mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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f9523f916f
A mechanical substitution of VertexBufferDescriptor with BufferDescriptor. Also removing unused files from osd.
229 lines
8.9 KiB
C++
229 lines
8.9 KiB
C++
//
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// Copyright 2015 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 OPENSUBDIV3_OSD_D3D11_COMPUTE_EVALUATOR_H
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#define OPENSUBDIV3_OSD_D3D11_COMPUTE_EVALUATOR_H
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#include "../version.h"
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struct ID3D11DeviceContext;
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struct ID3D11Buffer;
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struct ID3D11ComputeShader;
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struct ID3D11ClassLinkage;
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struct ID3D11ClassInstance;
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struct ID3D11ShaderResourceView;
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struct ID3D11UnorderedAccessView;
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#include "../osd/bufferDescriptor.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Far {
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class StencilTable;
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}
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namespace Osd {
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/// \brief D3D11 stencil table
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///
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/// This class is a D3D11 Shader Resource View representation of
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/// Far::StencilTable.
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///
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/// D3D11ComputeEvaluator consumes this table to apply stencils
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///
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class D3D11StencilTable {
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public:
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template <typename DEVICE_CONTEXT>
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static D3D11StencilTable *Create(Far::StencilTable const *stencilTable,
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DEVICE_CONTEXT context) {
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return new D3D11StencilTable(stencilTable, context->GetDeviceContext());
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}
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static D3D11StencilTable *Create(Far::StencilTable const *stencilTable,
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ID3D11DeviceContext *deviceContext) {
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return new D3D11StencilTable(stencilTable, deviceContext);
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}
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D3D11StencilTable(Far::StencilTable const *stencilTable,
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ID3D11DeviceContext *deviceContext);
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~D3D11StencilTable();
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// interfaces needed for D3D11ComputeEvaluator
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ID3D11ShaderResourceView *GetSizesSRV() const { return _sizes; }
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ID3D11ShaderResourceView *GetOffsetsSRV() const { return _offsets; }
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ID3D11ShaderResourceView *GetIndicesSRV() const { return _indices; }
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ID3D11ShaderResourceView *GetWeightsSRV() const { return _weights; }
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int GetNumStencils() const { return _numStencils; }
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private:
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ID3D11ShaderResourceView *_sizes;
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ID3D11ShaderResourceView *_offsets;
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ID3D11ShaderResourceView *_indices;
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ID3D11ShaderResourceView *_weights;
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ID3D11Buffer *_sizesBuffer;
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ID3D11Buffer *_offsetsBuffer;
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ID3D11Buffer *_indicesBuffer;
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ID3D11Buffer *_weightsBuffer;
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int _numStencils;
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};
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// ---------------------------------------------------------------------------
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class D3D11ComputeEvaluator {
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public:
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typedef bool Instantiatable;
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static D3D11ComputeEvaluator * Create(BufferDescriptor const &srcDesc,
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BufferDescriptor const &dstDesc,
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BufferDescriptor const &duDesc,
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BufferDescriptor const &dvDesc,
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ID3D11DeviceContext *deviceContext);
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/// Constructor.
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D3D11ComputeEvaluator();
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/// Destructor.
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~D3D11ComputeEvaluator();
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/// \brief Generic static compute function. This function has a same
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/// signature as other device kernels have so that it can be called
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/// transparently from OsdMesh template interface.
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///
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/// @param srcBuffer Input primvar buffer.
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/// must have BindVBO() method returning a
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/// const float pointer for read
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///
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/// @param srcDesc vertex buffer descriptor for the input buffer
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///
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/// @param dstBuffer Output primvar buffer
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/// must have BindVBO() method returning a
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/// float pointer for write
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///
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/// @param dstDesc vertex buffer descriptor for the output buffer
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///
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/// @param stencilTable stencil table to be applied. The table must have
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/// SSBO interfaces.
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///
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/// @param instance cached compiled instance. Clients are supposed to
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/// pre-compile an instance of this class and provide
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/// to this function. If it's null the kernel still
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/// compute by instantiating on-demand kernel although
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/// it may cause a performance problem.
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///
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/// @param deviceContext ID3D11DeviceContext.
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///
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template <typename SRC_BUFFER, typename DST_BUFFER, typename STENCIL_TABLE>
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static bool EvalStencils(
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SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
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DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
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STENCIL_TABLE const *stencilTable,
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D3D11ComputeEvaluator const *instance,
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ID3D11DeviceContext * deviceContext) {
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if (instance) {
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return instance->EvalStencils(srcBuffer, srcDesc,
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dstBuffer, dstDesc,
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stencilTable,
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deviceContext);
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} else {
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// Create an instace on demand (slow)
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(void)deviceContext; // unused
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instance = Create(srcDesc, dstDesc,
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BufferDescriptor(),
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BufferDescriptor(),
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deviceContext);
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if (instance) {
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bool r = instance->EvalStencils(srcBuffer, srcDesc,
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dstBuffer, dstDesc,
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stencilTable,
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deviceContext);
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delete instance;
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return r;
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}
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return false;
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}
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}
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/// Dispatch the DX compute kernel on GPU asynchronously.
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/// returns false if the kernel hasn't been compiled yet.
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template <typename SRC_BUFFER, typename DST_BUFFER, typename STENCIL_TABLE>
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bool EvalStencils(
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SRC_BUFFER *srcBuffer, BufferDescriptor const &srcDesc,
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DST_BUFFER *dstBuffer, BufferDescriptor const &dstDesc,
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STENCIL_TABLE const *stencilTable,
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ID3D11DeviceContext *deviceContext) const {
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return EvalStencils(srcBuffer->BindD3D11UAV(deviceContext), srcDesc,
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dstBuffer->BindD3D11UAV(deviceContext), dstDesc,
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stencilTable->GetSizesSRV(),
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stencilTable->GetOffsetsSRV(),
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stencilTable->GetIndicesSRV(),
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stencilTable->GetWeightsSRV(),
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/* start = */ 0,
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/* end = */ stencilTable->GetNumStencils(),
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deviceContext);
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}
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/// Dispatch the DX compute kernel on GPU asynchronously.
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/// returns false if the kernel hasn't been compiled yet.
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bool EvalStencils(ID3D11UnorderedAccessView *srcSRV,
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BufferDescriptor const &srcDesc,
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ID3D11UnorderedAccessView *dstUAV,
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BufferDescriptor const &dstDesc,
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ID3D11ShaderResourceView *sizesSRV,
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ID3D11ShaderResourceView *offsetsSRV,
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ID3D11ShaderResourceView *indicesSRV,
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ID3D11ShaderResourceView *weightsSRV,
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int start,
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int end,
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ID3D11DeviceContext *deviceContext) const;
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/// Configure DX kernel. Returns false if it fails to compile the kernel.
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bool Compile(BufferDescriptor const &srcDesc,
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BufferDescriptor const &dstDesc,
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ID3D11DeviceContext *deviceContext);
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/// Wait the dispatched kernel finishes.
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static void Synchronize(ID3D11DeviceContext *deviceContext);
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private:
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ID3D11ComputeShader * _computeShader;
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ID3D11ClassLinkage * _classLinkage;
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ID3D11ClassInstance * _singleBufferKernel;
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ID3D11ClassInstance * _separateBufferKernel;
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ID3D11Buffer * _uniformArgs; // uniform paramaeters for kernels
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int _workGroupSize;
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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 // OPENSUBDIV3_OSD_D3D11_COMPUTE_EVALUATOR_H
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