// // Copyright 2015 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. // #pragma once #ifndef OPENSUBDIV3_OSD_D3D11_COMPUTE_EVALUATOR_H #define OPENSUBDIV3_OSD_D3D11_COMPUTE_EVALUATOR_H #include "../version.h" struct ID3D11DeviceContext; struct ID3D11Buffer; struct ID3D11ComputeShader; struct ID3D11ClassLinkage; struct ID3D11ClassInstance; struct ID3D11ShaderResourceView; struct ID3D11UnorderedAccessView; #include "../osd/vertexDescriptor.h" namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Far { class StencilTables; } namespace Osd { /// \brief D3D11 stencil tables /// /// This class is a D3D11 Shader Resource View representation of /// Far::StencilTables. /// /// D3D11ComputeEvaluator consumes this table to apply stencils /// class D3D11StencilTables { public: template static D3D11StencilTables *Create(Far::StencilTables const *stencilTables, DEVICE_CONTEXT context) { return new D3D11StencilTables(stencilTables, context->GetDeviceContext()); } static D3D11StencilTables *Create(Far::StencilTables const *stencilTables, ID3D11DeviceContext *deviceContext) { return new D3D11StencilTables(stencilTables, deviceContext); } D3D11StencilTables(Far::StencilTables const *stencilTables, ID3D11DeviceContext *deviceContext); ~D3D11StencilTables(); // interfaces needed for D3D11ComputeEvaluator ID3D11ShaderResourceView *GetSizesSRV() const { return _sizes; } ID3D11ShaderResourceView *GetOffsetsSRV() const { return _offsets; } ID3D11ShaderResourceView *GetIndicesSRV() const { return _indices; } ID3D11ShaderResourceView *GetWeightsSRV() const { return _weights; } int GetNumStencils() const { return _numStencils; } private: ID3D11ShaderResourceView *_sizes; ID3D11ShaderResourceView *_offsets; ID3D11ShaderResourceView *_indices; ID3D11ShaderResourceView *_weights; ID3D11Buffer *_sizesBuffer; ID3D11Buffer *_offsetsBuffer; ID3D11Buffer *_indicesBuffer; ID3D11Buffer *_weightsBuffer; int _numStencils; }; // --------------------------------------------------------------------------- class D3D11ComputeEvaluator { public: typedef bool Instantiatable; static D3D11ComputeEvaluator * Create(VertexBufferDescriptor const &srcDesc, VertexBufferDescriptor const &dstDesc, ID3D11DeviceContext *deviceContext); /// Constructor. D3D11ComputeEvaluator(); /// Destructor. ~D3D11ComputeEvaluator(); /// \brief Generic static compute function. This function has a same /// signature as other device kernels have so that it can be called /// transparently from OsdMesh template interface. /// /// @param srcBuffer Input primvar buffer. /// must have BindVBO() method returning a /// const float pointer for read /// /// @param srcDesc vertex buffer descriptor for the input buffer /// /// @param dstBuffer Output primvar buffer /// must have BindVBO() method returning a /// float pointer for write /// /// @param dstDesc vertex buffer descriptor for the output buffer /// /// @param stencilTables stencil table to be applied. The table must have /// SSBO interfaces. /// /// @param instance cached compiled instance. Clients are supposed to /// pre-compile an instance of this class and provide /// to this function. If it's null the kernel still /// compute by instantiating on-demand kernel although /// it may cause a performance problem. /// /// @param deviceContext ID3D11DeviceContext. /// template static bool EvalStencils(VERTEX_BUFFER *srcVertexBuffer, VertexBufferDescriptor const &srcDesc, VERTEX_BUFFER *dstVertexBuffer, VertexBufferDescriptor const &dstDesc, STENCIL_TABLE const *stencilTable, D3D11ComputeEvaluator const *instance, ID3D11DeviceContext * deviceContext) { if (instance) { return instance->EvalStencils(srcVertexBuffer, srcDesc, dstVertexBuffer, dstDesc, stencilTable, deviceContext); } else { // Create an instace on demand (slow) (void)deviceContext; // unused instance = Create(srcDesc, dstDesc, deviceContext); if (instance) { bool r = instance->EvalStencils(srcVertexBuffer, srcDesc, dstVertexBuffer, dstDesc, stencilTable, deviceContext); delete instance; return r; } return false; } } /// Dispatch the DX compute kernel on GPU asynchronously. /// returns false if the kernel hasn't been compiled yet. template bool EvalStencils(VERTEX_BUFFER *srcVertexBuffer, VertexBufferDescriptor const &srcDesc, VERTEX_BUFFER *dstVertexBuffer, VertexBufferDescriptor const &dstDesc, STENCIL_TABLE const *stencilTable, ID3D11DeviceContext *deviceContext) const { return EvalStencils(srcVertexBuffer->BindD3D11UAV(deviceContext), srcDesc, dstVertexBuffer->BindD3D11UAV(deviceContext), dstDesc, stencilTable->GetSizesSRV(), stencilTable->GetOffsetsSRV(), stencilTable->GetIndicesSRV(), stencilTable->GetWeightsSRV(), /* start = */ 0, /* end = */ stencilTable->GetNumStencils(), deviceContext); } /// Dispatch the DX compute kernel on GPU asynchronously. /// returns false if the kernel hasn't been compiled yet. bool EvalStencils(ID3D11UnorderedAccessView *srcSRV, VertexBufferDescriptor const &srcDesc, ID3D11UnorderedAccessView *dstUAV, VertexBufferDescriptor const &dstDesc, ID3D11ShaderResourceView *sizesSRV, ID3D11ShaderResourceView *offsetsSRV, ID3D11ShaderResourceView *indicesSRV, ID3D11ShaderResourceView *weightsSRV, int start, int end, ID3D11DeviceContext *deviceContext) const; /// Configure DX kernel. Returns false if it fails to compile the kernel. bool Compile(VertexBufferDescriptor const &srcDesc, VertexBufferDescriptor const &dstDesc, ID3D11DeviceContext *deviceContext); /// Wait the dispatched kernel finishes. static void Synchronize(ID3D11DeviceContext *deviceContext); private: ID3D11ComputeShader * _computeShader; ID3D11ClassLinkage * _classLinkage; ID3D11ClassInstance * _singleBufferKernel; ID3D11ClassInstance * _separateBufferKernel; ID3D11Buffer * _uniformArgs; // uniform paramaeters for kernels int _workGroupSize; }; } // end namespace Osd } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OPENSUBDIV3_OSD_D3D11_COMPUTE_EVALUATOR_H