OpenSubdiv/opensubdiv/osd/hlslComputeKernel.hlsl

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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
2013-07-18 21:19:50 +00:00
//
// 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.
//
interface IComputeKernel {
void runKernel( uint3 ID );
};
IComputeKernel kernel;
cbuffer KernelUniformArgs : register( b0 ) {
int batchStart,
batchEnd,
primvarOffset,
numCVs;
};
RWBuffer<float> vertexBuffer : register( u0 );
Buffer<int> sizes : register( t1 );
Buffer<int> offsets : register( t2 );
Buffer<int> indices : register( t3 );
Buffer<float> weights : register( t4 );
//--------------------------------------------------------------------------------
struct Vertex {
float vertexData[LENGTH];
};
void clear(out Vertex v) {
for (int i = 0; i < LENGTH; ++i) {
v.vertexData[i] = 0;
}
}
Vertex readVertex(int index) {
Vertex v;
int vertexIndex = primvarOffset + index * STRIDE;
for (int i = 0; i < LENGTH; ++i) {
v.vertexData[i] = vertexBuffer[vertexIndex + i];
}
return v;
}
void writeVertex(int index, Vertex v) {
int vertexIndex = primvarOffset + index * STRIDE;
for (int i = 0; i < LENGTH; ++i) {
vertexBuffer[vertexIndex + i] = v.vertexData[i];
}
}
void addWithWeight(inout Vertex v, const Vertex src, float weight) {
for (int i = 0; i < LENGTH; ++i) {
v.vertexData[i] += weight * src.vertexData[i];
}
}
//--------------------------------------------------------------------------------
// Stencil compute Kernel
class ComputeStencil : IComputeKernel {
int placeholder;
void runKernel( uint3 ID ) {
int current = int(ID.x) + batchStart;
if (current>batchEnd) {
return;
}
Vertex dst;
clear(dst);
int offset = offsets[current],
size = sizes[current];
for (int i=0; i<size; ++i) {
addWithWeight(dst, readVertex( indices[offset+i] ), weights[offset+i]);
}
// the vertex buffer contains our control vertices at the beginning: don't
// stomp on those !
writeVertex(numCVs+current, dst);
}
};
// Add place-holder stencil kernel or D3D11ShaderReflection::GetInterfaceSlots()
// returns 0
class PlaceHolder : IComputeKernel {
int placeholder;
void runKernel( uint3 ID ) {
}
};
//--------------------------------------------------------------------------------
ComputeStencil computeStencil;
[numthreads(WORK_GROUP_SIZE, 1, 1)]
void cs_main( uint3 ID : SV_DispatchThreadID )
{
// call kernel
kernel.runKernel(ID);
}
//--------------------------------------------------------------------------------