OpenSubdiv/opensubdiv/osd/d3d11ComputeController.cpp

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//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
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//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include "../osd/d3d11ComputeController.h"
#include "../far/error.h"
#include "../osd/vertexDescriptor.h"
#define INITGUID // for IID_ID3D11ShaderReflection
#include <D3D11.h>
#include <D3D11shader.h>
#include <D3Dcompiler.h>
#include <algorithm>
#include <cassert>
#include <sstream>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
static const char *shaderSource =
#include "../osd/hlslComputeKernel.gen.h"
;
// ----------------------------------------------------------------------------
// must match constant buffer declaration in hlslComputeKernel.hlsl
__declspec(align(16))
struct KernelUniformArgs {
int uniformStart, // batch
uniformEnd,
uniformOffset, // primvar buffer descriptor
uniformNumCVs; // number of const control vertices padded at
};
// ----------------------------------------------------------------------------
class D3D11ComputeController::KernelBundle :
NonCopyable<D3D11ComputeController::KernelBundle> {
public:
KernelBundle() :
_computeShader(0),
_classLinkage(0),
_subStencilKernel(0),
_uniformArgs(0),
_workGroupSize(64) { }
~KernelBundle() {
SAFE_RELEASE(_computeShader);
SAFE_RELEASE(_classLinkage);
SAFE_RELEASE(_subStencilKernel);
SAFE_RELEASE(_uniformArgs);
}
bool Compile(ID3D11DeviceContext *deviceContext,
VertexBufferDescriptor const &desc) {
_desc = VertexBufferDescriptor(0, desc.length, desc.stride);
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#ifdef _DEBUG
dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif
std::ostringstream ss;
ss << _desc.offset; std::string offsetValue(ss.str()); ss.str("");
ss << _desc.length; std::string lengthValue(ss.str()); ss.str("");
ss << _desc.stride; std::string strideValue(ss.str()); ss.str("");
ss << _workGroupSize; std::string workgroupSizeValue(ss.str()); ss.str("");
D3D_SHADER_MACRO defines[] =
{ "OFFSET", offsetValue.c_str(),
"LENGTH", lengthValue.c_str(),
"STRIDE", strideValue.c_str(),
"WORK_GROUP_SIZE", workgroupSizeValue.c_str(),
0, 0 };
ID3DBlob * computeShaderBuffer = NULL;
ID3DBlob * errorBuffer = NULL;
HRESULT hr = D3DCompile(shaderSource, strlen(shaderSource),
NULL, &defines[0], NULL,
"cs_main", "cs_5_0",
dwShaderFlags, 0,
&computeShaderBuffer, &errorBuffer);
if (FAILED(hr)) {
if (errorBuffer != NULL) {
Far::Error(Far::FAR_RUNTIME_ERROR,
"Error compiling HLSL shader: %s\n",
(CHAR*)errorBuffer->GetBufferPointer());
errorBuffer->Release();
return false;
}
}
ID3D11Device *device = NULL;
deviceContext->GetDevice(&device);
assert(device);
device->CreateClassLinkage(&_classLinkage);
assert(_classLinkage);
device->CreateComputeShader(computeShaderBuffer->GetBufferPointer(),
computeShaderBuffer->GetBufferSize(),
_classLinkage,
&_computeShader);
assert(_computeShader);
ID3D11ShaderReflection *reflector;
D3DReflect(computeShaderBuffer->GetBufferPointer(),
computeShaderBuffer->GetBufferSize(),
IID_ID3D11ShaderReflection, (void**) &reflector);
assert(reflector);
assert(reflector->GetNumInterfaceSlots() == 1);
reflector->Release();
computeShaderBuffer->Release();
_classLinkage->GetClassInstance("computeStencil", 0, &_subStencilKernel);
assert(_subStencilKernel);
return true;
}
void ApplyStencilTableKernel(ID3D11DeviceContext *deviceContext,
Far::KernelBatch const &batch, int offset, int numCVs) {
KernelUniformArgs args;
args.uniformStart = batch.start;
args.uniformEnd = batch.end;
args.uniformOffset = offset;
args.uniformNumCVs = numCVs;
dispatchCompute(deviceContext, _subStencilKernel, args);
}
struct Match {
Match(VertexBufferDescriptor const & d) : desc(d) { }
bool operator() (KernelBundle const * kernel) {
return (desc.length==kernel->_desc.length and
desc.stride==kernel->_desc.stride);
}
VertexBufferDescriptor desc;
};
private:
void dispatchCompute(ID3D11DeviceContext *deviceContext,
ID3D11ClassInstance * kernel, KernelUniformArgs const & args) {
assert(deviceContext);
int count = args.uniformEnd - args.uniformStart;
if (count <= 0) return;
if (not _uniformArgs) {
ID3D11Device *device = NULL;
deviceContext->GetDevice(&device);
assert(device);
D3D11_BUFFER_DESC cbDesc;
ZeroMemory(&cbDesc, sizeof(cbDesc));
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
cbDesc.ByteWidth = sizeof(KernelUniformArgs);
device->CreateBuffer(&cbDesc, NULL, &_uniformArgs);
}
assert(_uniformArgs);
D3D11_MAPPED_SUBRESOURCE mappedResource;
deviceContext->Map(_uniformArgs, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
CopyMemory(mappedResource.pData, &args, sizeof(KernelUniformArgs));
deviceContext->Unmap(_uniformArgs, 0);
deviceContext->CSSetConstantBuffers(0, 1, &_uniformArgs); // b0
deviceContext->CSSetShader(_computeShader, &kernel, 1);
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deviceContext->Dispatch((count + _workGroupSize - 1) / _workGroupSize, 1, 1);
}
private:
ID3D11ComputeShader * _computeShader;
ID3D11ClassLinkage * _classLinkage;
ID3D11ClassInstance * _subStencilKernel; // stencil compute kernel HLSL subroutine
ID3D11Buffer * _uniformArgs; // uniform paramaeters for kernels
VertexBufferDescriptor _desc; // primvar buffer descriptor
int _workGroupSize;
};
// ----------------------------------------------------------------------------
void
D3D11ComputeController::Synchronize() {
if (not _query) {
ID3D11Device *device = NULL;
_deviceContext->GetDevice(&device);
assert(device);
D3D11_QUERY_DESC desc;
desc.Query = D3D11_QUERY_EVENT;
desc.MiscFlags = 0;
device->CreateQuery(&desc, &_query);
}
_deviceContext->Flush();
_deviceContext->End(_query);
while (S_OK != _deviceContext->GetData(_query, NULL, 0, 0));
}
// ----------------------------------------------------------------------------
D3D11ComputeController::KernelBundle const *
D3D11ComputeController::getKernel(VertexBufferDescriptor const &desc) {
KernelRegistry::iterator it =
std::find_if(_kernelRegistry.begin(), _kernelRegistry.end(),
KernelBundle::Match(desc));
if (it != _kernelRegistry.end()) {
return *it;
} else {
assert(_deviceContext);
KernelBundle * kernelBundle = new KernelBundle();
kernelBundle->Compile(_deviceContext, desc);
_kernelRegistry.push_back(kernelBundle);
return kernelBundle;
}
}
void
D3D11ComputeController::bindBuffer() {
// Unbind the vertexBuffer from the input assembler
ID3D11Buffer *NULLBuffer = 0;
UINT voffset = 0, vstride = 0;
_deviceContext->IASetVertexBuffers(0, 1, &NULLBuffer, &voffset, &vstride);
// Unbind the vertexBuffer from the vertex shader
ID3D11ShaderResourceView *NULLSRV = 0;
_deviceContext->VSSetShaderResources(0, 1, &NULLSRV);
if (_currentBindState.buffer)
_deviceContext->CSSetUnorderedAccessViews(0, 1, &_currentBindState.buffer, 0); // u0
}
void
D3D11ComputeController::unbindBuffer() {
assert(_deviceContext);
ID3D11UnorderedAccessView *UAViews[] = { 0 };
_deviceContext->CSSetUnorderedAccessViews(0, 1, UAViews, 0); // u0
}
// ----------------------------------------------------------------------------
void
D3D11ComputeController::ApplyStencilTableKernel(
Far::KernelBatch const &batch, D3D11ComputeContext const *context) const {
assert(context);
// XXXX manuelk messy const drop forced by D3D API - could use better solution
D3D11ComputeController::KernelBundle * bundle =
const_cast<D3D11ComputeController::KernelBundle *>(_currentBindState.kernelBundle);
bundle->ApplyStencilTableKernel(_deviceContext,
batch, _currentBindState.desc.offset, context->GetNumControlVertices());
}
// ----------------------------------------------------------------------------
D3D11ComputeController::D3D11ComputeController(
ID3D11DeviceContext *deviceContext)
: _deviceContext(deviceContext), _query(0) {
}
D3D11ComputeController::~D3D11ComputeController() {
for (KernelRegistry::iterator it = _kernelRegistry.begin();
it != _kernelRegistry.end(); ++it) {
delete *it;
}
SAFE_RELEASE(_query);
}
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv