// // 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. // #include "d3d11PtexMipmapTexture.h" #include "ptexMipmapTextureLoader.h" #include // XXX: to be replaced #include #include D3D11PtexMipmapTexture::D3D11PtexMipmapTexture() : _width(0), _height(0), _depth(0), _layout(0), _texels(0), _layoutSRV(0), _texelsSRV(0), _memoryUsage(0) { } D3D11PtexMipmapTexture::~D3D11PtexMipmapTexture() { if (_layout) _layout->Release(); if (_layoutSRV) _layoutSRV->Release(); if (_texels) _texels->Release(); if (_texelsSRV) _texelsSRV->Release(); } /*static*/ const char * D3D11PtexMipmapTexture::GetShaderSource() { static const char *ptexShaderSource = #include "hlslPtexCommon.gen.h" ; return ptexShaderSource; } 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)) { OpenSubdiv::Far::Error(OpenSubdiv::Far::FAR_RUNTIME_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)) { OpenSubdiv::Far::Error(OpenSubdiv::Far::FAR_RUNTIME_ERROR, "Fail in Map buffer\n"); buffer->Release(); return 0; } memcpy(resource.pData, data, size); deviceContext->Unmap(buffer, 0); return buffer; } D3D11PtexMipmapTexture * D3D11PtexMipmapTexture::Create(ID3D11DeviceContext *deviceContext, PtexTexture * reader, int maxLevels, size_t targetMemory) { D3D11PtexMipmapTexture * result = NULL; int maxNumPages = D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION; // Read the ptex data and pack the texels bool padAlpha = reader->numChannels()==3 && reader->dataType()!=Ptex::dt_float; PtexMipmapTextureLoader loader(reader, maxNumPages, maxLevels, targetMemory, true, // seamlessMipmap padAlpha); int numChannels = reader->numChannels() + padAlpha, numFaces = loader.GetNumFaces(); ID3D11Buffer *layout = genTextureBuffer(deviceContext, numFaces * 6 * sizeof(short), loader.GetLayoutBuffer()); if (!layout) return NULL; DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN; int bpp = 0; 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_UNORM; break; case 2: format = DXGI_FORMAT_R8G8_UNORM; break; case 3: assert(false); break; case 4: format = DXGI_FORMAT_R8G8B8A8_UNORM; break; } bpp = numChannels; break; } // actual texels texture array D3D11_TEXTURE2D_DESC desc; desc.Width = loader.GetPageWidth(); desc.Height = loader.GetPageHeight(); desc.MipLevels = 1; desc.ArraySize = loader.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 = new D3D11_SUBRESOURCE_DATA[desc.ArraySize]; int pageStride = loader.GetPageWidth()*loader.GetPageHeight() * bpp; for (unsigned int i = 0; i < desc.ArraySize; ++i) { initData[i].pSysMem = loader.GetTexelBuffer() + i * pageStride; initData[i].SysMemPitch = loader.GetPageWidth() * bpp; initData[i].SysMemSlicePitch = pageStride; } ID3D11Device *device; ID3D11Texture2D *texels; deviceContext->GetDevice(&device); HRESULT hr = device->CreateTexture2D(&desc, initData, &texels); if (FAILED(hr)) return NULL; delete[] initData; // create SRV ID3D11ShaderResourceView *layoutSRV; D3D11_SHADER_RESOURCE_VIEW_DESC srvd; ZeroMemory(&srvd, sizeof(srvd)); srvd.Format = DXGI_FORMAT_R16_UINT; srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; srvd.Buffer.FirstElement = 0; srvd.Buffer.NumElements = numFaces * 6; hr = device->CreateShaderResourceView(layout, &srvd, &layoutSRV); if (FAILED(hr)) return NULL; ID3D11ShaderResourceView *texelsSRV; ZeroMemory(&srvd, sizeof(srvd)); srvd.Format = format; srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; srvd.Texture2DArray.MipLevels = 1; srvd.Texture2DArray.ArraySize = desc.ArraySize; hr = device->CreateShaderResourceView(texels, &srvd, &texelsSRV); if (FAILED(hr)) return NULL; result = new D3D11PtexMipmapTexture; result->_width = loader.GetPageWidth(); result->_height = loader.GetPageHeight(); result->_depth = loader.GetNumPages(); result->_format = format; result->_layout = layout; result->_texels = texels; result->_layoutSRV = layoutSRV; result->_texelsSRV = texelsSRV; result->_memoryUsage = loader.GetMemoryUsage(); return result; }