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cadscene_gl.hpp
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/*
* Copyright (c) 2017-2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2017-2022 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#include "cadscene.hpp"
#include <include_gl.h>
#include <nvgl/base_gl.hpp>
class GeometryMemoryGL
{
public:
typedef size_t Index;
struct Allocation
{
Index chunkIndex;
size_t vboOffset;
size_t aboOffset;
size_t iboOffset;
size_t meshOffset;
size_t meshIndicesOffset;
};
struct Chunk
{
GLuint vboGL{};
GLuint aboGL{};
GLuint iboGL{};
GLuint meshGL = 0;
GLuint meshIndicesGL = 0;
GLuint vboTEX{};
GLuint aboTEX{};
size_t vboSize{};
size_t aboSize{};
size_t iboSize{};
size_t meshSize{};
size_t meshIndicesSize{};
uint64_t vboADDR{};
uint64_t aboADDR{};
uint64_t iboADDR{};
uint64_t meshADDR{};
uint64_t meshIndicesADDR{};
uint64_t vboTEXADDR{};
uint64_t aboTEXADDR{};
};
void init(size_t vboStride, size_t aboStride, size_t maxChunk, bool bindless, bool fp16);
void deinit();
void alloc(size_t vboSize, size_t aboSize, size_t iboSize, size_t meshSize, size_t meshIndicesSize, Allocation& allocation);
void finalize();
[[nodiscard]] size_t getVertexSize() const
{
size_t size = 0;
for(const auto & m_chunk : m_chunks)
{
size += m_chunk.vboSize;
}
return size;
}
[[nodiscard]] size_t getAttributeSize() const
{
size_t size = 0;
for(const auto & m_chunk : m_chunks)
{
size += m_chunk.aboSize;
}
return size;
}
[[nodiscard]] size_t getIndexSize() const
{
size_t size = 0;
for(const auto & m_chunk : m_chunks)
{
size += m_chunk.iboSize;
}
return size;
}
[[nodiscard]] size_t getMeshSize() const
{
size_t size = 0;
for(const auto & m_chunk : m_chunks)
{
size += m_chunk.meshSize + m_chunk.meshIndicesSize;
}
return size;
}
[[nodiscard]] const Chunk& getChunk(const Allocation& allocation) const { return m_chunks[allocation.chunkIndex]; }
[[nodiscard]] const Chunk& getChunk(Index index) const { return m_chunks[index]; }
[[nodiscard]] size_t getChunkCount() const { return m_chunks.size(); }
private:
size_t m_alignment;
size_t m_vboAlignment;
size_t m_aboAlignment;
size_t m_maxChunk;
size_t m_maxVboChunk;
size_t m_maxIboChunk;
size_t m_maxMeshIndicesChunk;
bool m_bindless;
bool m_fp16;
std::vector<Chunk> m_chunks;
Index getActiveIndex() { return (m_chunks.size() - 1); }
Chunk& getActiveChunk()
{
assert(!m_chunks.empty());
return m_chunks[getActiveIndex()];
}
};
class CadSceneGL
{
public:
struct Geometry
{
GeometryMemoryGL::Allocation mem{};
nvgl::BufferBinding vbo;
nvgl::BufferBinding abo;
nvgl::BufferBinding ibo;
nvgl::BufferBinding topoMeshlet;
nvgl::BufferBinding topoPrim;
};
struct GeometryUbo
{
uint8_t uboData[256];
};
struct Buffers
{
nvgl::Buffer matrices;
nvgl::Buffer materials;
};
Buffers m_buffers;
std::vector<Geometry> m_geometry;
GeometryMemoryGL m_geometryMem;
void init(const CadScene& cadscene);
void deinit();
};