mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-26 05:20:05 +00:00
a91707bae8
Fixed a few code sites where subobject initializers were missing braces.
399 lines
14 KiB
C++
399 lines
14 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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#include "../osd/d3d11ComputeEvaluator.h"
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#include <cassert>
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#include <sstream>
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#include <string>
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#include <vector>
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#define INITGUID // for IID_ID3D11ShaderReflection
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#include <D3D11.h>
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#include <D3D11shader.h>
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#include <D3Dcompiler.h>
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#include "../far/error.h"
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#include "../far/stencilTable.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
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static const char *shaderSource =
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#include "../osd/hlslComputeKernel.gen.h"
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;
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// ----------------------------------------------------------------------------
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// must match constant buffer declaration in hlslComputeKernel.hlsl
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__declspec(align(16))
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struct KernelUniformArgs {
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int start; // batch
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int end;
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int srcOffset;
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int dstOffset;
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};
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// ----------------------------------------------------------------------------
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template <typename T>
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static ID3D11Buffer *createBuffer(std::vector<T> const &src,
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ID3D11Device *device) {
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size_t size = src.size()*sizeof(T);
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ID3D11Buffer *buffer = NULL;
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D3D11_BUFFER_DESC bd;
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bd.ByteWidth = (unsigned int)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 = &src.at(0);
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HRESULT hr = device->CreateBuffer(&bd, &initData, &buffer);
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if (FAILED(hr)) {
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Far::Error(Far::FAR_RUNTIME_ERROR,
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"Error creating compute table buffer\n");
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return NULL;
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}
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return buffer;
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}
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static ID3D11ShaderResourceView *createSRV(ID3D11Buffer *buffer,
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DXGI_FORMAT format,
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ID3D11Device *device,
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size_t size) {
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ID3D11ShaderResourceView *srv = NULL;
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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 = (unsigned int)size;
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HRESULT hr = device->CreateShaderResourceView(buffer, &srvd, &srv);
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if (FAILED(hr)) {
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Far::Error(Far::FAR_RUNTIME_ERROR,
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"Error creating compute table shader resource view\n");
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return NULL;
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}
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return srv;
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}
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D3D11StencilTable::D3D11StencilTable(Far::StencilTable const *stencilTable,
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ID3D11DeviceContext *deviceContext)
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{
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ID3D11Device *device = NULL;
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deviceContext->GetDevice(&device);
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assert(device);
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_numStencils = stencilTable->GetNumStencils();
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if (_numStencils > 0) {
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std::vector<int> const &sizes = stencilTable->GetSizes();
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_sizesBuffer = createBuffer(sizes, device);
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_offsetsBuffer = createBuffer(stencilTable->GetOffsets(), device);
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_indicesBuffer = createBuffer(stencilTable->GetControlIndices(), device);
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_weightsBuffer = createBuffer(stencilTable->GetWeights(), device);
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_sizes = createSRV(_sizesBuffer, DXGI_FORMAT_R32_SINT, device,
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stencilTable->GetSizes().size());
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_offsets = createSRV(_offsetsBuffer, DXGI_FORMAT_R32_SINT, device,
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stencilTable->GetOffsets().size());
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_indices = createSRV(_indicesBuffer, DXGI_FORMAT_R32_SINT, device,
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stencilTable->GetControlIndices().size());
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_weights= createSRV(_weightsBuffer, DXGI_FORMAT_R32_FLOAT, device,
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stencilTable->GetWeights().size());
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} else {
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_sizes = _offsets = _indices = _weights = NULL;
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_sizesBuffer = _offsetsBuffer = _indicesBuffer = _weightsBuffer = NULL;
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}
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}
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D3D11StencilTable::~D3D11StencilTable() {
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SAFE_RELEASE(_sizes);
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SAFE_RELEASE(_sizesBuffer);
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SAFE_RELEASE(_offsets);
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SAFE_RELEASE(_offsetsBuffer);
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SAFE_RELEASE(_indices);
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SAFE_RELEASE(_indicesBuffer);
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SAFE_RELEASE(_weights);
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SAFE_RELEASE(_weightsBuffer);
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}
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// ---------------------------------------------------------------------------
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D3D11ComputeEvaluator::D3D11ComputeEvaluator() :
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_computeShader(NULL),
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_classLinkage(NULL),
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_singleBufferKernel(NULL),
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_separateBufferKernel(NULL),
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_uniformArgs(NULL),
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_workGroupSize(64) {
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}
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D3D11ComputeEvaluator *
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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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return Create(srcDesc, dstDesc, duDesc, dvDesc,
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BufferDescriptor(),
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BufferDescriptor(),
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BufferDescriptor(),
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deviceContext);
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}
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D3D11ComputeEvaluator *
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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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BufferDescriptor const &duuDesc,
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BufferDescriptor const &duvDesc,
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BufferDescriptor const &dvvDesc,
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ID3D11DeviceContext *deviceContext) {
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(void)deviceContext; // not used
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// TODO: implements derivatives
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(void)duDesc;
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(void)dvDesc;
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D3D11ComputeEvaluator *instance = new D3D11ComputeEvaluator();
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if (instance->Compile(srcDesc, dstDesc, deviceContext)) return instance;
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delete instance;
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return NULL;
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}
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D3D11ComputeEvaluator::~D3D11ComputeEvaluator() {
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SAFE_RELEASE(_computeShader);
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SAFE_RELEASE(_classLinkage);
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SAFE_RELEASE(_singleBufferKernel);
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SAFE_RELEASE(_separateBufferKernel);
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SAFE_RELEASE(_uniformArgs);
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}
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bool
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D3D11ComputeEvaluator::Compile(BufferDescriptor const &srcDesc,
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BufferDescriptor const &dstDesc,
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ID3D11DeviceContext *deviceContext) {
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if (srcDesc.length > dstDesc.length) {
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Far::Error(Far::FAR_RUNTIME_ERROR,
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"srcDesc length must be less than or equal to "
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"dstDesc length.\n");
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return false;
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}
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DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
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#if defined(D3D10_SHADER_RESOURCES_MAY_ALIAS)
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dwShaderFlags |= D3D10_SHADER_RESOURCES_MAY_ALIAS;
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#endif
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#ifdef _DEBUG
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dwShaderFlags |= D3DCOMPILE_DEBUG;
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#endif
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std::ostringstream ss;
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ss << srcDesc.length; std::string lengthValue(ss.str()); ss.str("");
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ss << srcDesc.stride; std::string srcStrideValue(ss.str()); ss.str("");
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ss << dstDesc.stride; std::string dstStrideValue(ss.str()); ss.str("");
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ss << _workGroupSize; std::string workgroupSizeValue(ss.str()); ss.str("");
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D3D_SHADER_MACRO defines[] =
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{ { "LENGTH", lengthValue.c_str() },
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{ "SRC_STRIDE", srcStrideValue.c_str() },
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{ "DST_STRIDE", dstStrideValue.c_str() },
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{ "WORK_GROUP_SIZE", workgroupSizeValue.c_str() },
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{ 0, 0 } };
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ID3DBlob * computeShaderBuffer = NULL;
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ID3DBlob * errorBuffer = NULL;
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HRESULT hr = D3DCompile(shaderSource, strlen(shaderSource),
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NULL, &defines[0], NULL,
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"cs_main", "cs_5_0",
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dwShaderFlags, 0,
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&computeShaderBuffer, &errorBuffer);
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if (FAILED(hr)) {
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if (errorBuffer != NULL) {
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Far::Error(Far::FAR_RUNTIME_ERROR,
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"Error compiling HLSL shader: %s\n",
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(CHAR*)errorBuffer->GetBufferPointer());
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errorBuffer->Release();
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return false;
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}
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}
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ID3D11Device *device = NULL;
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deviceContext->GetDevice(&device);
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assert(device);
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device->CreateClassLinkage(&_classLinkage);
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assert(_classLinkage);
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device->CreateComputeShader(computeShaderBuffer->GetBufferPointer(),
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computeShaderBuffer->GetBufferSize(),
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_classLinkage,
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&_computeShader);
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assert(_computeShader);
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ID3D11ShaderReflection *reflector;
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D3DReflect(computeShaderBuffer->GetBufferPointer(),
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computeShaderBuffer->GetBufferSize(),
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IID_ID3D11ShaderReflection, (void**) &reflector);
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assert(reflector);
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assert(reflector->GetNumInterfaceSlots() == 1);
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reflector->Release();
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computeShaderBuffer->Release();
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_classLinkage->GetClassInstance("singleBufferCompute", 0, &_singleBufferKernel);
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assert(_singleBufferKernel);
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_classLinkage->GetClassInstance("separateBufferCompute", 0, &_separateBufferKernel);
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assert(_separateBufferKernel);
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D3D11_BUFFER_DESC cbDesc;
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ZeroMemory(&cbDesc, sizeof(cbDesc));
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cbDesc.Usage = D3D11_USAGE_DYNAMIC;
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cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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cbDesc.MiscFlags = 0;
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cbDesc.ByteWidth = sizeof(KernelUniformArgs);
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device->CreateBuffer(&cbDesc, NULL, &_uniformArgs);
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return true;
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}
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/* static */
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void
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D3D11ComputeEvaluator::Synchronize(ID3D11DeviceContext *deviceContext) {
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// XXX: this is currently just for the performance measuring purpose.
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// XXXFIXME!
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ID3D11Query *query = NULL;
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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_QUERY_DESC desc;
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desc.Query = D3D11_QUERY_EVENT;
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desc.MiscFlags = 0;
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device->CreateQuery(&desc, &query);
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deviceContext->Flush();
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deviceContext->End(query);
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while (S_OK != deviceContext->GetData(query, NULL, 0, 0));
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SAFE_RELEASE(query);
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}
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bool
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D3D11ComputeEvaluator::EvalStencils(ID3D11UnorderedAccessView *srcUAV,
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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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assert(deviceContext);
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int count = end - start;
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if (count <= 0) return true;
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KernelUniformArgs args;
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args.start = start;
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args.end = end;
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args.srcOffset = srcDesc.offset;
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args.dstOffset = dstDesc.offset;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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deviceContext->Map(_uniformArgs, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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CopyMemory(mappedResource.pData, &args, sizeof(KernelUniformArgs));
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deviceContext->Unmap(_uniformArgs, 0);
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deviceContext->CSSetConstantBuffers(0, 1, &_uniformArgs); // b0
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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, vstride = 0;
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deviceContext->IASetVertexBuffers(0, 1, &NULLBuffer, &voffset, &vstride);
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ID3D11ShaderResourceView *NULLSRV = 0;
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deviceContext->VSSetShaderResources(0, 1, &NULLSRV);
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// bind UAV
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ID3D11UnorderedAccessView *UAViews[] = { srcUAV, dstUAV };
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ID3D11ShaderResourceView *SRViews[] = {
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sizesSRV, offsetsSRV, indicesSRV, weightsSRV };
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// bind source vertex and stencil table
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deviceContext->CSSetShaderResources(1, 4, SRViews); // t1-t4
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if (srcUAV == dstUAV) {
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deviceContext->CSSetUnorderedAccessViews(0, 1, UAViews, 0); // u0
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// Dispatch src == dst buffer
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deviceContext->CSSetShader(_computeShader, &_singleBufferKernel, 1);
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deviceContext->Dispatch((count + _workGroupSize - 1) / _workGroupSize, 1, 1);
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} else {
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deviceContext->CSSetUnorderedAccessViews(0, 2, UAViews, 0); // u0, u1
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// Dispatch src != dst buffer
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deviceContext->CSSetShader(_computeShader, &_separateBufferKernel, 1);
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deviceContext->Dispatch((count + _workGroupSize - 1) / _workGroupSize, 1, 1);
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}
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// unbind stencil table and vertexbuffers
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SRViews[0] = SRViews[1] = SRViews[2] = SRViews[3] = NULL;
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deviceContext->CSSetShaderResources(1, 4, SRViews);
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UAViews[0] = UAViews[1] = NULL;
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deviceContext->CSSetUnorderedAccessViews(0, 2, UAViews, 0);
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return true;
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}
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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