// // 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_CONTROLLER_H #define OSD_D3D11_COMPUTE_CONTROLLER_H #include "../version.h" #include "../far/dispatcher.h" #include "../osd/d3d11ComputeContext.h" #include struct ID3D11DeviceContext; struct ID3D11Query; namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { class OsdD3D11ComputeKernelBundle; /// \brief Compute controller for launching D3D11Compute transform feedback /// subdivision kernels. /// /// OsdD3D11ComputeController is a compute controller class to launch /// D3D11Compute transfrom feedback subdivision kernels. It requires /// OsdD3D11VertexBufferInterface as arguments of Refine function. /// /// Controller entities execute requests from Context instances that they share /// common interfaces with. Controllers are attached to discrete compute devices /// and share the devices resources with Context entities. /// class OsdD3D11ComputeController { public: typedef OsdD3D11ComputeContext ComputeContext; /// Constructor. /// /// @param deviceContext a valid instanciated D3D11 device context /// OsdD3D11ComputeController(ID3D11DeviceContext *deviceContext); /// Destructor. ~OsdD3D11ComputeController(); /// Launch subdivision kernels and apply to given vertex buffers. /// /// @param context the OsdCpuContext to apply refinement operations to /// /// @param batches vector of batches of vertices organized by operative /// kernel /// /// @param vertexBuffer vertex-interpolated data buffer /// /// @param varyingBuffer varying-interpolated data buffer /// template void Refine(OsdD3D11ComputeContext const *context, FarKernelBatchVector const &batches, VERTEX_BUFFER *vertexBuffer, VARYING_BUFFER *varyingBuffer) { if (batches.empty()) return; bind(vertexBuffer, varyingBuffer); context->BindShaderStorageBuffers(_deviceContext); FarDispatcher::Refine(this, context, batches, -1); context->UnbindShaderStorageBuffers(_deviceContext); unbind(); } /// Launch subdivision kernels and apply to given vertex buffers. /// /// @param context the OsdCpuContext to apply refinement operations to /// /// @param batches vector of batches of vertices organized by operative /// kernel /// /// @param vertexBuffer vertex-interpolated data buffer /// template void Refine(OsdD3D11ComputeContext const *context, FarKernelBatchVector const &batches, VERTEX_BUFFER *vertexBuffer) { Refine(context, batches, vertexBuffer, (VERTEX_BUFFER*)NULL); } /// Waits until all running subdivision kernels finish. void Synchronize(); protected: friend class FarDispatcher; void ApplyBilinearFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyBilinearEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyBilinearVertexVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyCatmarkVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyLoopEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyLoopVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyLoopVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyLoopVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext const *context) const; void ApplyVertexEdits(FarKernelBatch const &batch, ComputeContext const *context) const; OsdD3D11ComputeKernelBundle * getKernels(int numVertexElements, int numVaryingElements); void bindShaderResources(); void unbindShaderResources(); 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; _currentKernelBundle = getKernels(_vdesc.numVertexElements, _vdesc.numVaryingElements); bindShaderResources(); } void unbind() { _currentVertexBufferUAV = 0; _currentVaryingBufferUAV = 0; _currentKernelBundle = 0; unbindShaderResources(); } private: ID3D11DeviceContext *_deviceContext; ID3D11Query *_query; std::vector _kernelRegistry; OsdVertexDescriptor _vdesc; ID3D11UnorderedAccessView * _currentVertexBufferUAV, * _currentVaryingBufferUAV; OsdD3D11ComputeKernelBundle * _currentKernelBundle; }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OSD_D3D11_COMPUTE_CONTROLLER_H