OpenSubdiv/opensubdiv/osd/d3d11VertexBuffer.cpp

165 lines
5.0 KiB
C++

//
// 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 <D3D11.h>
#include <cassert>
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