mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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165 lines
5.0 KiB
C++
165 lines
5.0 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "../osd/d3d11VertexBuffer.h"
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#include "../far/error.h"
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#include <D3D11.h>
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
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D3D11VertexBuffer::D3D11VertexBuffer(int numElements, int numVertices)
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: _numElements(numElements), _numVertices(numVertices), _buffer(0),
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_uploadBuffer(0), _uav(0) {
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}
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D3D11VertexBuffer::~D3D11VertexBuffer() {
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SAFE_RELEASE(_buffer);
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SAFE_RELEASE(_uploadBuffer);
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SAFE_RELEASE(_uav);
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}
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D3D11VertexBuffer*
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D3D11VertexBuffer::Create(int numElements, int numVertices,
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ID3D11DeviceContext *deviceContext) {
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D3D11VertexBuffer *instance =
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new D3D11VertexBuffer(numElements, numVertices);
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ID3D11Device *device;
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deviceContext->GetDevice(&device);
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if (instance->allocate(device)) return instance;
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delete instance;
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return NULL;
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}
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void
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D3D11VertexBuffer::UpdateData(const float *src, int startVertex, int numVertices,
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ID3D11DeviceContext *deviceContext) {
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assert(deviceContext);
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D3D11_MAPPED_SUBRESOURCE resource;
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HRESULT hr = deviceContext->Map(_uploadBuffer, 0,
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D3D11_MAP_WRITE_DISCARD, 0, &resource);
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if (FAILED(hr)) {
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Far::Error(Far::FAR_RUNTIME_ERROR, "Failed to map buffer\n");
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return;
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}
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unsigned int size = GetNumElements() * numVertices * sizeof(float);
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memcpy((float*)resource.pData + startVertex * _numElements, src, size);
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deviceContext->Unmap(_uploadBuffer, 0);
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D3D11_BOX srcBox = { 0, 0, 0, size, 1, 1 };
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deviceContext->CopySubresourceRegion(_buffer, 0, 0, 0, 0,
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_uploadBuffer, 0, &srcBox);
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}
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int
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D3D11VertexBuffer::GetNumElements() const {
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return _numElements;
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}
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int
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D3D11VertexBuffer::GetNumVertices() const {
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return _numVertices;
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}
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ID3D11Buffer *
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D3D11VertexBuffer::BindD3D11Buffer(ID3D11DeviceContext *deviceContext) {
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return _buffer;
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}
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ID3D11UnorderedAccessView *
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D3D11VertexBuffer::BindD3D11UAV(ID3D11DeviceContext *deviceContext) {
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return _uav;
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}
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bool
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D3D11VertexBuffer::allocate(ID3D11Device *device) {
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D3D11_BUFFER_DESC hBufferDesc;
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hBufferDesc.ByteWidth = _numElements * _numVertices * sizeof(float);
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hBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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hBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
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hBufferDesc.CPUAccessFlags = 0;
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hBufferDesc.MiscFlags = 0;
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hBufferDesc.StructureByteStride = sizeof(float);
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HRESULT hr = device->CreateBuffer(&hBufferDesc, NULL, &_buffer);
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if (FAILED(hr)) {
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Far::Error(Far::FAR_RUNTIME_ERROR,
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"Failed to create vertex buffer\n");
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return false;
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}
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hBufferDesc.ByteWidth = _numElements * _numVertices * sizeof(float);
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hBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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hBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_SHADER_RESOURCE;
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hBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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hBufferDesc.MiscFlags = 0;
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hBufferDesc.StructureByteStride = sizeof(float);
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hr = device->CreateBuffer(&hBufferDesc, NULL, &_uploadBuffer);
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if (FAILED(hr)) {
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Far::Error(Far::FAR_RUNTIME_ERROR,
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"Failed to create upload vertex buffer\n");
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return false;
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}
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D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
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ZeroMemory(&uavd, sizeof(uavd));
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uavd.Format = DXGI_FORMAT_R32_FLOAT;
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uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
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uavd.Buffer.FirstElement = 0;
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uavd.Buffer.NumElements = _numElements * _numVertices;
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hr = device->CreateUnorderedAccessView(_buffer, &uavd, &_uav);
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if (FAILED(hr)) {
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Far::Error(Far::FAR_RUNTIME_ERROR,
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"Failed to create unordered access resource view\n");
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return false;
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}
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return true;
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}
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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