// // 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 "../osd/d3d11VertexBuffer.h" #include "../far/error.h" #include #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Osd { #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } } D3D11VertexBuffer::D3D11VertexBuffer(int numElements, int numVertices) : _numElements(numElements), _numVertices(numVertices), _buffer(0), _uploadBuffer(0), _uav(0) { } D3D11VertexBuffer::~D3D11VertexBuffer() { SAFE_RELEASE(_buffer); SAFE_RELEASE(_uploadBuffer); SAFE_RELEASE(_uav); } D3D11VertexBuffer* D3D11VertexBuffer::Create(int numElements, int numVertices, ID3D11DeviceContext *deviceContext) { D3D11VertexBuffer *instance = new D3D11VertexBuffer(numElements, numVertices); ID3D11Device *device; deviceContext->GetDevice(&device); if (instance->allocate(device)) return instance; delete instance; return NULL; } void D3D11VertexBuffer::UpdateData(const float *src, int startVertex, int numVertices, ID3D11DeviceContext *deviceContext) { assert(deviceContext); D3D11_MAPPED_SUBRESOURCE resource; HRESULT hr = deviceContext->Map(_uploadBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource); if (FAILED(hr)) { Far::Error(Far::FAR_RUNTIME_ERROR, "Failed to map buffer\n"); return; } unsigned int size = GetNumElements() * numVertices * sizeof(float); memcpy((float*)resource.pData + startVertex * _numElements, src, size); deviceContext->Unmap(_uploadBuffer, 0); D3D11_BOX srcBox = { 0, 0, 0, size, 1, 1 }; deviceContext->CopySubresourceRegion(_buffer, 0, 0, 0, 0, _uploadBuffer, 0, &srcBox); } int D3D11VertexBuffer::GetNumElements() const { return _numElements; } int D3D11VertexBuffer::GetNumVertices() const { return _numVertices; } ID3D11Buffer * D3D11VertexBuffer::BindD3D11Buffer(ID3D11DeviceContext *deviceContext) { return _buffer; } ID3D11UnorderedAccessView * D3D11VertexBuffer::BindD3D11UAV(ID3D11DeviceContext *deviceContext) { return _uav; } bool D3D11VertexBuffer::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)) { Far::Error(Far::FAR_RUNTIME_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)) { Far::Error(Far::FAR_RUNTIME_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)) { Far::Error(Far::FAR_RUNTIME_ERROR, "Failed to create unordered access resource view\n"); return false; } return true; } } // end namespace Osd } // end namespace OPENSUBDIV_VERSION } // end namespace OpenSubdiv