OpenSubdiv/examples/common/d3d11PtexMipmapTexture.cpp
2016-06-25 14:27:53 -07:00

233 lines
7.9 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 <D3D11.h>
#include <cassert>
D3D11PtexMipmapTexture::D3D11PtexMipmapTexture()
: _width(0), _height(0), _depth(0),
_layout(0), _texels(0),
_layoutSRV(0), _texelsSRV(0),
_memoryUsage(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,
size_t targetMemory) {
D3D11PtexMipmapTexture * result = NULL;
int maxNumPages = D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
// Read the ptex data and pack the texels
bool padAlpha = reader->numChannels()==3 && reader->dataType()!=Ptex::dt_float;
PtexMipmapTextureLoader loader(reader,
maxNumPages,
maxLevels,
targetMemory,
true, // seamlessMipmap
padAlpha);
int numChannels = reader->numChannels() + padAlpha,
numFaces = loader.GetNumFaces();
ID3D11Buffer *layout = genTextureBuffer(deviceContext,
numFaces * 6 * sizeof(short),
loader.GetLayoutBuffer());
if (!layout) return NULL;
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
int bpp = 0;
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;
result->_memoryUsage = loader.GetMemoryUsage();
return result;
}