mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-03 00:20:09 +00:00
a57dd034e7
Moved transient states (current vertex buffer etc) to controller. ComputeContext becomes constant so that it's well suited for coarse-grain parallelism on cpu. The prims sharing same topology (ComputeContext) can be refined simultaneously by having mutiple compute controllers. Client facing API doesn't change.
274 lines
9.0 KiB
C++
274 lines
9.0 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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#include "../far/subdivisionTables.h"
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#include "../far/vertexEditTables.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,
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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::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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FarSubdivisionTables const *subdivisionTables,
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FarVertexEditTables const *vertexEditTables,
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ID3D11DeviceContext *deviceContext) {
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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::E_IT] = new OsdD3D11ComputeTable(subdivisionTables->Get_E_IT(), deviceContext, DXGI_FORMAT_R32_SINT);
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_tables[FarSubdivisionTables::V_IT] = new OsdD3D11ComputeTable(subdivisionTables->Get_V_IT(), deviceContext, DXGI_FORMAT_R32_UINT);
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_tables[FarSubdivisionTables::V_ITa] = new OsdD3D11ComputeTable(subdivisionTables->Get_V_ITa(), deviceContext, DXGI_FORMAT_R32_SINT);
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_tables[FarSubdivisionTables::E_W] = new OsdD3D11ComputeTable(subdivisionTables->Get_E_W(), deviceContext, DXGI_FORMAT_R32_FLOAT);
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_tables[FarSubdivisionTables::V_W] = new OsdD3D11ComputeTable(subdivisionTables->Get_V_W(), deviceContext, DXGI_FORMAT_R32_FLOAT);
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if (subdivisionTables->GetNumTables() > 5) {
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_tables[FarSubdivisionTables::F_IT] = new OsdD3D11ComputeTable(subdivisionTables->Get_F_IT(), deviceContext, DXGI_FORMAT_R32_UINT);
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_tables[FarSubdivisionTables::F_ITa] = new OsdD3D11ComputeTable(subdivisionTables->Get_F_ITa(), deviceContext, DXGI_FORMAT_R32_SINT);
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} else {
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_tables[FarSubdivisionTables::F_IT] = NULL;
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_tables[FarSubdivisionTables::F_ITa] = NULL;
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}
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// create hedit tables
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if (vertexEditTables) {
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int numEditBatches = vertexEditTables->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::VertexEditBatch & edit =
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vertexEditTables->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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OsdD3D11ComputeContext *
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OsdD3D11ComputeContext::Create(FarSubdivisionTables const *subdivisionTables,
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FarVertexEditTables const *vertexEditTables,
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ID3D11DeviceContext *deviceContext) {
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return new OsdD3D11ComputeContext(subdivisionTables, vertexEditTables, deviceContext);
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}
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void
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OsdD3D11ComputeContext::BindEditShaderStorageBuffers(int editIndex,
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ID3D11DeviceContext *deviceContext) const {
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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(ID3D11DeviceContext *deviceContext) const {
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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(ID3D11DeviceContext *deviceContext) const {
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// XXX: should be better handling for loop subdivision.
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if (_tables[FarSubdivisionTables::F_IT]) {
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ID3D11ShaderResourceView *SRViews[] = {
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_tables[FarSubdivisionTables::F_IT]->GetSRV(),
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_tables[FarSubdivisionTables::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::E_IT]->GetSRV(),
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_tables[FarSubdivisionTables::V_IT]->GetSRV(),
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_tables[FarSubdivisionTables::V_ITa]->GetSRV(),
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_tables[FarSubdivisionTables::E_W]->GetSRV(),
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_tables[FarSubdivisionTables::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(ID3D11DeviceContext *deviceContext) const {
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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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