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The contributors give no express warranties, #include "../far/dispatcher.h" #include "../far/loopSubdivisionTables.h" #include "../osd/d3d11DrawContext.h" #include #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { OsdD3D11DrawContext::OsdD3D11DrawContext() : patchIndexBuffer(NULL), ptexCoordinateBuffer(NULL), ptexCoordinateBufferSRV(NULL), fvarDataBuffer(NULL), fvarDataBufferSRV(NULL), vertexBufferSRV(NULL), vertexValenceBuffer(NULL), vertexValenceBufferSRV(NULL), quadOffsetBuffer(NULL), quadOffsetBufferSRV(NULL) { } OsdD3D11DrawContext::~OsdD3D11DrawContext() { if (patchIndexBuffer) patchIndexBuffer->Release(); if (ptexCoordinateBuffer) ptexCoordinateBuffer->Release(); if (ptexCoordinateBufferSRV) ptexCoordinateBufferSRV->Release(); if (fvarDataBuffer) fvarDataBuffer->Release(); if (fvarDataBufferSRV) fvarDataBufferSRV->Release(); if (vertexBufferSRV) vertexBufferSRV->Release(); if (vertexValenceBuffer) vertexValenceBuffer->Release(); if (vertexValenceBufferSRV) vertexValenceBufferSRV->Release(); if (quadOffsetBuffer) quadOffsetBuffer->Release(); if (quadOffsetBufferSRV) quadOffsetBufferSRV->Release(); }; OsdD3D11DrawContext * OsdD3D11DrawContext::Create(FarPatchTables const *patchTables, ID3D11DeviceContext *pd3d11DeviceContext, bool requireFVarData) { OsdD3D11DrawContext * result = new OsdD3D11DrawContext(); if (result->create(patchTables, pd3d11DeviceContext, requireFVarData)) return result; delete result; return NULL; } bool OsdD3D11DrawContext::create(FarPatchTables const *patchTables, ID3D11DeviceContext *pd3d11DeviceContext, bool requireFVarData) { // adaptive patches _isAdaptive = true; ID3D11Device *pd3d11Device = NULL; pd3d11DeviceContext->GetDevice(&pd3d11Device); assert(pd3d11Device); ConvertPatchArrays(patchTables->GetPatchArrayVector(), patchArrays, patchTables->GetMaxValence(), 0); FarPatchTables::PTable const & ptables = patchTables->GetPatchTable(); FarPatchTables::PatchParamTable const & ptexCoordTables = patchTables->GetPatchParamTable(); int totalPatchIndices = (int)ptables.size(); int totalPatches = (int)ptexCoordTables.size(); // Allocate and fill index buffer. D3D11_BUFFER_DESC bd; bd.ByteWidth = totalPatchIndices * sizeof(int); bd.Usage = D3D11_USAGE_DYNAMIC; bd.BindFlags = D3D11_BIND_INDEX_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bd.MiscFlags = 0; bd.StructureByteStride = sizeof(int); HRESULT hr = pd3d11Device->CreateBuffer(&bd, NULL, &patchIndexBuffer); if (FAILED(hr)) { return false; } D3D11_MAPPED_SUBRESOURCE mappedResource; hr = pd3d11DeviceContext->Map(patchIndexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(hr)) { return false; } unsigned int * indexBuffer = (unsigned int *) mappedResource.pData; memcpy(indexBuffer, &ptables[0], totalPatchIndices * sizeof(unsigned int)); pd3d11DeviceContext->Unmap(patchIndexBuffer, 0); // create ptex coordinate buffer bd.ByteWidth = totalPatches * sizeof(unsigned int); bd.Usage = D3D11_USAGE_DYNAMIC; bd.BindFlags = D3D11_BIND_SHADER_RESOURCE; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bd.MiscFlags = 0; bd.StructureByteStride = sizeof(unsigned int); hr = pd3d11Device->CreateBuffer(&bd, NULL, &ptexCoordinateBuffer); if (FAILED(hr)) { return false; } D3D11_SHADER_RESOURCE_VIEW_DESC srvd; ZeroMemory(&srvd, sizeof(srvd)); srvd.Format = DXGI_FORMAT_R32_UINT; // XXX: this should be DXGI_FORMAT_R32G32_UINT? srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; srvd.Buffer.FirstElement = 0; srvd.Buffer.NumElements = totalPatches; hr = pd3d11Device->CreateShaderResourceView(ptexCoordinateBuffer, &srvd, &ptexCoordinateBufferSRV); if (FAILED(hr)) { return false; } hr = pd3d11DeviceContext->Map(ptexCoordinateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(hr)) { return false; } unsigned int * ptexBuffer = (unsigned int *) mappedResource.pData; memcpy(ptexBuffer, &ptexCoordTables[0], totalPatches * sizeof(FarPatchParam)); pd3d11DeviceContext->Unmap(ptexCoordinateBuffer, 0); // create vertex valence buffer and vertex texture FarPatchTables::VertexValenceTable const & valenceTable = patchTables->GetVertexValenceTable(); if (not valenceTable.empty()) { D3D11_BUFFER_DESC bd; bd.ByteWidth = UINT(valenceTable.size() * sizeof(unsigned int)); bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_SHADER_RESOURCE; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; bd.StructureByteStride = sizeof(unsigned int); D3D11_SUBRESOURCE_DATA initData; initData.pSysMem = &valenceTable[0]; HRESULT hr = pd3d11Device->CreateBuffer(&bd, &initData, &vertexValenceBuffer); if (FAILED(hr)) { return false; } D3D11_SHADER_RESOURCE_VIEW_DESC srvd; ZeroMemory(&srvd, sizeof(srvd)); srvd.Format = DXGI_FORMAT_R32_SINT; srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; srvd.Buffer.FirstElement = 0; srvd.Buffer.NumElements = UINT(valenceTable.size()); hr = pd3d11Device->CreateShaderResourceView(vertexValenceBuffer, &srvd, &vertexValenceBufferSRV); if (FAILED(hr)) { return false; } } FarPatchTables::QuadOffsetTable const & quadOffsetTable = patchTables->GetQuadOffsetTable(); if (not quadOffsetTable.empty()) { D3D11_BUFFER_DESC bd; bd.ByteWidth = UINT(quadOffsetTable.size() * sizeof(unsigned int)); bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_SHADER_RESOURCE; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; bd.StructureByteStride = sizeof(unsigned int); D3D11_SUBRESOURCE_DATA initData; initData.pSysMem = &quadOffsetTable[0]; HRESULT hr = pd3d11Device->CreateBuffer(&bd, &initData, &quadOffsetBuffer); if (FAILED(hr)) { return false; } D3D11_SHADER_RESOURCE_VIEW_DESC srvd; ZeroMemory(&srvd, sizeof(srvd)); srvd.Format = DXGI_FORMAT_R32_SINT; srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; srvd.Buffer.FirstElement = 0; srvd.Buffer.NumElements = UINT(quadOffsetTable.size()); hr = pd3d11Device->CreateShaderResourceView(quadOffsetBuffer, &srvd, &quadOffsetBufferSRV); if (FAILED(hr)) { return false; } } return true; } void OsdD3D11DrawContext::updateVertexTexture(ID3D11Buffer *vbo, ID3D11DeviceContext *pd3d11DeviceContext, int numVertices, int numVertexElements) { ID3D11Device *pd3d11Device = NULL; pd3d11DeviceContext->GetDevice(&pd3d11Device); assert(pd3d11Device); D3D11_SHADER_RESOURCE_VIEW_DESC srvd; ZeroMemory(&srvd, sizeof(srvd)); srvd.Format = DXGI_FORMAT_R32_FLOAT; srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; srvd.Buffer.FirstElement = 0; srvd.Buffer.NumElements = numVertices * numVertexElements; HRESULT hr = pd3d11Device->CreateShaderResourceView(vbo, &srvd, &vertexBufferSRV); if (FAILED(hr)) { return; } // XXX: consider moving this proc to base class // updating num elements in descriptor with new vbo specs for (int i = 0; i < (int)patchArrays.size(); ++i) { PatchArray &parray = patchArrays[i]; PatchDescriptor desc = parray.GetDescriptor(); desc.SetNumElements(numVertexElements); parray.SetDescriptor(desc); } } } // end namespace OPENSUBDIV_VERSION } // end namespace OpenSubdiv