mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 20:20:09 +00:00
1a2b71d929
Removed reference to FarMesh from OsdUtilMeshBatch. Added const qualifier to ComputeContext constructor.
371 lines
12 KiB
C++
371 lines
12 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#include "../far/mesh.h"
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#include "../far/subdivisionTables.h"
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#include "../osd/debug.h"
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#include "../osd/error.h"
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#include "../osd/d3d11ComputeContext.h"
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#include "../osd/d3d11KernelBundle.h"
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#include <D3D11.h>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
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void
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OsdD3D11ComputeTable::createBuffer(int size, const void *ptr, DXGI_FORMAT format, int numElements, ID3D11DeviceContext *deviceContext) {
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if (size == 0)
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return;
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ID3D11Device *device = NULL;
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deviceContext->GetDevice(&device);
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assert(device);
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D3D11_BUFFER_DESC bd;
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bd.ByteWidth = size;
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bd.Usage = D3D11_USAGE_IMMUTABLE;
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bd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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bd.CPUAccessFlags = 0;
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bd.MiscFlags = 0;
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bd.StructureByteStride = 0;
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D3D11_SUBRESOURCE_DATA initData;
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initData.pSysMem = ptr;
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HRESULT hr = device->CreateBuffer(&bd, &initData, &_buffer);
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if (FAILED(hr)) {
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OsdError(OSD_D3D11_COMPUTE_BUFFER_CREATE_ERROR,
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"Error creating compute table buffer\n");
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return;
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}
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D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
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ZeroMemory(&srvd, sizeof(srvd));
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srvd.Format = format;
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srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
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srvd.Buffer.FirstElement = 0;
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srvd.Buffer.NumElements = numElements;
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hr = device->CreateShaderResourceView(_buffer, &srvd, &_srv);
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if (FAILED(hr)) {
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OsdError(OSD_D3D11_COMPUTE_BUFFER_CREATE_ERROR,
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"Error creating compute table shader resource view\n");
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return;
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}
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}
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OsdD3D11ComputeTable::~OsdD3D11ComputeTable() {
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SAFE_RELEASE(_buffer);
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SAFE_RELEASE(_srv);
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}
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ID3D11Buffer *
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OsdD3D11ComputeTable::GetBuffer() const {
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return _buffer;
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}
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ID3D11ShaderResourceView *
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OsdD3D11ComputeTable::GetSRV() const {
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return _srv;
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}
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// ----------------------------------------------------------------------------
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OsdD3D11ComputeHEditTable::OsdD3D11ComputeHEditTable(
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const FarVertexEditTables<OsdVertex>::VertexEditBatch &batch, ID3D11DeviceContext *deviceContext)
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: _primvarIndicesTable(new OsdD3D11ComputeTable(batch.GetVertexIndices(), deviceContext, DXGI_FORMAT_R32_UINT)),
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_editValuesTable(new OsdD3D11ComputeTable(batch.GetValues(), deviceContext, DXGI_FORMAT_R32_FLOAT)) {
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_operation = batch.GetOperation();
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_primvarOffset = batch.GetPrimvarIndex();
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_primvarWidth = batch.GetPrimvarWidth();
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}
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OsdD3D11ComputeHEditTable::~OsdD3D11ComputeHEditTable() {
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delete _primvarIndicesTable;
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delete _editValuesTable;
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}
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const OsdD3D11ComputeTable *
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OsdD3D11ComputeHEditTable::GetPrimvarIndices() const {
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return _primvarIndicesTable;
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}
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const OsdD3D11ComputeTable *
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OsdD3D11ComputeHEditTable::GetEditValues() const {
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return _editValuesTable;
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}
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int
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OsdD3D11ComputeHEditTable::GetOperation() const {
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return _operation;
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}
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int
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OsdD3D11ComputeHEditTable::GetPrimvarOffset() const {
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return _primvarOffset;
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}
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int
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OsdD3D11ComputeHEditTable::GetPrimvarWidth() const {
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return _primvarWidth;
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}
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// ----------------------------------------------------------------------------
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OsdD3D11ComputeContext::OsdD3D11ComputeContext(
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FarMesh<OsdVertex> const *farMesh, ID3D11DeviceContext *deviceContext)
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: _deviceContext(deviceContext),
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_currentVertexBufferUAV(0), _currentVaryingBufferUAV(0) {
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FarSubdivisionTables<OsdVertex> const * farTables =
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farMesh->GetSubdivisionTables();
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// allocate 5 or 7 tables
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// XXXtakahito: Although _tables size depends on table type, F_IT is set
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// to NULL even in loop case, to determine the condition in
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// bindShaderStorageBuffer()...
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_tables.resize(7, 0);
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_tables[FarSubdivisionTables<OsdVertex>::E_IT] = new OsdD3D11ComputeTable(farTables->Get_E_IT(), deviceContext, DXGI_FORMAT_R32_SINT);
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_tables[FarSubdivisionTables<OsdVertex>::V_IT] = new OsdD3D11ComputeTable(farTables->Get_V_IT(), deviceContext, DXGI_FORMAT_R32_UINT);
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_tables[FarSubdivisionTables<OsdVertex>::V_ITa] = new OsdD3D11ComputeTable(farTables->Get_V_ITa(), deviceContext, DXGI_FORMAT_R32_SINT);
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_tables[FarSubdivisionTables<OsdVertex>::E_W] = new OsdD3D11ComputeTable(farTables->Get_E_W(), deviceContext, DXGI_FORMAT_R32_FLOAT);
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_tables[FarSubdivisionTables<OsdVertex>::V_W] = new OsdD3D11ComputeTable(farTables->Get_V_W(), deviceContext, DXGI_FORMAT_R32_FLOAT);
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if (farTables->GetNumTables() > 5) {
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_tables[FarSubdivisionTables<OsdVertex>::F_IT] = new OsdD3D11ComputeTable(farTables->Get_F_IT(), deviceContext, DXGI_FORMAT_R32_UINT);
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_tables[FarSubdivisionTables<OsdVertex>::F_ITa] = new OsdD3D11ComputeTable(farTables->Get_F_ITa(), deviceContext, DXGI_FORMAT_R32_SINT);
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} else {
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_tables[FarSubdivisionTables<OsdVertex>::F_IT] = NULL;
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_tables[FarSubdivisionTables<OsdVertex>::F_ITa] = NULL;
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}
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// create hedit tables
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FarVertexEditTables<OsdVertex> const *editTables = farMesh->GetVertexEdit();
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if (editTables) {
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int numEditBatches = editTables->GetNumBatches();
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_editTables.reserve(numEditBatches);
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for (int i = 0; i < numEditBatches; ++i) {
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const FarVertexEditTables<OsdVertex>::VertexEditBatch & edit =
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editTables->GetBatch(i);
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_editTables.push_back(new OsdD3D11ComputeHEditTable(edit, deviceContext));
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}
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}
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}
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OsdD3D11ComputeContext::~OsdD3D11ComputeContext() {
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for (size_t i = 0; i < _tables.size(); ++i) {
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delete _tables[i];
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}
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for (size_t i = 0; i < _editTables.size(); ++i) {
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delete _editTables[i];
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}
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}
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const OsdD3D11ComputeTable *
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OsdD3D11ComputeContext::GetTable(int tableIndex) const {
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return _tables[tableIndex];
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}
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int
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OsdD3D11ComputeContext::GetNumEditTables() const {
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return static_cast<int>(_editTables.size());
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}
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const OsdD3D11ComputeHEditTable *
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OsdD3D11ComputeContext::GetEditTable(int tableIndex) const {
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return _editTables[tableIndex];
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}
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ID3D11UnorderedAccessView *
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OsdD3D11ComputeContext::GetCurrentVertexBufferUAV() const {
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return _currentVertexBufferUAV;
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}
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ID3D11UnorderedAccessView *
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OsdD3D11ComputeContext::GetCurrentVaryingBufferUAV() const {
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return _currentVaryingBufferUAV;
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}
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int
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OsdD3D11ComputeContext::GetNumCurrentVertexElements() const {
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return _numVertexElements;
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}
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int
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OsdD3D11ComputeContext::GetNumCurrentVaryingElements() const {
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return _numVaryingElements;
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}
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OsdD3D11ComputeKernelBundle *
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OsdD3D11ComputeContext::GetKernelBundle() const {
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return _kernelBundle;
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}
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void
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OsdD3D11ComputeContext::SetKernelBundle(
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OsdD3D11ComputeKernelBundle *kernelBundle) {
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_kernelBundle = kernelBundle;
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}
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ID3D11DeviceContext *
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OsdD3D11ComputeContext::GetDeviceContext() const {
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return _deviceContext;
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}
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void
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OsdD3D11ComputeContext::SetDeviceContext(ID3D11DeviceContext *deviceContext) {
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_deviceContext = deviceContext;
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}
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OsdD3D11ComputeContext *
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OsdD3D11ComputeContext::Create(FarMesh<OsdVertex> const *farmesh, ID3D11DeviceContext *deviceContext) {
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return new OsdD3D11ComputeContext(farmesh, deviceContext);
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}
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void
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OsdD3D11ComputeContext::BindEditShaderStorageBuffers(int editIndex) {
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const OsdD3D11ComputeHEditTable * edit = _editTables[editIndex];
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const OsdD3D11ComputeTable * primvarIndices = edit->GetPrimvarIndices();
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const OsdD3D11ComputeTable * editValues = edit->GetEditValues();
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ID3D11ShaderResourceView *SRViews[] = {
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primvarIndices->GetSRV(),
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editValues->GetSRV(),
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};
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_deviceContext->CSSetShaderResources(9, 2, SRViews); // t9-t10
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}
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void
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OsdD3D11ComputeContext::UnbindEditShaderStorageBuffers() {
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ID3D11ShaderResourceView *SRViews[] = { 0, 0 };
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_deviceContext->CSSetShaderResources(9, 2, SRViews); // t9-t10
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}
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void
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OsdD3D11ComputeContext::bindShaderStorageBuffers() {
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// Unbind the vertexBuffer from the input assembler
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ID3D11Buffer *NULLBuffer = 0;
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UINT voffset = 0;
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UINT vstride = 0;
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_deviceContext->IASetVertexBuffers(0, 1, &NULLBuffer, &voffset, &vstride);
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// Unbind the vertexBuffer from the vertex shader (gregory patch vertex srv)
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ID3D11ShaderResourceView *NULLSRV = 0;
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_deviceContext->VSSetShaderResources(0, 1, &NULLSRV);
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if (_currentVertexBufferUAV)
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_deviceContext->CSSetUnorderedAccessViews(0, 1, &_currentVertexBufferUAV, 0); // u0
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if (_currentVaryingBufferUAV)
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_deviceContext->CSSetUnorderedAccessViews(1, 1, &_currentVaryingBufferUAV, 0); // u1
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// XXX: should be better handling for loop subdivision.
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if (_tables[FarSubdivisionTables<OsdVertex>::F_IT]) {
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ID3D11ShaderResourceView *SRViews[] = {
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_tables[FarSubdivisionTables<OsdVertex>::F_IT]->GetSRV(),
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_tables[FarSubdivisionTables<OsdVertex>::F_ITa]->GetSRV(),
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};
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_deviceContext->CSSetShaderResources(2, 2, SRViews); // t2-t3
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}
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ID3D11ShaderResourceView *SRViews[] = {
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_tables[FarSubdivisionTables<OsdVertex>::E_IT]->GetSRV(),
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_tables[FarSubdivisionTables<OsdVertex>::V_IT]->GetSRV(),
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_tables[FarSubdivisionTables<OsdVertex>::V_ITa]->GetSRV(),
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_tables[FarSubdivisionTables<OsdVertex>::E_W]->GetSRV(),
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_tables[FarSubdivisionTables<OsdVertex>::V_W]->GetSRV(),
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};
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_deviceContext->CSSetShaderResources(4, 5, SRViews); // t4-t8
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}
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void
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OsdD3D11ComputeContext::unbindShaderStorageBuffers() {
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ID3D11UnorderedAccessView *UAViews[] = { 0, 0 };
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_deviceContext->CSSetUnorderedAccessViews(0, 2, UAViews, 0); // u0-u2
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ID3D11ShaderResourceView *SRViews[] = { 0, 0, 0, 0, 0, 0, 0 };
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_deviceContext->CSSetShaderResources(2, 7, SRViews); // t2-t8
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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