OpenSubdiv/opensubdiv/osd/d3d11PtexTexture.cpp

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//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
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// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
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// contribution under this license.
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// directly on its contribution.
//
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// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
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// complete copy of this license with your distribution. If you
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#include "../osd/d3d11PtexTexture.h"
#include "../osd/ptexTextureLoader.h"
#include "../osd/error.h"
#include <Ptexture.h>
#include <D3D11.h>
#include <cassert>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdD3D11PtexTexture::OsdD3D11PtexTexture()
: _width(0), _height(0), _depth(0), _pages(0), _layout(0), _texels(0) {
}
OsdD3D11PtexTexture::~OsdD3D11PtexTexture() {
// delete pages lookup ---------------------------------
if (_pages) _pages->Release();
// delete layout lookup --------------------------------
if (_layout) _layout->Release();
// delete textures lookup ------------------------------
if (_texels) _texels->Release();
}
static ID3D11Buffer *
genTextureBuffer(ID3D11DeviceContext *deviceContext, int size, void const * data) {
D3D11_BUFFER_DESC hBufferDesc;
hBufferDesc.ByteWidth = size;
hBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
hBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_SHADER_RESOURCE;
hBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hBufferDesc.MiscFlags = 0;
hBufferDesc.StructureByteStride = sizeof(float);
HRESULT hr;
ID3D11Buffer *buffer;
ID3D11Device *device;
deviceContext->GetDevice(&device);
hr = device->CreateBuffer(&hBufferDesc, NULL, &buffer);
if (FAILED(hr)) {
OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR,
"Fail in CreateBuffer\n");
return 0;
}
D3D11_MAPPED_SUBRESOURCE resource;
hr = deviceContext->Map(buffer, 0,
D3D11_MAP_WRITE_DISCARD, 0, &resource);
if (FAILED(hr)) {
OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR,
"Fail in Map buffer\n");
buffer->Release();
return 0;
}
memcpy(resource.pData, data, size);
deviceContext->Unmap(buffer, 0);
return buffer;
}
OsdD3D11PtexTexture *
OsdD3D11PtexTexture::Create(ID3D11DeviceContext *deviceContext,
PtexTexture * reader,
unsigned long int targetMemory,
int gutterWidth,
int pageMargin) {
OsdD3D11PtexTexture * result = NULL;
// Read the ptex data and pack the texels
OsdPtexTextureLoader ldr(reader, gutterWidth, pageMargin);
unsigned long int nativeSize = ldr.GetNativeUncompressedSize(),
targetSize = targetMemory;
if (targetSize != 0 && targetSize != nativeSize)
ldr.OptimizeResolution(targetSize);
int maxnumpages = D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
ldr.OptimizePacking(maxnumpages);
if (!ldr.GenerateBuffers())
return result;
// Setup GPU memory
unsigned long int nfaces = ldr.GetNumBlocks();
ID3D11Buffer *pages = genTextureBuffer(deviceContext,
nfaces * sizeof(int),
ldr.GetIndexBuffer());
ID3D11Buffer *layout = genTextureBuffer(deviceContext,
nfaces * 4 * sizeof(float),
ldr.GetLayoutBuffer());
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
int bpp = 0;
int numChannels = reader->numChannels();
switch (reader->dataType()) {
case Ptex::dt_uint16:
switch (numChannels) {
case 1: format = DXGI_FORMAT_R16_UINT; break;
case 2: format = DXGI_FORMAT_R16G16_UINT; break;
case 3: assert(false); break;
case 4: format = DXGI_FORMAT_R16G16B16A16_UINT; break;
}
bpp = numChannels * 2;
break;
case Ptex::dt_float:
switch (numChannels) {
case 1: format = DXGI_FORMAT_R32_FLOAT; break;
case 2: format = DXGI_FORMAT_R32G32_FLOAT; break;
case 3: format = DXGI_FORMAT_R32G32B32_FLOAT; break;
case 4: format = DXGI_FORMAT_R32G32B32A32_FLOAT; break;
}
bpp = numChannels * 4;
break;
case Ptex::dt_half:
switch (numChannels) {
case 1: format = DXGI_FORMAT_R16_FLOAT; break;
case 2: format = DXGI_FORMAT_R16G16_FLOAT; break;
case 3:assert(false); break;
case 4: format = DXGI_FORMAT_R16G16B16A16_FLOAT; break;
}
bpp = numChannels * 2;
break;
default:
switch (numChannels) {
case 1: format = DXGI_FORMAT_R8_UINT; break;
case 2: format = DXGI_FORMAT_R8G8_UINT; break;
case 3: assert(false); break;
case 4: format = DXGI_FORMAT_R8G8B8A8_UINT; break;
}
bpp = numChannels;
break;
}
// actual texels texture array
D3D11_TEXTURE2D_DESC desc;
desc.Width = ldr.GetPageSize();
desc.Height = ldr.GetPageSize();
desc.MipLevels = 1;
desc.ArraySize = ldr.GetNumPages();
desc.Format = format;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = ldr.GetTexelBuffer();
initData.SysMemPitch = ldr.GetPageSize() * bpp;
initData.SysMemSlicePitch = ldr.GetPageSize() * ldr.GetPageSize() * bpp;
ID3D11Device *device;
ID3D11Texture2D *texels;
deviceContext->GetDevice(&device);
HRESULT hr = device->CreateTexture2D(&desc, &initData, &texels);
ldr.ClearBuffers();
// Return the Osd PtexTexture object
result = new OsdD3D11PtexTexture;
result->_width = ldr.GetPageSize();
result->_height = ldr.GetPageSize();
result->_depth = ldr.GetNumPages();
result->_format = format;
result->_pages = pages;
result->_layout = layout;
result->_texels = texels;
return result;
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv