OpenSubdiv/opensubdiv/osd/d3d11ComputeEvaluator.h
David G Yu fe38ad8cda Added missing Osd Evaluator methods for deriv eval
Now that Far::LimitStencilTable and Far::PatchTable
support evaluation of 1st and 2nd derivatives the
Osd Evaluator API for evaluating stencils and patches
has been updated to match.
2017-01-27 17:14:18 -08:00

238 lines
9.4 KiB
C++

//
// 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.
//
#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/bufferDescriptor.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Far {
class StencilTable;
}
namespace Osd {
/// \brief D3D11 stencil table
///
/// This class is a D3D11 Shader Resource View representation of
/// Far::StencilTable.
///
/// D3D11ComputeEvaluator consumes this table to apply stencils
///
class D3D11StencilTable {
public:
template <typename DEVICE_CONTEXT>
static D3D11StencilTable *Create(Far::StencilTable const *stencilTable,
DEVICE_CONTEXT context) {
return new D3D11StencilTable(stencilTable, context->GetDeviceContext());
}
static D3D11StencilTable *Create(Far::StencilTable const *stencilTable,
ID3D11DeviceContext *deviceContext) {
return new D3D11StencilTable(stencilTable, deviceContext);
}
D3D11StencilTable(Far::StencilTable const *stencilTable,
ID3D11DeviceContext *deviceContext);
~D3D11StencilTable();
// 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(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
ID3D11DeviceContext *deviceContext);
static D3D11ComputeEvaluator * Create(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
BufferDescriptor const &duuDesc,
BufferDescriptor const &duvDesc,
BufferDescriptor const &dvvDesc,
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 stencilTable 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 <typename SRC_BUFFER, typename DST_BUFFER, typename STENCIL_TABLE>
static bool EvalStencils(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
STENCIL_TABLE const *stencilTable,
D3D11ComputeEvaluator const *instance,
ID3D11DeviceContext * deviceContext) {
if (instance) {
return instance->EvalStencils(srcBuffer, srcDesc,
dstBuffer, dstDesc,
stencilTable,
deviceContext);
} else {
// Create an instance on demand (slow)
(void)deviceContext; // unused
instance = Create(srcDesc, dstDesc,
BufferDescriptor(),
BufferDescriptor(),
deviceContext);
if (instance) {
bool r = instance->EvalStencils(srcBuffer, srcDesc,
dstBuffer, 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 <typename SRC_BUFFER, typename DST_BUFFER, typename STENCIL_TABLE>
bool EvalStencils(
SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
STENCIL_TABLE const *stencilTable,
ID3D11DeviceContext *deviceContext) const {
return EvalStencils(srcBuffer->BindD3D11UAV(deviceContext), srcDesc,
dstBuffer->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,
BufferDescriptor const &srcDesc,
ID3D11UnorderedAccessView *dstUAV,
BufferDescriptor 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(BufferDescriptor const &srcDesc,
BufferDescriptor 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 parameters 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