OpenSubdiv/opensubdiv/osd/d3d11ComputeContext.h
Takahito Tejima 1a2b71d929 Refactor OsdGLDrawContext to be constructed from FarPatchTables, instead of FarMesh.
Removed reference to FarMesh from OsdUtilMeshBatch.
Added const qualifier to ComputeContext constructor.
2013-05-10 19:35:25 -07:00

239 lines
8.2 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
#ifndef OSD_D3D11_COMPUTE_CONTEXT_H
#define OSD_D3D11_COMPUTE_CONTEXT_H
#include "../version.h"
#include "../far/vertexEditTables.h"
#include "../osd/vertex.h"
#include "../osd/nonCopyable.h"
#include <D3D11.h>
#include <vector>
struct ID3D11Buffer;
struct ID3D11Device;
struct ID3D11DeviceContext;
struct ID3D11ShaderResourceView;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
class OsdD3D11ComputeKernelBundle;
class OsdD3D11ComputeTable : OsdNonCopyable<OsdD3D11ComputeTable> {
public:
template<typename T>
OsdD3D11ComputeTable(const std::vector<T> &table, ID3D11DeviceContext *deviceContext, DXGI_FORMAT format) {
createBuffer((int)table.size() * sizeof(T), &table[0], format, (int)table.size(), deviceContext);
}
virtual ~OsdD3D11ComputeTable();
ID3D11Buffer * GetBuffer() const;
ID3D11ShaderResourceView * GetSRV() const;
private:
void createBuffer(int size, const void *ptr, DXGI_FORMAT format, int numElements, ID3D11DeviceContext *deviceContext);
ID3D11Buffer * _buffer;
ID3D11ShaderResourceView * _srv;
};
class OsdD3D11ComputeHEditTable : OsdNonCopyable<OsdD3D11ComputeHEditTable> {
public:
OsdD3D11ComputeHEditTable(const FarVertexEditTables<OsdVertex>::
VertexEditBatch &batch, ID3D11DeviceContext *deviceContext);
virtual ~OsdD3D11ComputeHEditTable();
const OsdD3D11ComputeTable * GetPrimvarIndices() const;
const OsdD3D11ComputeTable * GetEditValues() const;
int GetOperation() const;
int GetPrimvarOffset() const;
int GetPrimvarWidth() const;
private:
OsdD3D11ComputeTable *_primvarIndicesTable;
OsdD3D11ComputeTable *_editValuesTable;
int _operation;
int _primvarOffset;
int _primvarWidth;
};
///
/// \brief D3D Refine Context
///
/// The D3D implementation of the Refine module contextual functionality.
///
/// Contexts interface the serialized topological data pertaining to the
/// geometric primitives with the capabilities of the selected discrete
/// compute device.
///
class OsdD3D11ComputeContext : public OsdNonCopyable<OsdD3D11ComputeContext> {
public:
/// Creates an OsdD3D11ComputeContext instance
///
/// @param farmesh the FarMesh used for this Context.
///
static OsdD3D11ComputeContext * Create(FarMesh<OsdVertex> const *farmesh,
ID3D11DeviceContext *deviceContext);
/// Destructor
virtual ~OsdD3D11ComputeContext();
/// Binds a vertex and a varying data buffers to the context. Binding ensures
/// that data buffers are properly inter-operated between Contexts and
/// Controllers operating across multiple devices.
///
/// @param a buffer containing vertex-interpolated primvar data
///
/// @param a buffer containing varying-interpolated primvar data
///
template<class VERTEX_BUFFER, class VARYING_BUFFER>
void Bind(VERTEX_BUFFER *vertex, VARYING_BUFFER *varying) {
_currentVertexBufferUAV = vertex ? vertex->BindD3D11UAV(_deviceContext) : 0;
_currentVaryingBufferUAV = varying ? varying->BindD3D11UAV(_deviceContext) : 0;
_numVertexElements = vertex ? vertex->GetNumElements() : 0;
_numVaryingElements = varying ? varying->GetNumElements() : 0;
bindShaderStorageBuffers();
}
/// Unbinds any previously bound vertex and varying data buffers.
void Unbind() {
_currentVertexBufferUAV = 0;
_currentVaryingBufferUAV = 0;
unbindShaderStorageBuffers();
}
/// Returns one of the vertex refinement tables.
///
/// @param tableIndex the type of table
///
const OsdD3D11ComputeTable * GetTable(int tableIndex) const;
/// Returns the number of hierarchical edit tables
int GetNumEditTables() const;
/// Returns a specific hierarchical edit table
///
/// @param tableIndex the index of the table
///
const OsdD3D11ComputeHEditTable * GetEditTable(int tableIndex) const;
/// Returns a handle to the vertex-interpolated buffer
ID3D11UnorderedAccessView * GetCurrentVertexBufferUAV() const;
/// Returns a handle to the varying-interpolated buffer
ID3D11UnorderedAccessView * GetCurrentVaryingBufferUAV() const;
int GetNumCurrentVertexElements() const;
int GetNumCurrentVaryingElements() const;
OsdD3D11ComputeKernelBundle * GetKernelBundle() const;
void SetKernelBundle(OsdD3D11ComputeKernelBundle *kernelBundle);
ID3D11DeviceContext * GetDeviceContext() const;
void SetDeviceContext(ID3D11DeviceContext *deviceContext);
void BindEditShaderStorageBuffers(int editIndex);
void UnbindEditShaderStorageBuffers();
protected:
explicit OsdD3D11ComputeContext(FarMesh<OsdVertex> const *farMesh, ID3D11DeviceContext *deviceContext);
void bindShaderStorageBuffers();
void unbindShaderStorageBuffers();
private:
std::vector<OsdD3D11ComputeTable*> _tables;
std::vector<OsdD3D11ComputeHEditTable*> _editTables;
ID3D11DeviceContext *_deviceContext;
int _numVertexElements;
int _numVaryingElements;
ID3D11UnorderedAccessView * _currentVertexBufferUAV,
* _currentVaryingBufferUAV;
OsdD3D11ComputeKernelBundle * _kernelBundle;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_D3D11_COMPUTE_CONTEXT_H