mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-28 22:31:07 +00:00
8da827336d
This is the first step to tease off Osd compute controller/contexts from Far API. Currently FarStencilTable only creates a kernelbatch for the entire range, so we can use [0, numStencils) for all cases instead of KernelBatch. This might not be true if we apply non-factorized level-wise stencils, then we'll add another modular utility to serve those cases.
456 lines
15 KiB
C++
456 lines
15 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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#ifndef OSD_D3D11MESH_H
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#define OSD_D3D11MESH_H
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#include "../version.h"
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#include "../osd/mesh.h"
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#include "../osd/d3d11ComputeController.h"
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#include "../osd/d3d11DrawContext.h"
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#include "../osd/d3d11VertexBuffer.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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typedef MeshInterface<D3D11DrawContext> D3D11MeshInterface;
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template <class VERTEX_BUFFER, class COMPUTE_CONTROLLER>
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class Mesh<VERTEX_BUFFER, COMPUTE_CONTROLLER, D3D11DrawContext> : public D3D11MeshInterface {
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public:
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typedef VERTEX_BUFFER VertexBuffer;
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typedef COMPUTE_CONTROLLER ComputeController;
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typedef typename ComputeController::ComputeContext ComputeContext;
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typedef D3D11DrawContext DrawContext;
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typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
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Mesh(ComputeController * computeController,
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Far::TopologyRefiner * refiner,
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int numVertexElements,
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int numVaryingElements,
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int level,
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MeshBitset bits,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_refiner(refiner),
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_patchTables(0),
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_vertexBuffer(0),
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_varyingBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0),
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_d3d11DeviceContext(d3d11DeviceContext)
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{
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D3D11MeshInterface::refineMesh(*_refiner, level, bits.test(MeshAdaptive), bits.test(MeshUseSingleCreasePatch));
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int numElements =
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initializeVertexBuffers(numVertexElements, numVaryingElements, bits);
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initializeComputeContext(numVertexElements, numVaryingElements);
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initializeDrawContext(numElements, level, bits);
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}
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Mesh(ComputeController * computeController,
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Far::TopologyRefiner * refiner,
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Far::PatchTables * patchTables,
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VertexBuffer * vertexBuffer,
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VertexBuffer * varyingBuffer,
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ComputeContext * computeContext,
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DrawContext * drawContext,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_refiner(refiner),
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_patchTables(patchTables),
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_vertexBuffer(vertexBuffer),
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_varyingBuffer(varyingBuffer),
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_computeContext(computeContext),
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_computeController(computeController),
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_drawContext(drawContext),
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_d3d11DeviceContext(d3d11DeviceContext)
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{
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_drawContext->UpdateVertexTexture(_vertexBuffer, _d3d11DeviceContext);
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}
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virtual ~Mesh() {
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delete _refiner;
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delete _patchTables;
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delete _vertexBuffer;
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delete _varyingBuffer;
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delete _computeContext;
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delete _drawContext;
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}
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virtual int GetNumVertices() const {
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assert(_refiner);
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return D3D11MeshInterface::getNumVertices(*_refiner);
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}
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virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
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_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _d3d11DeviceContext);
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}
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virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) {
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_varyingBuffer->UpdateData(varyingData, startVertex, numVerts, _d3d11DeviceContext);
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}
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virtual void Refine() {
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_computeController->Compute(_computeContext, _vertexBuffer, _varyingBuffer);
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}
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virtual void Refine(VertexBufferDescriptor const *vertexDesc,
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VertexBufferDescriptor const *varyingDesc,
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bool interleaved) {
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_computeController->Compute(_computeContext,
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_vertexBuffer,
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(interleaved ? _vertexBuffer : _varyingBuffer),
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vertexDesc, varyingDesc);
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}
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virtual void Synchronize() {
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_computeController->Synchronize();
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}
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virtual VertexBufferBinding BindVertexBuffer() {
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return _vertexBuffer->BindD3D11Buffer(_d3d11DeviceContext);
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}
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virtual VertexBufferBinding BindVaryingBuffer() {
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return _varyingBuffer->BindD3D11Buffer(_d3d11DeviceContext);
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}
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virtual DrawContext * GetDrawContext() {
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return _drawContext;
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}
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virtual VertexBuffer * GetVertexBuffer() {
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return _vertexBuffer;
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}
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virtual VertexBuffer * GetVaryingBuffer() {
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return _varyingBuffer;
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}
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virtual Far::TopologyRefiner const * GetTopologyRefiner() const {
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return _refiner;
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}
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virtual void SetFVarDataChannel(int fvarWidth,
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std::vector<float> const & fvarData) {
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if (_patchTables and _drawContext and fvarWidth and (not fvarData.empty())) {
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_drawContext->SetFVarDataTexture(*_patchTables,
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_d3d11DeviceContext, fvarWidth, fvarData);
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}
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}
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private:
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void initializeComputeContext(int numVertexElements,
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int numVaryingElements ) {
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assert(_refiner);
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Far::StencilTablesFactory::Options options;
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options.generateOffsets=true;
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options.generateIntermediateLevels=_refiner->IsUniform() ? false : true;
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Far::StencilTables const * vertexStencils=0, * varyingStencils=0;
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if (numVertexElements>0) {
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vertexStencils = Far::StencilTablesFactory::Create(*_refiner, options);
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}
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if (numVaryingElements>0) {
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options.interpolationMode = Far::StencilTablesFactory::INTERPOLATE_VARYING;
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varyingStencils = Far::StencilTablesFactory::Create(*_refiner, options);
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}
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_computeContext = ComputeContext::Create(vertexStencils, varyingStencils);
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delete vertexStencils;
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delete varyingStencils;
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}
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void initializeDrawContext(int numElements, int level, MeshBitset bits) {
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assert(_refiner and _vertexBuffer);
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Far::PatchTablesFactory::Options options(level);
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options.generateFVarTables = bits.test(MeshFVarData);
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options.useSingleCreasePatch = bits.test(MeshUseSingleCreasePatch);
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_patchTables = Far::PatchTablesFactory::Create(*_refiner, options);
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_drawContext = DrawContext::Create(
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_patchTables, _d3d11DeviceContext, numElements);
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_drawContext->UpdateVertexTexture(_vertexBuffer, _d3d11DeviceContext);
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}
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int initializeVertexBuffers(int numVertexElements,
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int numVaryingElements, MeshBitset bits) {
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ID3D11Device * pd3d11Device;
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_d3d11DeviceContext->GetDevice(&pd3d11Device);
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int numVertices = D3D11MeshInterface::getNumVertices(*_refiner);
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int numElements = numVertexElements +
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(bits.test(MeshInterleaveVarying) ? numVaryingElements : 0);
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if (numVertexElements) {
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_vertexBuffer =
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VertexBuffer::Create(numElements, numVertices, pd3d11Device);
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}
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if (numVaryingElements>0 and (not bits.test(MeshInterleaveVarying))) {
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_varyingBuffer =
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VertexBuffer::Create(numVaryingElements, numVertices, pd3d11Device);
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}
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return numElements;
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}
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Far::TopologyRefiner * _refiner;
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Far::PatchTables * _patchTables;
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VertexBuffer *_vertexBuffer;
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VertexBuffer *_varyingBuffer;
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ComputeContext *_computeContext;
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ComputeController *_computeController;
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DrawContext *_drawContext;
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ID3D11DeviceContext *_d3d11DeviceContext;
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};
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template <>
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class Mesh<D3D11VertexBuffer, D3D11ComputeController, D3D11DrawContext> : public D3D11MeshInterface {
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public:
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typedef D3D11VertexBuffer VertexBuffer;
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typedef D3D11ComputeController ComputeController;
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typedef ComputeController::ComputeContext ComputeContext;
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typedef D3D11DrawContext DrawContext;
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typedef DrawContext::VertexBufferBinding VertexBufferBinding;
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Mesh(ComputeController * computeController,
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Far::TopologyRefiner * refiner,
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int numVertexElements,
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int numVaryingElements,
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int level,
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MeshBitset bits,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_refiner(refiner),
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_patchTables(0),
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_vertexBuffer(0),
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_varyingBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0),
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_d3d11DeviceContext(d3d11DeviceContext)
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{
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D3D11MeshInterface::refineMesh(*_refiner, level, bits.test(MeshAdaptive), bits.test(MeshUseSingleCreasePatch));
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int numElements =
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initializeVertexBuffers(numVertexElements, numVaryingElements, bits);
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initializeComputeContext(numVertexElements, numVaryingElements);
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initializeDrawContext(numElements, level, bits);
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}
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Mesh(ComputeController * computeController,
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Far::TopologyRefiner * refiner,
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Far::PatchTables * patchTables,
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VertexBuffer * vertexBuffer,
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VertexBuffer * varyingBuffer,
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ComputeContext * computeContext,
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DrawContext * drawContext,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_refiner(refiner),
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_patchTables(patchTables),
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_vertexBuffer(vertexBuffer),
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_varyingBuffer(varyingBuffer),
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_computeContext(computeContext),
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_computeController(computeController),
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_drawContext(drawContext),
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_d3d11DeviceContext(d3d11DeviceContext)
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{
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_drawContext->UpdateVertexTexture(_vertexBuffer, _d3d11DeviceContext);
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}
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virtual ~Mesh() {
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delete _refiner;
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delete _patchTables;
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delete _vertexBuffer;
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delete _varyingBuffer;
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delete _computeContext;
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delete _drawContext;
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}
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virtual int GetNumVertices() const { return _refiner->GetNumVerticesTotal(); }
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virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
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_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _d3d11DeviceContext);
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}
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virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) {
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_varyingBuffer->UpdateData(varyingData, startVertex, numVerts, _d3d11DeviceContext);
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}
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virtual void Refine() {
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_computeController->Compute(_computeContext, _vertexBuffer, _varyingBuffer);
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}
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virtual void Refine(VertexBufferDescriptor const *vertexDesc,
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VertexBufferDescriptor const *varyingDesc,
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bool interleaved) {
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_computeController->Compute(_computeContext,
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_vertexBuffer, (interleaved ? _vertexBuffer : _varyingBuffer),
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vertexDesc, varyingDesc);
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}
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virtual void Synchronize() {
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_computeController->Synchronize();
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}
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virtual VertexBufferBinding BindVertexBuffer() {
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return _vertexBuffer->BindD3D11Buffer(_d3d11DeviceContext);
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}
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virtual VertexBufferBinding BindVaryingBuffer() {
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return _varyingBuffer->BindD3D11Buffer(_d3d11DeviceContext);
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}
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virtual DrawContext * GetDrawContext() {
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return _drawContext;
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}
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virtual VertexBuffer * GetVertexBuffer() {
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return _vertexBuffer;
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}
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virtual VertexBuffer * GetVaryingBuffer() {
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return _varyingBuffer;
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}
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virtual Far::TopologyRefiner const * GetTopologyRefiner() const {
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return _refiner;
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}
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virtual void SetFVarDataChannel(int fvarWidth,
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std::vector<float> const & fvarData) {
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if (_patchTables and _drawContext and fvarWidth and (not fvarData.empty())) {
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_drawContext->SetFVarDataTexture(*_patchTables,
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_d3d11DeviceContext, fvarWidth, fvarData);
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}
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}
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private:
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void initializeComputeContext(int numVertexElements,
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int numVaryingElements ) {
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assert(_refiner);
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Far::StencilTablesFactory::Options options;
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options.generateOffsets=true;
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options.generateIntermediateLevels=_refiner->IsUniform() ? false : true;
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Far::StencilTables const * vertexStencils=0, * varyingStencils=0;
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if (numVertexElements>0) {
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vertexStencils = Far::StencilTablesFactory::Create(*_refiner, options);
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}
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if (numVaryingElements>0) {
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options.interpolationMode = Far::StencilTablesFactory::INTERPOLATE_VARYING;
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varyingStencils = Far::StencilTablesFactory::Create(*_refiner, options);
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}
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_computeContext =
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ComputeContext::Create(_d3d11DeviceContext, vertexStencils, varyingStencils);
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delete vertexStencils;
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delete varyingStencils;
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}
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void initializeDrawContext(int numElements, int level, MeshBitset bits) {
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assert(_refiner and _vertexBuffer);
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Far::PatchTablesFactory::Options options(level);
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options.generateFVarTables = bits.test(MeshFVarData);
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options.useSingleCreasePatch = bits.test(MeshUseSingleCreasePatch);
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_patchTables = Far::PatchTablesFactory::Create(*_refiner, options);
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_drawContext = DrawContext::Create(
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_patchTables, _d3d11DeviceContext, numElements);
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_drawContext->UpdateVertexTexture(_vertexBuffer, _d3d11DeviceContext);
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}
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int initializeVertexBuffers(int numVertexElements,
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int numVaryingElements, MeshBitset bits) {
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ID3D11Device * pd3d11Device;
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_d3d11DeviceContext->GetDevice(&pd3d11Device);
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int numVertices = D3D11MeshInterface::getNumVertices(*_refiner);
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int numElements = numVertexElements +
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(bits.test(MeshInterleaveVarying) ? numVaryingElements : 0);
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if (numVertexElements) {
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_vertexBuffer =
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VertexBuffer::Create(numElements, numVertices, pd3d11Device);
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}
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if (numVaryingElements>0 and (not bits.test(MeshInterleaveVarying))) {
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_varyingBuffer =
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VertexBuffer::Create(numVaryingElements, numVertices, pd3d11Device);
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}
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return numElements;
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}
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Far::TopologyRefiner * _refiner;
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Far::PatchTables * _patchTables;
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VertexBuffer *_vertexBuffer;
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VertexBuffer *_varyingBuffer;
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ComputeContext *_computeContext;
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ComputeController *_computeController;
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DrawContext *_drawContext;
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ID3D11DeviceContext *_d3d11DeviceContext;
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};
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_D3D11MESH_H
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