// // 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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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/d3d11PtexTexture.h" #include "../osd/ptexTextureLoader.h" #include "../osd/error.h" #include #include #include 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