OpenSubdiv/examples/common/d3d11PtexMipmapTexture.cpp
Takahito Tejima 8fc0e5db93 Move Ptex code from osd to examples.
we're teasing out ptex specific data from core osd entities,
so there's no reason to keep ptex texturing utilities in core osd.
move them into example libs and let clients assemble shader snippets
as needed.

Also removing older ptex texturing code (without mipmap)
2015-05-07 13:56:48 -07:00

224 lines
7.4 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 "d3d11PtexMipmapTexture.h"
#include "ptexMipmapTextureLoader.h"
#include <far/error.h> // XXX: to be replaced
#include <Ptexture.h>
#include <D3D11.h>
#include <cassert>
D3D11PtexMipmapTexture::D3D11PtexMipmapTexture()
: _width(0), _height(0), _depth(0),
_layout(0), _texels(0),
_layoutSRV(0), _texelsSRV(0)
{
}
D3D11PtexMipmapTexture::~D3D11PtexMipmapTexture()
{
if (_layout) _layout->Release();
if (_layoutSRV) _layoutSRV->Release();
if (_texels) _texels->Release();
if (_texelsSRV) _texelsSRV->Release();
}
/*static*/
const char *
D3D11PtexMipmapTexture::GetShaderSource()
{
static const char *ptexShaderSource =
#include "hlslPtexCommon.gen.h"
;
return ptexShaderSource;
}
static ID3D11Buffer *
genTextureBuffer(ID3D11DeviceContext *deviceContext, int size, void const * data) {
D3D11_BUFFER_DESC hBufferDesc;
hBufferDesc.ByteWidth = size;
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);
HRESULT hr;
ID3D11Buffer *buffer;
ID3D11Device *device;
deviceContext->GetDevice(&device);
hr = device->CreateBuffer(&hBufferDesc, NULL, &buffer);
if (FAILED(hr)) {
OpenSubdiv::Far::Error(OpenSubdiv::Far::FAR_RUNTIME_ERROR,
"Fail in CreateBuffer\n");
return 0;
}
D3D11_MAPPED_SUBRESOURCE resource;
hr = deviceContext->Map(buffer, 0,
D3D11_MAP_WRITE_DISCARD, 0, &resource);
if (FAILED(hr)) {
OpenSubdiv::Far::Error(OpenSubdiv::Far::FAR_RUNTIME_ERROR,
"Fail in Map buffer\n");
buffer->Release();
return 0;
}
memcpy(resource.pData, data, size);
deviceContext->Unmap(buffer, 0);
return buffer;
}
D3D11PtexMipmapTexture *
D3D11PtexMipmapTexture::Create(ID3D11DeviceContext *deviceContext,
PtexTexture * reader,
int maxLevels) {
D3D11PtexMipmapTexture * result = NULL;
int maxNumPages = D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
// Read the ptex data and pack the texels
PtexMipmapTextureLoader loader(reader, maxNumPages, maxLevels);
int numFaces = loader.GetNumFaces();
ID3D11Buffer *layout = genTextureBuffer(deviceContext,
numFaces * 6 * sizeof(short),
loader.GetLayoutBuffer());
if (not layout) return NULL;
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
int bpp = 0;
int numChannels = reader->numChannels();
switch (reader->dataType()) {
case Ptex::dt_uint16:
switch (numChannels) {
case 1: format = DXGI_FORMAT_R16_UINT; break;
case 2: format = DXGI_FORMAT_R16G16_UINT; break;
case 3: assert(false); break;
case 4: format = DXGI_FORMAT_R16G16B16A16_UINT; break;
}
bpp = numChannels * 2;
break;
case Ptex::dt_float:
switch (numChannels) {
case 1: format = DXGI_FORMAT_R32_FLOAT; break;
case 2: format = DXGI_FORMAT_R32G32_FLOAT; break;
case 3: format = DXGI_FORMAT_R32G32B32_FLOAT; break;
case 4: format = DXGI_FORMAT_R32G32B32A32_FLOAT; break;
}
bpp = numChannels * 4;
break;
case Ptex::dt_half:
switch (numChannels) {
case 1: format = DXGI_FORMAT_R16_FLOAT; break;
case 2: format = DXGI_FORMAT_R16G16_FLOAT; break;
case 3:assert(false); break;
case 4: format = DXGI_FORMAT_R16G16B16A16_FLOAT; break;
}
bpp = numChannels * 2;
break;
default:
switch (numChannels) {
case 1: format = DXGI_FORMAT_R8_UNORM; break;
case 2: format = DXGI_FORMAT_R8G8_UNORM; break;
case 3: assert(false); break;
case 4: format = DXGI_FORMAT_R8G8B8A8_UNORM; break;
}
bpp = numChannels;
break;
}
// actual texels texture array
D3D11_TEXTURE2D_DESC desc;
desc.Width = loader.GetPageWidth();
desc.Height = loader.GetPageHeight();
desc.MipLevels = 1;
desc.ArraySize = loader.GetNumPages();
desc.Format = format;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA *initData = new D3D11_SUBRESOURCE_DATA[desc.ArraySize];
int pageStride = loader.GetPageWidth()*loader.GetPageHeight() * bpp;
for (unsigned int i = 0; i < desc.ArraySize; ++i) {
initData[i].pSysMem = loader.GetTexelBuffer() + i * pageStride;
initData[i].SysMemPitch = loader.GetPageWidth() * bpp;
initData[i].SysMemSlicePitch = pageStride;
}
ID3D11Device *device;
ID3D11Texture2D *texels;
deviceContext->GetDevice(&device);
HRESULT hr = device->CreateTexture2D(&desc, initData, &texels);
if (FAILED(hr)) return NULL;
delete[] initData;
// create SRV
ID3D11ShaderResourceView *layoutSRV;
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
ZeroMemory(&srvd, sizeof(srvd));
srvd.Format = DXGI_FORMAT_R16_UINT;
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvd.Buffer.FirstElement = 0;
srvd.Buffer.NumElements = numFaces * 6;
hr = device->CreateShaderResourceView(layout, &srvd, &layoutSRV);
if (FAILED(hr)) return NULL;
ID3D11ShaderResourceView *texelsSRV;
ZeroMemory(&srvd, sizeof(srvd));
srvd.Format = format;
srvd.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
srvd.Texture2DArray.MipLevels = 1;
srvd.Texture2DArray.ArraySize = desc.ArraySize;
hr = device->CreateShaderResourceView(texels, &srvd, &texelsSRV);
if (FAILED(hr)) return NULL;
result = new D3D11PtexMipmapTexture;
result->_width = loader.GetPageWidth();
result->_height = loader.GetPageHeight();
result->_depth = loader.GetNumPages();
result->_format = format;
result->_layout = layout;
result->_texels = texels;
result->_layoutSRV = layoutSRV;
result->_texelsSRV = texelsSRV;
return result;
}