// // 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_D3D11MESH_H #define OSD_D3D11MESH_H #include "../version.h" #include "../osd/mesh.h" #include "../osd/d3d11ComputeController.h" #include "../osd/d3d11DrawContext.h" #include "../osd/d3d11VertexBuffer.h" namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Osd { typedef MeshInterface D3D11MeshInterface; template class Mesh : public D3D11MeshInterface { public: typedef VERTEX_BUFFER VertexBuffer; typedef COMPUTE_CONTROLLER ComputeController; typedef typename ComputeController::ComputeContext ComputeContext; typedef D3D11DrawContext DrawContext; typedef typename DrawContext::VertexBufferBinding VertexBufferBinding; Mesh(ComputeController * computeController, Far::TopologyRefiner * refiner, int numVertexElements, int numVaryingElements, int level, MeshBitset bits, ID3D11DeviceContext *d3d11DeviceContext) : _refiner(refiner), _patchTables(0), _vertexBuffer(0), _varyingBuffer(0), _computeContext(0), _computeController(computeController), _drawContext(0), _d3d11DeviceContext(d3d11DeviceContext) { D3D11MeshInterface::refineMesh(*_refiner, level, bits.test(MeshAdaptive)); int numElements = initializeVertexBuffers(numVertexElements, numVaryingElements, bits); initializeComputeContext(numVertexElements, numVaryingElements); initializeDrawContext(numElements, bits); } Mesh(ComputeController * computeController, Far::TopologyRefiner * refiner, Far::PatchTables * patchTables, Far::KernelBatchVector const & kernelBatches, VertexBuffer * vertexBuffer, VertexBuffer * varyingBuffer, ComputeContext * computeContext, DrawContext * drawContext, ID3D11DeviceContext *d3d11DeviceContext) : _refiner(refiner), _patchTables(patchTables), _kernelBatches(kernelBatches), _vertexBuffer(vertexBuffer), _varyingBuffer(varyingBuffer), _computeContext(computeContext), _computeController(computeController), _drawContext(drawContext), _d3d11DeviceContext(d3d11DeviceContext) { _drawContext->UpdateVertexTexture(_vertexBuffer, _d3d11DeviceContext); } virtual ~Mesh() { delete _refiner; delete _patchTables; delete _vertexBuffer; delete _varyingBuffer; delete _computeContext; delete _drawContext; } virtual int GetNumVertices() const { assert(_refiner); return D3D11MeshInterface::getNumVertices(*_refiner); } virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) { _vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _d3d11DeviceContext); } virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) { _varyingBuffer->UpdateData(varyingData, startVertex, numVerts, _d3d11DeviceContext); } virtual void Refine() { _computeController->Compute(_computeContext, _kernelBatches, _vertexBuffer, _varyingBuffer); } virtual void Refine(VertexBufferDescriptor const *vertexDesc, VertexBufferDescriptor const *varyingDesc, bool interleaved) { _computeController->Compute(_computeContext, _kernelBatches, _vertexBuffer, (interleaved ? _vertexBuffer : _varyingBuffer), vertexDesc, varyingDesc); } virtual void Synchronize() { _computeController->Synchronize(); } virtual VertexBufferBinding BindVertexBuffer() { return _vertexBuffer->BindD3D11Buffer(_d3d11DeviceContext); } virtual VertexBufferBinding BindVaryingBuffer() { return _varyingBuffer->BindD3D11Buffer(_d3d11DeviceContext); } virtual DrawContext * GetDrawContext() { return _drawContext; } virtual VertexBuffer * GetVertexBuffer() { return _vertexBuffer; } virtual VertexBuffer * GetVaryingBuffer() { return _varyingBuffer; } virtual Far::TopologyRefiner const * GetTopologyRefiner() const { return _refiner; } virtual void SetFVarDataChannel(int fvarWidth, std::vector const & fvarData) { if (_patchTables and _drawContext and fvarWidth and (not fvarData.empty())) { _drawContext->SetFVarDataTexture(*_patchTables, _d3d11DeviceContext, fvarWidth, fvarData); } } private: void initializeComputeContext(int numVertexElements, int numVaryingElements ) { assert(_refiner); Far::StencilTablesFactory::Options options; options.generateOffsets=true; options.generateAllLevels=_refiner->IsUniform() ? false : true; Far::StencilTables const * vertexStencils=0, * varyingStencils=0; if (numVertexElements>0) { vertexStencils = Far::StencilTablesFactory::Create(*_refiner, options); _kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils)); } if (numVaryingElements>0) { options.interpolationMode = Far::StencilTablesFactory::INTERPOLATE_VARYING; varyingStencils = Far::StencilTablesFactory::Create(*_refiner, options); } _computeContext = ComputeContext::Create(vertexStencils, varyingStencils); delete vertexStencils; delete varyingStencils; } void initializeDrawContext(int numElements, MeshBitset bits) { assert(_refiner and _vertexBuffer); Far::PatchTablesFactory::Options options; options.generateFVarTables = bits.test(MeshFVarData); _patchTables = Far::PatchTablesFactory::Create(*_refiner, options); _drawContext = DrawContext::Create( _patchTables, _d3d11DeviceContext, numElements); _drawContext->UpdateVertexTexture(_vertexBuffer, _d3d11DeviceContext); } int initializeVertexBuffers(int numVertexElements, int numVaryingElements, MeshBitset bits) { ID3D11Device * pd3d11Device; _d3d11DeviceContext->GetDevice(&pd3d11Device); int numVertices = D3D11MeshInterface::getNumVertices(*_refiner); int numElements = numVertexElements + (bits.test(MeshInterleaveVarying) ? numVaryingElements : 0); if (numVertexElements) { _vertexBuffer = VertexBuffer::Create(numElements, numVertices, pd3d11Device); } if (numVaryingElements>0 and (not bits.test(MeshInterleaveVarying))) { _varyingBuffer = VertexBuffer::Create(numVaryingElements, numVertices, pd3d11Device); } return numElements; } Far::TopologyRefiner * _refiner; Far::PatchTables * _patchTables; Far::KernelBatchVector _kernelBatches; VertexBuffer *_vertexBuffer; VertexBuffer *_varyingBuffer; ComputeContext *_computeContext; ComputeController *_computeController; DrawContext *_drawContext; ID3D11DeviceContext *_d3d11DeviceContext; }; template <> class Mesh : public D3D11MeshInterface { public: typedef D3D11VertexBuffer VertexBuffer; typedef D3D11ComputeController ComputeController; typedef ComputeController::ComputeContext ComputeContext; typedef D3D11DrawContext DrawContext; typedef DrawContext::VertexBufferBinding VertexBufferBinding; Mesh(ComputeController * computeController, Far::TopologyRefiner * refiner, int numVertexElements, int numVaryingElements, int level, MeshBitset bits, ID3D11DeviceContext *d3d11DeviceContext) : _refiner(refiner), _patchTables(0), _vertexBuffer(0), _varyingBuffer(0), _computeContext(0), _computeController(computeController), _drawContext(0), _d3d11DeviceContext(d3d11DeviceContext) { D3D11MeshInterface::refineMesh(*_refiner, level, bits.test(MeshAdaptive)); int numElements = initializeVertexBuffers(numVertexElements, numVaryingElements, bits); initializeComputeContext(numVertexElements, numVaryingElements); initializeDrawContext(numElements, bits); } Mesh(ComputeController * computeController, Far::TopologyRefiner * refiner, Far::PatchTables * patchTables, Far::KernelBatchVector const & kernelBatches, VertexBuffer * vertexBuffer, VertexBuffer * varyingBuffer, ComputeContext * computeContext, DrawContext * drawContext, ID3D11DeviceContext *d3d11DeviceContext) : _refiner(refiner), _patchTables(patchTables), _kernelBatches(kernelBatches), _vertexBuffer(vertexBuffer), _varyingBuffer(varyingBuffer), _computeContext(computeContext), _computeController(computeController), _drawContext(drawContext), _d3d11DeviceContext(d3d11DeviceContext) { _drawContext->UpdateVertexTexture(_vertexBuffer, _d3d11DeviceContext); } virtual ~Mesh() { delete _refiner; delete _patchTables; delete _vertexBuffer; delete _varyingBuffer; delete _computeContext; delete _drawContext; } virtual int GetNumVertices() const { return _refiner->GetNumVerticesTotal(); } virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) { _vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _d3d11DeviceContext); } virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) { _varyingBuffer->UpdateData(varyingData, startVertex, numVerts, _d3d11DeviceContext); } virtual void Refine() { _computeController->Compute(_computeContext, _kernelBatches, _vertexBuffer, _varyingBuffer); } virtual void Refine(VertexBufferDescriptor const *vertexDesc, VertexBufferDescriptor const *varyingDesc, bool interleaved) { _computeController->Compute(_computeContext, _kernelBatches, _vertexBuffer, (interleaved ? _vertexBuffer : _varyingBuffer), vertexDesc, varyingDesc); } virtual void Synchronize() { _computeController->Synchronize(); } virtual VertexBufferBinding BindVertexBuffer() { return _vertexBuffer->BindD3D11Buffer(_d3d11DeviceContext); } virtual VertexBufferBinding BindVaryingBuffer() { return _varyingBuffer->BindD3D11Buffer(_d3d11DeviceContext); } virtual DrawContext * GetDrawContext() { return _drawContext; } virtual VertexBuffer * GetVertexBuffer() { return _vertexBuffer; } virtual VertexBuffer * GetVaryingBuffer() { return _varyingBuffer; } virtual Far::TopologyRefiner const * GetTopologyRefiner() const { return _refiner; } virtual void SetFVarDataChannel(int fvarWidth, std::vector const & fvarData) { if (_patchTables and _drawContext and fvarWidth and (not fvarData.empty())) { _drawContext->SetFVarDataTexture(*_patchTables, _d3d11DeviceContext, fvarWidth, fvarData); } } private: void initializeComputeContext(int numVertexElements, int numVaryingElements ) { assert(_refiner); Far::StencilTablesFactory::Options options; options.generateOffsets=true; options.generateAllLevels=_refiner->IsUniform() ? false : true; Far::StencilTables const * vertexStencils=0, * varyingStencils=0; if (numVertexElements>0) { vertexStencils = Far::StencilTablesFactory::Create(*_refiner, options); _kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils)); } if (numVaryingElements>0) { options.interpolationMode = Far::StencilTablesFactory::INTERPOLATE_VARYING; varyingStencils = Far::StencilTablesFactory::Create(*_refiner, options); } _computeContext = ComputeContext::Create(_d3d11DeviceContext, vertexStencils, varyingStencils); delete vertexStencils; delete varyingStencils; } void initializeDrawContext(int numElements, MeshBitset bits) { assert(_refiner and _vertexBuffer); Far::PatchTablesFactory::Options options; options.generateFVarTables = bits.test(MeshFVarData); _patchTables = Far::PatchTablesFactory::Create(*_refiner, options); _drawContext = DrawContext::Create( _patchTables, _d3d11DeviceContext, numElements); _drawContext->UpdateVertexTexture(_vertexBuffer, _d3d11DeviceContext); } int initializeVertexBuffers(int numVertexElements, int numVaryingElements, MeshBitset bits) { ID3D11Device * pd3d11Device; _d3d11DeviceContext->GetDevice(&pd3d11Device); int numVertices = D3D11MeshInterface::getNumVertices(*_refiner); int numElements = numVertexElements + (bits.test(MeshInterleaveVarying) ? numVaryingElements : 0); if (numVertexElements) { _vertexBuffer = VertexBuffer::Create(numElements, numVertices, pd3d11Device); } if (numVaryingElements>0 and (not bits.test(MeshInterleaveVarying))) { _varyingBuffer = VertexBuffer::Create(numVaryingElements, numVertices, pd3d11Device); } return numElements; } Far::TopologyRefiner * _refiner; Far::PatchTables * _patchTables; Far::KernelBatchVector _kernelBatches; VertexBuffer *_vertexBuffer; VertexBuffer *_varyingBuffer; ComputeContext *_computeContext; ComputeController *_computeController; DrawContext *_drawContext; ID3D11DeviceContext *_d3d11DeviceContext; }; } // end namespace Osd } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OSD_D3D11MESH_H