// // 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 // // 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 OSD_D3D11_COMPUTE_CONTEXT_H #define OSD_D3D11_COMPUTE_CONTEXT_H #include "../version.h" #include "../far/mesh.h" #include "../far/vertexEditTables.h" #include "../osd/vertex.h" #include "../osd/vertexDescriptor.h" #include "../osd/nonCopyable.h" #include #include struct ID3D11Buffer; struct ID3D11Device; struct ID3D11DeviceContext; struct ID3D11ShaderResourceView; namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { class OsdD3D11ComputeKernelBundle; class OsdD3D11ComputeTable : OsdNonCopyable { public: template OsdD3D11ComputeTable(const std::vector &table, ID3D11DeviceContext *deviceContext, DXGI_FORMAT format) { createBuffer((int)table.size() * sizeof(T), table.empty() ? NULL : &table[0], format, (int)table.size(), deviceContext); } virtual ~OsdD3D11ComputeTable(); ID3D11Buffer * GetBuffer() const; ID3D11ShaderResourceView * GetSRV() const; private: void createBuffer(int size, const void *ptr, DXGI_FORMAT format, int numElements, ID3D11DeviceContext *deviceContext); ID3D11Buffer * _buffer; ID3D11ShaderResourceView * _srv; }; class OsdD3D11ComputeHEditTable : OsdNonCopyable { public: OsdD3D11ComputeHEditTable(const FarVertexEditTables::VertexEditBatch &batch, ID3D11DeviceContext *deviceContext); virtual ~OsdD3D11ComputeHEditTable(); const OsdD3D11ComputeTable * GetPrimvarIndices() const; const OsdD3D11ComputeTable * GetEditValues() const; int GetOperation() const; int GetPrimvarOffset() const; int GetPrimvarWidth() const; private: OsdD3D11ComputeTable *_primvarIndicesTable; OsdD3D11ComputeTable *_editValuesTable; int _operation; int _primvarOffset; int _primvarWidth; }; /// /// \brief D3D Refine Context /// /// The D3D implementation of the Refine module contextual functionality. /// /// Contexts interface the serialized topological data pertaining to the /// geometric primitives with the capabilities of the selected discrete /// compute device. /// class OsdD3D11ComputeContext : public OsdNonCopyable { public: /// Creates an OsdD3D11ComputeContext instance /// /// @param farmesh the FarMesh used for this Context. /// /// @param deviceContext D3D device /// static OsdD3D11ComputeContext * Create(FarMesh const *farmesh, ID3D11DeviceContext *deviceContext); /// Destructor virtual ~OsdD3D11ComputeContext(); /// Binds a vertex and a varying data buffers to the context. Binding ensures /// that data buffers are properly inter-operated between Contexts and /// Controllers operating across multiple devices. /// /// @param vertex a buffer containing vertex-interpolated primvar data /// /// @param varying a buffer containing varying-interpolated primvar data /// template void Bind(VERTEX_BUFFER *vertex, VARYING_BUFFER *varying) { _currentVertexBufferUAV = vertex ? vertex->BindD3D11UAV(_deviceContext) : 0; _currentVaryingBufferUAV = varying ? varying->BindD3D11UAV(_deviceContext) : 0; _vdesc.numVertexElements = vertex ? vertex->GetNumElements() : 0; _vdesc.numVaryingElements = varying ? varying->GetNumElements() : 0; bindShaderStorageBuffers(); } /// Unbinds any previously bound vertex and varying data buffers. void Unbind() { _currentVertexBufferUAV = 0; _currentVaryingBufferUAV = 0; unbindShaderStorageBuffers(); } /// Returns one of the vertex refinement tables. /// /// @param tableIndex the type of table /// const OsdD3D11ComputeTable * GetTable(int tableIndex) const; /// Returns the number of hierarchical edit tables int GetNumEditTables() const; /// Returns a specific hierarchical edit table /// /// @param tableIndex the index of the table /// const OsdD3D11ComputeHEditTable * GetEditTable(int tableIndex) const; /// Returns a handle to the vertex-interpolated buffer ID3D11UnorderedAccessView * GetCurrentVertexBufferUAV() const; /// Returns a handle to the varying-interpolated buffer ID3D11UnorderedAccessView * GetCurrentVaryingBufferUAV() const; /// Returns an OsdVertexDescriptor if vertex buffers have been bound. /// /// @return a descriptor for the format of the vertex data currently bound /// OsdVertexDescriptor const & GetVertexDescriptor() const { return _vdesc; } OsdD3D11ComputeKernelBundle * GetKernelBundle() const; void SetKernelBundle(OsdD3D11ComputeKernelBundle *kernelBundle); ID3D11DeviceContext * GetDeviceContext() const; void SetDeviceContext(ID3D11DeviceContext *deviceContext); void BindEditShaderStorageBuffers(int editIndex); void UnbindEditShaderStorageBuffers(); protected: explicit OsdD3D11ComputeContext(FarMesh const *farMesh, ID3D11DeviceContext *deviceContext); void bindShaderStorageBuffers(); void unbindShaderStorageBuffers(); private: std::vector _tables; std::vector _editTables; ID3D11DeviceContext *_deviceContext; OsdVertexDescriptor _vdesc; ID3D11UnorderedAccessView * _currentVertexBufferUAV, * _currentVaryingBufferUAV; OsdD3D11ComputeKernelBundle * _kernelBundle; }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OSD_D3D11_COMPUTE_CONTEXT_H