OpenSubdiv/opensubdiv/osd/d3d11DrawContext.cpp

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//
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#include "../far/dispatcher.h"
#include "../far/loopSubdivisionTables.h"
#include "../osd/d3d11DrawContext.h"
#include <D3D11.h>
#include <string.h>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdD3D11DrawContext::OsdD3D11DrawContext() :
patchIndexBuffer(NULL),
ptexCoordinateBuffer(NULL),
ptexCoordinateBufferSRV(NULL),
fvarDataBuffer(NULL),
fvarDataBufferSRV(NULL),
vertexBufferSRV(NULL),
vertexValenceBuffer(NULL),
vertexValenceBufferSRV(NULL),
quadOffsetBuffer(NULL),
quadOffsetBufferSRV(NULL)
{
}
OsdD3D11DrawContext::~OsdD3D11DrawContext()
{
if (patchIndexBuffer) patchIndexBuffer->Release();
if (ptexCoordinateBuffer) ptexCoordinateBuffer->Release();
if (ptexCoordinateBufferSRV) ptexCoordinateBufferSRV->Release();
if (fvarDataBuffer) fvarDataBuffer->Release();
if (fvarDataBufferSRV) fvarDataBufferSRV->Release();
if (vertexBufferSRV) vertexBufferSRV->Release();
if (vertexValenceBuffer) vertexValenceBuffer->Release();
if (vertexValenceBufferSRV) vertexValenceBufferSRV->Release();
if (quadOffsetBuffer) quadOffsetBuffer->Release();
if (quadOffsetBufferSRV) quadOffsetBufferSRV->Release();
};
OsdD3D11DrawContext *
OsdD3D11DrawContext::Create(FarPatchTables const *patchTables,
ID3D11DeviceContext *pd3d11DeviceContext,
bool requireFVarData)
{
OsdD3D11DrawContext * result = new OsdD3D11DrawContext();
if (result->create(patchTables, pd3d11DeviceContext, requireFVarData))
return result;
delete result;
return NULL;
}
bool
OsdD3D11DrawContext::create(FarPatchTables const *patchTables,
ID3D11DeviceContext *pd3d11DeviceContext,
bool requireFVarData)
{
// adaptive patches
_isAdaptive = true;
ID3D11Device *pd3d11Device = NULL;
pd3d11DeviceContext->GetDevice(&pd3d11Device);
assert(pd3d11Device);
ConvertPatchArrays(patchTables->GetPatchArrayVector(), patchArrays, patchTables->GetMaxValence(), 0);
FarPatchTables::PTable const & ptables = patchTables->GetPatchTable();
FarPatchTables::PatchParamTable const & ptexCoordTables = patchTables->GetPatchParamTable();
int totalPatchIndices = (int)ptables.size();
int totalPatches = (int)ptexCoordTables.size();
// Allocate and fill index buffer.
D3D11_BUFFER_DESC bd;
bd.ByteWidth = totalPatchIndices * sizeof(int);
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = sizeof(int);
HRESULT hr = pd3d11Device->CreateBuffer(&bd, NULL, &patchIndexBuffer);
if (FAILED(hr)) {
return false;
}
D3D11_MAPPED_SUBRESOURCE mappedResource;
hr = pd3d11DeviceContext->Map(patchIndexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(hr)) {
return false;
}
unsigned int * indexBuffer = (unsigned int *) mappedResource.pData;
memcpy(indexBuffer, &ptables[0], totalPatchIndices * sizeof(unsigned int));
pd3d11DeviceContext->Unmap(patchIndexBuffer, 0);
// create ptex coordinate buffer
bd.ByteWidth = totalPatches * sizeof(unsigned int);
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = sizeof(unsigned int);
hr = pd3d11Device->CreateBuffer(&bd, NULL, &ptexCoordinateBuffer);
if (FAILED(hr)) {
return false;
}
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
ZeroMemory(&srvd, sizeof(srvd));
srvd.Format = DXGI_FORMAT_R32_UINT; // XXX: this should be DXGI_FORMAT_R32G32_UINT?
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvd.Buffer.FirstElement = 0;
srvd.Buffer.NumElements = totalPatches;
hr = pd3d11Device->CreateShaderResourceView(ptexCoordinateBuffer, &srvd, &ptexCoordinateBufferSRV);
if (FAILED(hr)) {
return false;
}
hr = pd3d11DeviceContext->Map(ptexCoordinateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(hr)) {
return false;
}
unsigned int * ptexBuffer = (unsigned int *) mappedResource.pData;
memcpy(ptexBuffer, &ptexCoordTables[0], totalPatches * sizeof(FarPatchParam));
pd3d11DeviceContext->Unmap(ptexCoordinateBuffer, 0);
// create vertex valence buffer and vertex texture
FarPatchTables::VertexValenceTable const &
valenceTable = patchTables->GetVertexValenceTable();
if (not valenceTable.empty()) {
D3D11_BUFFER_DESC bd;
bd.ByteWidth = UINT(valenceTable.size() * sizeof(unsigned int));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
bd.StructureByteStride = sizeof(unsigned int);
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = &valenceTable[0];
HRESULT hr = pd3d11Device->CreateBuffer(&bd, &initData, &vertexValenceBuffer);
if (FAILED(hr)) {
return false;
}
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
ZeroMemory(&srvd, sizeof(srvd));
srvd.Format = DXGI_FORMAT_R32_SINT;
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvd.Buffer.FirstElement = 0;
srvd.Buffer.NumElements = UINT(valenceTable.size());
hr = pd3d11Device->CreateShaderResourceView(vertexValenceBuffer, &srvd, &vertexValenceBufferSRV);
if (FAILED(hr)) {
return false;
}
}
FarPatchTables::QuadOffsetTable const &
quadOffsetTable = patchTables->GetQuadOffsetTable();
if (not quadOffsetTable.empty()) {
D3D11_BUFFER_DESC bd;
bd.ByteWidth = UINT(quadOffsetTable.size() * sizeof(unsigned int));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
bd.StructureByteStride = sizeof(unsigned int);
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = &quadOffsetTable[0];
HRESULT hr = pd3d11Device->CreateBuffer(&bd, &initData, &quadOffsetBuffer);
if (FAILED(hr)) {
return false;
}
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
ZeroMemory(&srvd, sizeof(srvd));
srvd.Format = DXGI_FORMAT_R32_SINT;
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvd.Buffer.FirstElement = 0;
srvd.Buffer.NumElements = UINT(quadOffsetTable.size());
hr = pd3d11Device->CreateShaderResourceView(quadOffsetBuffer, &srvd, &quadOffsetBufferSRV);
if (FAILED(hr)) {
return false;
}
}
return true;
}
void
OsdD3D11DrawContext::updateVertexTexture(ID3D11Buffer *vbo,
ID3D11DeviceContext *pd3d11DeviceContext,
int numVertices,
int numVertexElements)
{
ID3D11Device *pd3d11Device = NULL;
pd3d11DeviceContext->GetDevice(&pd3d11Device);
assert(pd3d11Device);
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
ZeroMemory(&srvd, sizeof(srvd));
srvd.Format = DXGI_FORMAT_R32_FLOAT;
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvd.Buffer.FirstElement = 0;
srvd.Buffer.NumElements = numVertices * numVertexElements;
HRESULT hr = pd3d11Device->CreateShaderResourceView(vbo, &srvd, &vertexBufferSRV);
if (FAILED(hr)) {
return;
}
// XXX: consider moving this proc to base class
// updating num elements in descriptor with new vbo specs
for (int i = 0; i < (int)patchArrays.size(); ++i) {
PatchArray &parray = patchArrays[i];
PatchDescriptor desc = parray.GetDescriptor();
desc.SetNumElements(numVertexElements);
parray.SetDescriptor(desc);
}
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv