// // 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. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and // "distribution" have the same meaning here as under U.S. // copyright law. A "contribution" is the original software, or // any additions or changes to the software. // A "contributor" is any person or entity that distributes its // contribution under this license. // "Licensed patents" are a contributor's patent claims that read // directly on its contribution. // // 2. 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Conditions and Limitations // (A) No Trademark License- This license does not grant you // rights to use any contributor's name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over // patents that you claim are infringed by the software, your // patent license from such contributor to the software ends // automatically. // (C) If you distribute any portion of the software, you must // retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source // code form, you may do so only under this license by including a // complete copy of this license with your distribution. If you // distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies // with this license. // (E) The software is licensed "as-is." You bear the risk of // using it. The contributors give no express warranties, // guarantees or conditions. You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #include "../osd/d3d11VertexBuffer.h" #include "../osd/error.h" #include #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } } OsdD3D11VertexBuffer::OsdD3D11VertexBuffer(int numElements, int numVertices, ID3D11Device *device) : _numElements(numElements), _numVertices(numVertices), _buffer(0), _uploadBuffer(0), _uav(0) { } OsdD3D11VertexBuffer::~OsdD3D11VertexBuffer() { SAFE_RELEASE(_buffer); SAFE_RELEASE(_uploadBuffer); SAFE_RELEASE(_uav); } OsdD3D11VertexBuffer* OsdD3D11VertexBuffer::Create(int numElements, int numVertices, ID3D11Device *device) { OsdD3D11VertexBuffer *instance = new OsdD3D11VertexBuffer(numElements, numVertices, device); if (instance->allocate(device)) return instance; delete instance; return NULL; } void OsdD3D11VertexBuffer::UpdateData(const float *src, int startVertex, int numVertices, void *param) { ID3D11DeviceContext * pd3dDeviceContext = static_cast(param); assert(pd3dDeviceContext); D3D11_MAPPED_SUBRESOURCE resource; HRESULT hr = pd3dDeviceContext->Map(_uploadBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource); if (FAILED(hr)) { OsdError(OSD_D3D11_BUFFER_MAP_ERROR, "Failed to map buffer\n"); return; } int size = GetNumElements() * numVertices * sizeof(float); memcpy((float*)resource.pData + startVertex * _numElements, src, size); pd3dDeviceContext->Unmap(_uploadBuffer, 0); D3D11_BOX srcBox = { 0, 0, 0, size, 1, 1 }; pd3dDeviceContext->CopySubresourceRegion(_buffer, 0, 0, 0, 0, _uploadBuffer, 0, &srcBox); } int OsdD3D11VertexBuffer::GetNumElements() const { return _numElements; } int OsdD3D11VertexBuffer::GetNumVertices() const { return _numVertices; } ID3D11Buffer * OsdD3D11VertexBuffer::BindD3D11Buffer(ID3D11DeviceContext *deviceContext) { return _buffer; } ID3D11UnorderedAccessView * OsdD3D11VertexBuffer::BindD3D11UAV(ID3D11DeviceContext *deviceContext) { return _uav; } bool OsdD3D11VertexBuffer::allocate(ID3D11Device *device) { D3D11_BUFFER_DESC hBufferDesc; hBufferDesc.ByteWidth = _numElements * _numVertices * sizeof(float); hBufferDesc.Usage = D3D11_USAGE_DEFAULT; hBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE; hBufferDesc.CPUAccessFlags = 0; hBufferDesc.MiscFlags = 0; hBufferDesc.StructureByteStride = sizeof(float); HRESULT hr = device->CreateBuffer(&hBufferDesc, NULL, &_buffer); if (FAILED(hr)) { OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR, "Failed to create vertex buffer\n"); return false; } hBufferDesc.ByteWidth = _numElements * _numVertices * sizeof(float); 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); hr = device->CreateBuffer(&hBufferDesc, NULL, &_uploadBuffer); if (FAILED(hr)) { OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR, "Failed to create upload vertex buffer\n"); return false; } D3D11_UNORDERED_ACCESS_VIEW_DESC uavd; ZeroMemory(&uavd, sizeof(uavd)); uavd.Format = DXGI_FORMAT_R32_FLOAT; uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; uavd.Buffer.FirstElement = 0; uavd.Buffer.NumElements = _numElements * _numVertices; hr = device->CreateUnorderedAccessView(_buffer, &uavd, &_uav); if (FAILED(hr)) { OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR, "Failed to create unordered access resource view\n"); return false; } return true; } } // end namespace OPENSUBDIV_VERSION } // end namespace OpenSubdiv