GLint value) const;
void glPatchParameterfv(GLenum pname, const GLfloat *values) const;
// EXT_gpu_shader4
void glGetUniformuiv( GLuint program, GLint location, GLuint *params ) const;
void glBindFragDataLocation( GLuint program, GLuint color, const GLchar *name ) const;
@ -399,6 +444,7 @@ class OSG_EXPORT GL2Extensions : public osg::Referenced
bool _isFragmentShaderSupported;
bool _isLanguage100Supported;
bool _isGeometryShader4Supported;
bool _areTessellationShadersSupported;
bool _isGpuShader4Supported;
typedef void (GL_APIENTRY * BlendEquationSeparateProc)(GLenum modeRGB, GLenum modeAlpha);
@ -507,6 +553,8 @@ class OSG_EXPORT GL2Extensions : public osg::Referenced
typedef void (GL_APIENTRY * FramebufferTextureProc)( GLenum target, GLenum attachment, GLuint texture, GLint level );
typedef void (GL_APIENTRY * FramebufferTextureLayerProc)( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer );
typedef void (GL_APIENTRY * FramebufferTextureFaceProc)( GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face );
typedef void (GL_APIENTRY * PatchParameteriProc)( GLenum pname, GLint value );
typedef void (GL_APIENTRY * PatchParameterfvProc)( GLenum pname, const GLfloat* values );
typedef void (GL_APIENTRY * GetUniformuivProc)( GLuint program, GLint location, GLuint* params );
typedef void (GL_APIENTRY * BindFragDataLocationProc)( GLuint program, GLuint color, const GLchar* name );
typedef GLint (GL_APIENTRY * GetFragDataLocationProc)( GLuint program, const GLchar* name );
@ -633,6 +681,10 @@ class OSG_EXPORT GL2Extensions : public osg::Referenced
FramebufferTextureLayerProc _glFramebufferTextureLayer;
FramebufferTextureFaceProc _glFramebufferTextureFace;
// ARB_tesselation_shader
PatchParameteriProc _glPatchParameteri;
PatchParameterfvProc _glPatchParameterfv;
// EXT_gpu_shader4
GetUniformuivProc _glGetUniformuiv;
BindFragDataLocationProc _glBindFragDataLocation;

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@ -177,7 +177,8 @@ class OSG_EXPORT PrimitiveSet : public BufferData
LINES_ADJACENCY = GL_LINES_ADJACENCY_EXT,
LINE_STRIP_ADJACENCY = GL_LINE_STRIP_ADJACENCY_EXT,
TRIANGLES_ADJACENCY = GL_TRIANGLES_ADJACENCY_EXT,
TRIANGLE_STRIP_ADJACENCY = GL_TRIANGLE_STRIP_ADJACENCY_EXT
TRIANGLE_STRIP_ADJACENCY = GL_TRIANGLE_STRIP_ADJACENCY_EXT,
PATCHES = GL_PATCHES
};
PrimitiveSet(Type primType=PrimitiveType,GLenum mode=0, int numInstances=0):

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@ -2,6 +2,7 @@
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
* Copyright (C) 2008 Zebra Imaging
* Copyright (C) 2010 Vires Simulationstechnologie GmbH
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commercial and non commercial
@ -14,6 +15,7 @@
/* file: include/osg/Program
* author: Mike Weiblen 2008-01-02
* Holger Helmich 2010-10-21
*/
#ifndef OSG_PROGRAM
@ -96,6 +98,9 @@ class OSG_EXPORT Program : public osg::StateAttribute
void setParameter( GLenum pname, GLint value );
GLint getParameter( GLenum pname ) const;
void setParameterfv( GLenum pname, const GLfloat* value );
const GLfloat* getParameterfv( GLenum pname ) const;
/** Add an attribute location binding. */
void addBindAttribLocation( const std::string& name, GLuint index );
@ -275,8 +280,17 @@ class OSG_EXPORT Program : public osg::StateAttribute
GLint _geometryInputType;
GLint _geometryOutputType;
/** Parameter maintained with glPatchParameteri */
GLint _patchVertices;
/** Parameter maintained with glPatchParameterfv */
// todo add tessellation default level
//GLfloat _patchDefaultInnerLevel[2];
//GLfloat _patchDefaultOuterLevel[4];
private:
Program& operator=(const Program&); // disallowed
};
}

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@ -2,6 +2,7 @@
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
* Copyright (C) 2008 Zebra Imaging
* Copyright (C) 2010 VIRES Simulationstechnologie GmbH
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commercial and non commercial
@ -14,6 +15,7 @@
/* file: include/osg/Shader
* author: Mike Weiblen 2008-01-02
* Holger Helmich 2010-10-21
*/
#ifndef OSG_SHADER
@ -86,8 +88,10 @@ class OSG_EXPORT Shader : public osg::Object
enum Type {
VERTEX = GL_VERTEX_SHADER,
FRAGMENT = GL_FRAGMENT_SHADER,
TESSCONTROL = GL_TESS_CONTROL_SHADER,
TESSEVALUATION = GL_TESS_EVALUATION_SHADER,
GEOMETRY = GL_GEOMETRY_SHADER_EXT,
FRAGMENT = GL_FRAGMENT_SHADER,
UNDEFINED = -1
};

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@ -302,6 +302,10 @@ void GL2Extensions::lowestCommonDenominator(const GL2Extensions& rhs)
if (!rhs._glFramebufferTextureLayer) _glFramebufferTextureLayer = 0;
if (!rhs._glFramebufferTextureFace) _glFramebufferTextureFace = 0;
// ARB_tessellation_shader
if (!rhs._glPatchParameteri) _glPatchParameteri = 0;
if (!rhs._glPatchParameterfv) _glPatchParameterfv = 0;
// EXT_gpu_shader4
if (!rhs._glGetUniformuiv) _glGetUniformuiv = 0;
if (!rhs._glBindFragDataLocation) _glBindFragDataLocation = 0;
@ -337,6 +341,7 @@ void GL2Extensions::setupGL2Extensions(unsigned int contextID)
_isLanguage100Supported = shadersBuiltIn || osg::isGLExtensionSupported(contextID,"GL_ARB_shading_language_100");
_isGeometryShader4Supported = osg::isGLExtensionSupported(contextID,"GL_EXT_geometry_shader4");
_isGpuShader4Supported = osg::isGLExtensionSupported(contextID,"GL_EXT_gpu_shader4");
_areTessellationShadersSupported = osg::isGLExtensionSupported(contextID, "GL_ARB_tessellation_shader");
if( isGlslSupported() )
{
@ -470,6 +475,10 @@ void GL2Extensions::setupGL2Extensions(unsigned int contextID)
setGLExtensionFuncPtr(_glFramebufferTextureLayer, "glFramebufferTextureLayer", "glFramebufferTextureLayerEXT" );
setGLExtensionFuncPtr(_glFramebufferTextureFace, "glFramebufferTextureFace", "glFramebufferTextureFaceEXT" );
// ARB_tesselation_shader
setGLExtensionFuncPtr(_glPatchParameteri, "glPatchParameteri" );
setGLExtensionFuncPtr(_glPatchParameterfv, "glPatchParameterfv");
// EXT_gpu_shader4
setGLExtensionFuncPtr(_glGetUniformuiv, "glGetUniformuiv", "glGetUniformuivEXT" );
setGLExtensionFuncPtr(_glBindFragDataLocation, "glBindFragDataLocation", "glBindFragDataLocationEXT" );
@ -1973,6 +1982,30 @@ void GL2Extensions::glFramebufferTextureFace( GLenum target, GLenum attachment,
}
}
void GL2Extensions::glPatchParameteri( GLenum pname, GLint value ) const
{
if (_glPatchParameteri)
{
_glPatchParameteri( pname, value );
}
else
{
NotSupported( "glPatchParameteri" );
}
}
void GL2Extensions::glPatchParameterfv( GLenum pname, const GLfloat* values ) const
{
if (_glPatchParameterfv)
{
_glPatchParameterfv( pname, values );
}
else
{
NotSupported( "glPatchParameterfv" );
}
}
void GL2Extensions::glGetUniformuiv( GLuint program, GLint location, GLuint* params ) const
{

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@ -30,6 +30,7 @@ unsigned int PrimitiveSet::getNumPrimitives() const
case(TRIANGLE_STRIP):
case(TRIANGLE_FAN):
case(QUAD_STRIP):
case(PATCHES):
case(POLYGON): return 1;
}
return 0;
@ -84,6 +85,7 @@ unsigned int DrawArrayLengths::getNumPrimitives() const
case(TRIANGLE_STRIP):
case(TRIANGLE_FAN):
case(QUAD_STRIP):
case(PATCHES):
case(POLYGON): return size();
}
return 0;

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@ -2,6 +2,7 @@
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
* Copyright (C) 2008 Zebra Imaging
* Copyright (C) 2010 VIRES Simulationstechnologie GmbH
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commercial and non commercial
@ -15,6 +16,7 @@
/* file: src/osg/Program.cpp
* author: Mike Weiblen 2008-01-19
* Holger Helmich 2010-10-21
*/
#include <list>
@ -97,7 +99,8 @@ void Program::discardDeletedGlPrograms(unsigned int contextID)
Program::Program() :
_geometryVerticesOut(1), _geometryInputType(GL_TRIANGLES),
_geometryOutputType(GL_TRIANGLE_STRIP)
_geometryOutputType(GL_TRIANGLE_STRIP),
_patchVertices(3)
{
}
@ -125,6 +128,8 @@ Program::Program(const Program& rhs, const osg::CopyOp& copyop):
_geometryVerticesOut = rhs._geometryVerticesOut;
_geometryInputType = rhs._geometryInputType;
_geometryOutputType = rhs._geometryOutputType;
_patchVertices = rhs._patchVertices;
}
@ -159,6 +164,9 @@ int Program::compare(const osg::StateAttribute& sa) const
if( _geometryOutputType < rhs._geometryOutputType ) return -1;
if( rhs._geometryOutputType < _geometryOutputType ) return 1;
if( _patchVertices < rhs._patchVertices ) return -1;
if( rhs._patchVertices < _patchVertices ) return 1;
ShaderList::const_iterator litr=_shaderList.begin();
ShaderList::const_iterator ritr=rhs._shaderList.begin();
for(;
@ -299,7 +307,11 @@ void Program::setParameter( GLenum pname, GLint value )
break;
case GL_GEOMETRY_OUTPUT_TYPE_EXT:
_geometryOutputType = value;
dirtyProgram(); // needed?
//dirtyProgram(); // needed?
break;
case GL_PATCH_VERTICES:
_patchVertices = value;
dirtyProgram();
break;
default:
OSG_WARN << "setParameter invalid param " << pname << std::endl;
@ -307,6 +319,35 @@ void Program::setParameter( GLenum pname, GLint value )
}
}
void Program::setParameterfv( GLenum pname, const GLfloat* value )
{
switch( pname )
{
// todo tessellation default level
case GL_PATCH_DEFAULT_INNER_LEVEL:
break;
case GL_PATCH_DEFAULT_OUTER_LEVEL:
break;
default:
OSG_WARN << "setParameter invalid param " << pname << std::endl;
break;
}
}
const GLfloat* Program::getParameterfv( GLenum pname ) const
{
switch( pname )
{
;
// todo tessellation default level
// case GL_PATCH_DEFAULT_INNER_LEVEL: return _patchDefaultInnerLevel;
// case GL_PATCH_DEFAULT_OUTER_LEVEL: return _patchDefaultOuterLevel;
}
OSG_WARN << "getParameter invalid param " << pname << std::endl;
return 0;
}
GLint Program::getParameter( GLenum pname ) const
{
switch( pname )
@ -314,6 +355,7 @@ GLint Program::getParameter( GLenum pname ) const
case GL_GEOMETRY_VERTICES_OUT_EXT: return _geometryVerticesOut;
case GL_GEOMETRY_INPUT_TYPE_EXT: return _geometryInputType;
case GL_GEOMETRY_OUTPUT_TYPE_EXT: return _geometryOutputType;
case GL_PATCH_VERTICES: return _patchVertices;
}
OSG_WARN << "getParameter invalid param " << pname << std::endl;
return 0;
@ -464,14 +506,20 @@ void Program::PerContextProgram::linkProgram(osg::State& state)
_extensions->glProgramParameteri( _glProgramHandle, GL_GEOMETRY_INPUT_TYPE_EXT, _program->_geometryInputType );
_extensions->glProgramParameteri( _glProgramHandle, GL_GEOMETRY_OUTPUT_TYPE_EXT, _program->_geometryOutputType );
}
if (_extensions->areTessellationShadersSupported() )
{
_extensions->glPatchParameteri( GL_PATCH_VERTICES, _program->_patchVertices );
// todo: add default tessellation level
}
// Detach removed shaders
for( unsigned int i=0; i < _shadersToDetach.size(); ++i )
{
_shadersToDetach[i]->detachShader( _contextID, _glProgramHandle );
}
_shadersToDetach.clear();
// Attach new shaders
for( unsigned int i=0; i < _shadersToAttach.size(); ++i )
{

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@ -2,6 +2,7 @@
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
* Copyright (C) 2008 Zebra Imaging
* Copyright (C) 2010 VIRES Simulationstechnologie GmbH
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commercial and non commercial
@ -15,6 +16,7 @@
/* file: src/osg/Shader.cpp
* author: Mike Weiblen 2008-01-02
* Holger Helmich 2010-10-21
*/
#include <fstream>
@ -321,8 +323,10 @@ const char* Shader::getTypename() const
switch( getType() )
{
case VERTEX: return "VERTEX";
case FRAGMENT: return "FRAGMENT";
case TESSCONTROL: return "TESSCONTROL";
case TESSEVALUATION: return "TESSEVALUATION";
case GEOMETRY: return "GEOMETRY";
case FRAGMENT: return "FRAGMENT";
default: return "UNDEFINED";
}
}
@ -331,8 +335,10 @@ const char* Shader::getTypename() const
Shader::Type Shader::getTypeId( const std::string& tname )
{
if( tname == "VERTEX" ) return VERTEX;
if( tname == "FRAGMENT" ) return FRAGMENT;
if( tname == "TESSCONTROL" ) return TESSCONTROL;
if( tname == "TESSEVALUATION") return TESSEVALUATION;
if( tname == "GEOMETRY" ) return GEOMETRY;
if( tname == "FRAGMENT" ) return FRAGMENT;
return UNDEFINED;
}

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@ -1,4 +1,5 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
* Copyright (C) 2010-10-21 VIRES Simulationstechnologie GmbH
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
@ -11,6 +12,10 @@
* OpenSceneGraph Public License for more details.
*/
/*
* mod: Holger Helmich 2010-10-21
*/
#include <osg/ShaderComposer>
#include <osg/Notify>
@ -43,6 +48,8 @@ osg::Program* ShaderComposer::getOrCreateProgram(const ShaderComponents& shaderC
// strip out vertex shaders
Shaders vertexShaders;
Shaders tessControlShaders;
Shaders tessEvaluationShaders;
Shaders geometryShaders;
Shaders fragmentShaders;
@ -62,6 +69,12 @@ osg::Program* ShaderComposer::getOrCreateProgram(const ShaderComponents& shaderC
case(Shader::VERTEX):
vertexShaders.push_back(shader);
break;
case(Shader::TESSCONTROL):
tessControlShaders.push_back(shader);
break;
case(Shader::TESSEVALUATION):
tessEvaluationShaders.push_back(shader);
break;
case(Shader::GEOMETRY):
geometryShaders.push_back(shader);
break;