OpenSubdiv/opensubdiv/osd/d3d11ComputeEvaluator.h

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Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
//
// Copyright 2015 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
//
// 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.
//
#ifndef OPENSUBDIV3_OSD_D3D11_COMPUTE_EVALUATOR_H
#define OPENSUBDIV3_OSD_D3D11_COMPUTE_EVALUATOR_H
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
#include "../version.h"
struct ID3D11DeviceContext;
struct ID3D11Buffer;
struct ID3D11ComputeShader;
struct ID3D11ClassLinkage;
struct ID3D11ClassInstance;
struct ID3D11ShaderResourceView;
struct ID3D11UnorderedAccessView;
#include "../osd/vertexDescriptor.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Far {
class StencilTables;
}
namespace Osd {
/// \brief D3D11 stencil tables
///
/// This class is a D3D11 Shader Resource View representation of
/// Far::StencilTables.
///
/// D3D11ComputeEvaluator consumes this table to apply stencils
///
class D3D11StencilTables {
public:
template <typename DEVICE_CONTEXT>
static D3D11StencilTables *Create(Far::StencilTables const *stencilTables,
DEVICE_CONTEXT context) {
return new D3D11StencilTables(stencilTables, context->GetDeviceContext());
}
static D3D11StencilTables *Create(Far::StencilTables const *stencilTables,
ID3D11DeviceContext *deviceContext) {
return new D3D11StencilTables(stencilTables, deviceContext);
}
D3D11StencilTables(Far::StencilTables const *stencilTables,
ID3D11DeviceContext *deviceContext);
~D3D11StencilTables();
// interfaces needed for D3D11ComputeEvaluator
ID3D11ShaderResourceView *GetSizesSRV() const { return _sizes; }
ID3D11ShaderResourceView *GetOffsetsSRV() const { return _offsets; }
ID3D11ShaderResourceView *GetIndicesSRV() const { return _indices; }
ID3D11ShaderResourceView *GetWeightsSRV() const { return _weights; }
int GetNumStencils() const { return _numStencils; }
private:
ID3D11ShaderResourceView *_sizes;
ID3D11ShaderResourceView *_offsets;
ID3D11ShaderResourceView *_indices;
ID3D11ShaderResourceView *_weights;
ID3D11Buffer *_sizesBuffer;
ID3D11Buffer *_offsetsBuffer;
ID3D11Buffer *_indicesBuffer;
ID3D11Buffer *_weightsBuffer;
int _numStencils;
};
// ---------------------------------------------------------------------------
class D3D11ComputeEvaluator {
public:
typedef bool Instantiatable;
static D3D11ComputeEvaluator * Create(VertexBufferDescriptor const &srcDesc,
VertexBufferDescriptor const &dstDesc,
ID3D11DeviceContext *deviceContext);
/// Constructor.
D3D11ComputeEvaluator();
/// Destructor.
~D3D11ComputeEvaluator();
/// \brief Generic static compute function. This function has a same
/// signature as other device kernels have so that it can be called
/// transparently from OsdMesh template interface.
///
/// @param srcBuffer Input primvar buffer.
/// must have BindVBO() method returning a
/// const float pointer for read
///
/// @param srcDesc vertex buffer descriptor for the input buffer
///
/// @param dstBuffer Output primvar buffer
/// must have BindVBO() method returning a
/// float pointer for write
///
/// @param dstDesc vertex buffer descriptor for the output buffer
///
/// @param stencilTables stencil table to be applied. The table must have
/// SSBO interfaces.
///
/// @param instance cached compiled instance. Clients are supposed to
/// pre-compile an instance of this class and provide
/// to this function. If it's null the kernel still
/// compute by instantiating on-demand kernel although
/// it may cause a performance problem.
///
/// @param deviceContext ID3D11DeviceContext.
///
template <typename VERTEX_BUFFER, typename STENCIL_TABLE>
static bool EvalStencils(VERTEX_BUFFER *srcVertexBuffer,
VertexBufferDescriptor const &srcDesc,
VERTEX_BUFFER *dstVertexBuffer,
VertexBufferDescriptor const &dstDesc,
STENCIL_TABLE const *stencilTable,
D3D11ComputeEvaluator const *instance,
ID3D11DeviceContext * deviceContext) {
if (instance) {
return instance->EvalStencils(srcVertexBuffer, srcDesc,
dstVertexBuffer, dstDesc,
stencilTable,
deviceContext);
} else {
// Create an instace on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc, deviceContext);
if (instance) {
bool r = instance->EvalStencils(srcVertexBuffer, srcDesc,
dstVertexBuffer, dstDesc,
stencilTable,
deviceContext);
delete instance;
return r;
}
return false;
}
}
/// Dispatch the DX compute kernel on GPU asynchronously.
/// returns false if the kernel hasn't been compiled yet.
template <typename VERTEX_BUFFER, typename STENCIL_TABLE>
bool EvalStencils(VERTEX_BUFFER *srcVertexBuffer,
VertexBufferDescriptor const &srcDesc,
VERTEX_BUFFER *dstVertexBuffer,
VertexBufferDescriptor const &dstDesc,
STENCIL_TABLE const *stencilTable,
ID3D11DeviceContext *deviceContext) const {
return EvalStencils(srcVertexBuffer->BindD3D11UAV(deviceContext),
srcDesc,
dstVertexBuffer->BindD3D11UAV(deviceContext),
dstDesc,
stencilTable->GetSizesSRV(),
stencilTable->GetOffsetsSRV(),
stencilTable->GetIndicesSRV(),
stencilTable->GetWeightsSRV(),
/* start = */ 0,
/* end = */ stencilTable->GetNumStencils(),
deviceContext);
}
/// Dispatch the DX compute kernel on GPU asynchronously.
/// returns false if the kernel hasn't been compiled yet.
bool EvalStencils(ID3D11UnorderedAccessView *srcSRV,
VertexBufferDescriptor const &srcDesc,
ID3D11UnorderedAccessView *dstUAV,
VertexBufferDescriptor const &dstDesc,
ID3D11ShaderResourceView *sizesSRV,
ID3D11ShaderResourceView *offsetsSRV,
ID3D11ShaderResourceView *indicesSRV,
ID3D11ShaderResourceView *weightsSRV,
int start,
int end,
ID3D11DeviceContext *deviceContext) const;
/// Configure DX kernel. Returns false if it fails to compile the kernel.
bool Compile(VertexBufferDescriptor const &srcDesc,
VertexBufferDescriptor const &dstDesc,
ID3D11DeviceContext *deviceContext);
/// Wait the dispatched kernel finishes.
static void Synchronize(ID3D11DeviceContext *deviceContext);
private:
ID3D11ComputeShader * _computeShader;
ID3D11ClassLinkage * _classLinkage;
ID3D11ClassInstance * _singleBufferKernel;
ID3D11ClassInstance * _separateBufferKernel;
ID3D11Buffer * _uniformArgs; // uniform paramaeters for kernels
int _workGroupSize;
};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OPENSUBDIV3_OSD_D3D11_COMPUTE_EVALUATOR_H