OpenSubdiv/opensubdiv/osd/d3d11ComputeEvaluator.cpp
David G Yu a91707bae8 Fixed subobject initialization warnings
Fixed a few code sites where subobject initializers were missing braces.
2021-10-20 14:55:59 -07:00

399 lines
14 KiB
C++

//
// Copyright 2015 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 "../osd/d3d11ComputeEvaluator.h"
#include <cassert>
#include <sstream>
#include <string>
#include <vector>
#define INITGUID // for IID_ID3D11ShaderReflection
#include <D3D11.h>
#include <D3D11shader.h>
#include <D3Dcompiler.h>
#include "../far/error.h"
#include "../far/stencilTable.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
static const char *shaderSource =
#include "../osd/hlslComputeKernel.gen.h"
;
// ----------------------------------------------------------------------------
// must match constant buffer declaration in hlslComputeKernel.hlsl
__declspec(align(16))
struct KernelUniformArgs {
int start; // batch
int end;
int srcOffset;
int dstOffset;
};
// ----------------------------------------------------------------------------
template <typename T>
static ID3D11Buffer *createBuffer(std::vector<T> const &src,
ID3D11Device *device) {
size_t size = src.size()*sizeof(T);
ID3D11Buffer *buffer = NULL;
D3D11_BUFFER_DESC bd;
bd.ByteWidth = (unsigned int)size;
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = &src.at(0);
HRESULT hr = device->CreateBuffer(&bd, &initData, &buffer);
if (FAILED(hr)) {
Far::Error(Far::FAR_RUNTIME_ERROR,
"Error creating compute table buffer\n");
return NULL;
}
return buffer;
}
static ID3D11ShaderResourceView *createSRV(ID3D11Buffer *buffer,
DXGI_FORMAT format,
ID3D11Device *device,
size_t size) {
ID3D11ShaderResourceView *srv = NULL;
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
ZeroMemory(&srvd, sizeof(srvd));
srvd.Format = format;
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvd.Buffer.FirstElement = 0;
srvd.Buffer.NumElements = (unsigned int)size;
HRESULT hr = device->CreateShaderResourceView(buffer, &srvd, &srv);
if (FAILED(hr)) {
Far::Error(Far::FAR_RUNTIME_ERROR,
"Error creating compute table shader resource view\n");
return NULL;
}
return srv;
}
D3D11StencilTable::D3D11StencilTable(Far::StencilTable const *stencilTable,
ID3D11DeviceContext *deviceContext)
{
ID3D11Device *device = NULL;
deviceContext->GetDevice(&device);
assert(device);
_numStencils = stencilTable->GetNumStencils();
if (_numStencils > 0) {
std::vector<int> const &sizes = stencilTable->GetSizes();
_sizesBuffer = createBuffer(sizes, device);
_offsetsBuffer = createBuffer(stencilTable->GetOffsets(), device);
_indicesBuffer = createBuffer(stencilTable->GetControlIndices(), device);
_weightsBuffer = createBuffer(stencilTable->GetWeights(), device);
_sizes = createSRV(_sizesBuffer, DXGI_FORMAT_R32_SINT, device,
stencilTable->GetSizes().size());
_offsets = createSRV(_offsetsBuffer, DXGI_FORMAT_R32_SINT, device,
stencilTable->GetOffsets().size());
_indices = createSRV(_indicesBuffer, DXGI_FORMAT_R32_SINT, device,
stencilTable->GetControlIndices().size());
_weights= createSRV(_weightsBuffer, DXGI_FORMAT_R32_FLOAT, device,
stencilTable->GetWeights().size());
} else {
_sizes = _offsets = _indices = _weights = NULL;
_sizesBuffer = _offsetsBuffer = _indicesBuffer = _weightsBuffer = NULL;
}
}
D3D11StencilTable::~D3D11StencilTable() {
SAFE_RELEASE(_sizes);
SAFE_RELEASE(_sizesBuffer);
SAFE_RELEASE(_offsets);
SAFE_RELEASE(_offsetsBuffer);
SAFE_RELEASE(_indices);
SAFE_RELEASE(_indicesBuffer);
SAFE_RELEASE(_weights);
SAFE_RELEASE(_weightsBuffer);
}
// ---------------------------------------------------------------------------
D3D11ComputeEvaluator::D3D11ComputeEvaluator() :
_computeShader(NULL),
_classLinkage(NULL),
_singleBufferKernel(NULL),
_separateBufferKernel(NULL),
_uniformArgs(NULL),
_workGroupSize(64) {
}
D3D11ComputeEvaluator *
D3D11ComputeEvaluator::Create(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
ID3D11DeviceContext *deviceContext) {
return Create(srcDesc, dstDesc, duDesc, dvDesc,
BufferDescriptor(),
BufferDescriptor(),
BufferDescriptor(),
deviceContext);
}
D3D11ComputeEvaluator *
D3D11ComputeEvaluator::Create(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const &duDesc,
BufferDescriptor const &dvDesc,
BufferDescriptor const &duuDesc,
BufferDescriptor const &duvDesc,
BufferDescriptor const &dvvDesc,
ID3D11DeviceContext *deviceContext) {
(void)deviceContext; // not used
// TODO: implements derivatives
(void)duDesc;
(void)dvDesc;
D3D11ComputeEvaluator *instance = new D3D11ComputeEvaluator();
if (instance->Compile(srcDesc, dstDesc, deviceContext)) return instance;
delete instance;
return NULL;
}
D3D11ComputeEvaluator::~D3D11ComputeEvaluator() {
SAFE_RELEASE(_computeShader);
SAFE_RELEASE(_classLinkage);
SAFE_RELEASE(_singleBufferKernel);
SAFE_RELEASE(_separateBufferKernel);
SAFE_RELEASE(_uniformArgs);
}
bool
D3D11ComputeEvaluator::Compile(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
ID3D11DeviceContext *deviceContext) {
if (srcDesc.length > dstDesc.length) {
Far::Error(Far::FAR_RUNTIME_ERROR,
"srcDesc length must be less than or equal to "
"dstDesc length.\n");
return false;
}
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined(D3D10_SHADER_RESOURCES_MAY_ALIAS)
dwShaderFlags |= D3D10_SHADER_RESOURCES_MAY_ALIAS;
#endif
#ifdef _DEBUG
dwShaderFlags |= D3DCOMPILE_DEBUG;
#endif
std::ostringstream ss;
ss << srcDesc.length; std::string lengthValue(ss.str()); ss.str("");
ss << srcDesc.stride; std::string srcStrideValue(ss.str()); ss.str("");
ss << dstDesc.stride; std::string dstStrideValue(ss.str()); ss.str("");
ss << _workGroupSize; std::string workgroupSizeValue(ss.str()); ss.str("");
D3D_SHADER_MACRO defines[] =
{ { "LENGTH", lengthValue.c_str() },
{ "SRC_STRIDE", srcStrideValue.c_str() },
{ "DST_STRIDE", dstStrideValue.c_str() },
{ "WORK_GROUP_SIZE", workgroupSizeValue.c_str() },
{ 0, 0 } };
ID3DBlob * computeShaderBuffer = NULL;
ID3DBlob * errorBuffer = NULL;
HRESULT hr = D3DCompile(shaderSource, strlen(shaderSource),
NULL, &defines[0], NULL,
"cs_main", "cs_5_0",
dwShaderFlags, 0,
&computeShaderBuffer, &errorBuffer);
if (FAILED(hr)) {
if (errorBuffer != NULL) {
Far::Error(Far::FAR_RUNTIME_ERROR,
"Error compiling HLSL shader: %s\n",
(CHAR*)errorBuffer->GetBufferPointer());
errorBuffer->Release();
return false;
}
}
ID3D11Device *device = NULL;
deviceContext->GetDevice(&device);
assert(device);
device->CreateClassLinkage(&_classLinkage);
assert(_classLinkage);
device->CreateComputeShader(computeShaderBuffer->GetBufferPointer(),
computeShaderBuffer->GetBufferSize(),
_classLinkage,
&_computeShader);
assert(_computeShader);
ID3D11ShaderReflection *reflector;
D3DReflect(computeShaderBuffer->GetBufferPointer(),
computeShaderBuffer->GetBufferSize(),
IID_ID3D11ShaderReflection, (void**) &reflector);
assert(reflector);
assert(reflector->GetNumInterfaceSlots() == 1);
reflector->Release();
computeShaderBuffer->Release();
_classLinkage->GetClassInstance("singleBufferCompute", 0, &_singleBufferKernel);
assert(_singleBufferKernel);
_classLinkage->GetClassInstance("separateBufferCompute", 0, &_separateBufferKernel);
assert(_separateBufferKernel);
D3D11_BUFFER_DESC cbDesc;
ZeroMemory(&cbDesc, sizeof(cbDesc));
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
cbDesc.ByteWidth = sizeof(KernelUniformArgs);
device->CreateBuffer(&cbDesc, NULL, &_uniformArgs);
return true;
}
/* static */
void
D3D11ComputeEvaluator::Synchronize(ID3D11DeviceContext *deviceContext) {
// XXX: this is currently just for the performance measuring purpose.
// XXXFIXME!
ID3D11Query *query = NULL;
ID3D11Device *device = NULL;
deviceContext->GetDevice(&device);
assert(device);
D3D11_QUERY_DESC desc;
desc.Query = D3D11_QUERY_EVENT;
desc.MiscFlags = 0;
device->CreateQuery(&desc, &query);
deviceContext->Flush();
deviceContext->End(query);
while (S_OK != deviceContext->GetData(query, NULL, 0, 0));
SAFE_RELEASE(query);
}
bool
D3D11ComputeEvaluator::EvalStencils(ID3D11UnorderedAccessView *srcUAV,
BufferDescriptor const &srcDesc,
ID3D11UnorderedAccessView *dstUAV,
BufferDescriptor const &dstDesc,
ID3D11ShaderResourceView *sizesSRV,
ID3D11ShaderResourceView *offsetsSRV,
ID3D11ShaderResourceView *indicesSRV,
ID3D11ShaderResourceView *weightsSRV,
int start,
int end,
ID3D11DeviceContext *deviceContext) const {
assert(deviceContext);
int count = end - start;
if (count <= 0) return true;
KernelUniformArgs args;
args.start = start;
args.end = end;
args.srcOffset = srcDesc.offset;
args.dstOffset = dstDesc.offset;
D3D11_MAPPED_SUBRESOURCE mappedResource;
deviceContext->Map(_uniformArgs, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
CopyMemory(mappedResource.pData, &args, sizeof(KernelUniformArgs));
deviceContext->Unmap(_uniformArgs, 0);
deviceContext->CSSetConstantBuffers(0, 1, &_uniformArgs); // b0
// Unbind the vertexBuffer from the input assembler
ID3D11Buffer *NULLBuffer = 0;
UINT voffset = 0, vstride = 0;
deviceContext->IASetVertexBuffers(0, 1, &NULLBuffer, &voffset, &vstride);
ID3D11ShaderResourceView *NULLSRV = 0;
deviceContext->VSSetShaderResources(0, 1, &NULLSRV);
// bind UAV
ID3D11UnorderedAccessView *UAViews[] = { srcUAV, dstUAV };
ID3D11ShaderResourceView *SRViews[] = {
sizesSRV, offsetsSRV, indicesSRV, weightsSRV };
// bind source vertex and stencil table
deviceContext->CSSetShaderResources(1, 4, SRViews); // t1-t4
if (srcUAV == dstUAV) {
deviceContext->CSSetUnorderedAccessViews(0, 1, UAViews, 0); // u0
// Dispatch src == dst buffer
deviceContext->CSSetShader(_computeShader, &_singleBufferKernel, 1);
deviceContext->Dispatch((count + _workGroupSize - 1) / _workGroupSize, 1, 1);
} else {
deviceContext->CSSetUnorderedAccessViews(0, 2, UAViews, 0); // u0, u1
// Dispatch src != dst buffer
deviceContext->CSSetShader(_computeShader, &_separateBufferKernel, 1);
deviceContext->Dispatch((count + _workGroupSize - 1) / _workGroupSize, 1, 1);
}
// unbind stencil table and vertexbuffers
SRViews[0] = SRViews[1] = SRViews[2] = SRViews[3] = NULL;
deviceContext->CSSetShaderResources(1, 4, SRViews);
UAViews[0] = UAViews[1] = NULL;
deviceContext->CSSetUnorderedAccessViews(0, 2, UAViews, 0);
return true;
}
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv