OpenSubdiv/opensubdiv/osd/d3d11DrawContext.cpp
2013-05-14 10:48:48 -07:00

342 lines
13 KiB
C++
Executable File

//
// 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,
#include "../far/dispatcher.h"
#include "../far/loopSubdivisionTables.h"
#include "../osd/d3d11DrawContext.h"
#include <D3D11.h>
#include <string.h>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdD3D11DrawContext::OsdD3D11DrawContext() :
patchIndexBuffer(NULL),
ptexCoordinateBuffer(NULL),
ptexCoordinateBufferSRV(NULL),
fvarDataBuffer(NULL),
fvarDataBufferSRV(NULL),
vertexBufferSRV(NULL),
vertexValenceBuffer(NULL),
vertexValenceBufferSRV(NULL),
quadOffsetBuffer(NULL),
quadOffsetBufferSRV(NULL)
{
}
OsdD3D11DrawContext::~OsdD3D11DrawContext()
{
if (patchIndexBuffer) patchIndexBuffer->Release();
if (ptexCoordinateBuffer) ptexCoordinateBuffer->Release();
if (ptexCoordinateBufferSRV) ptexCoordinateBufferSRV->Release();
if (fvarDataBuffer) fvarDataBuffer->Release();
if (fvarDataBufferSRV) fvarDataBufferSRV->Release();
if (vertexBufferSRV) vertexBufferSRV->Release();
if (vertexValenceBuffer) vertexValenceBuffer->Release();
if (vertexValenceBufferSRV) vertexValenceBufferSRV->Release();
if (quadOffsetBuffer) quadOffsetBuffer->Release();
if (quadOffsetBufferSRV) quadOffsetBufferSRV->Release();
};
OsdD3D11DrawContext *
OsdD3D11DrawContext::Create(FarMesh<OsdVertex> const *farMesh,
ID3D11DeviceContext *pd3d11DeviceContext,
bool requireFVarData)
{
FarPatchTables const * patchTables = farMesh->GetPatchTables();
if (patchTables)
return Create(patchTables, pd3d11DeviceContext, requireFVarData);
// XXX: allocateUniform will be retired once uniform patches are
// integrated into patcharray.
OsdD3D11DrawContext * instance = new OsdD3D11DrawContext();
if (instance->allocateUniform(farMesh, pd3d11DeviceContext, requireFVarData))
return instance;
delete instance;
return NULL;
}
OsdD3D11DrawContext *
OsdD3D11DrawContext::Create(FarPatchTables const *patchTables,
ID3D11DeviceContext *pd3d11DeviceContext,
bool requireFVarData)
{
OsdD3D11DrawContext * instance = new OsdD3D11DrawContext();
if (instance->allocate(patchTables, pd3d11DeviceContext, requireFVarData))
return instance;
delete instance;
return NULL;
}
bool
OsdD3D11DrawContext::allocateUniform(FarMesh<OsdVertex> const *farMesh,
ID3D11DeviceContext *pd3d11DeviceContext,
bool requireFVarData)
{
ID3D11Device *pd3d11Device = NULL;
pd3d11DeviceContext->GetDevice(&pd3d11Device);
assert(pd3d11Device);
// uniform patches
_isAdaptive = false;
// XXX: farmesh should have FarDensePatchTable for dense mesh indices.
// instead of GetFaceVertices().
const FarSubdivisionTables<OsdVertex> *tables = farMesh->GetSubdivisionTables();
int level = tables->GetMaxLevel();
const std::vector<int> &indices = farMesh->GetFaceVertices(level-1);
int numIndices = (int)indices.size();
// Allocate and fill index buffer.
D3D11_BUFFER_DESC bd;
bd.ByteWidth = numIndices * sizeof(int);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
bd.StructureByteStride = sizeof(int);
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = &indices[0];
HRESULT hr = pd3d11Device->CreateBuffer(&bd, &initData, &patchIndexBuffer);
if (FAILED(hr)) {
return false;
}
/*
OsdPatchArray array;
array.desc.type = kNonPatch;
array.desc.loop = dynamic_cast<const FarLoopSubdivisionTables<OsdVertex>*>(tables) != NULL;
array.firstIndex = 0;
array.numIndices = numIndices;
patchArrays.push_back(array);
*/
return true;
}
bool
OsdD3D11DrawContext::allocate(FarPatchTables const *patchTables,
ID3D11DeviceContext *pd3d11DeviceContext,
bool requireFVarData)
{
// adaptive patches
_isAdaptive = true;
ID3D11Device *pd3d11Device = NULL;
pd3d11DeviceContext->GetDevice(&pd3d11Device);
assert(pd3d11Device);
ConvertPatchArrays(patchTables->GetAllPatchArrays(), patchArrays, patchTables->GetMaxValence(), 0);
FarPatchTables::PTable const & ptables = patchTables->GetPatchTable();
FarPatchTables::PtexCoordinateTable const & ptexCoordTables = patchTables->GetPtexCoordinatesTable();
int totalPatchIndices = (int)ptables.size();
int totalPatches = (int)ptexCoordTables.size();
// Allocate and fill index buffer.
D3D11_BUFFER_DESC bd;
bd.ByteWidth = totalPatchIndices * sizeof(int);
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = sizeof(int);
HRESULT hr = pd3d11Device->CreateBuffer(&bd, NULL, &patchIndexBuffer);
if (FAILED(hr)) {
return false;
}
D3D11_MAPPED_SUBRESOURCE mappedResource;
hr = pd3d11DeviceContext->Map(patchIndexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(hr)) {
return false;
}
unsigned int * indexBuffer = (unsigned int *) mappedResource.pData;
memcpy(indexBuffer, &ptables[0], totalPatchIndices * sizeof(unsigned int));
pd3d11DeviceContext->Unmap(patchIndexBuffer, 0);
// create ptex coordinate buffer
bd.ByteWidth = totalPatches * sizeof(unsigned int);
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = sizeof(unsigned int);
hr = pd3d11Device->CreateBuffer(&bd, NULL, &ptexCoordinateBuffer);
if (FAILED(hr)) {
return false;
}
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
ZeroMemory(&srvd, sizeof(srvd));
srvd.Format = DXGI_FORMAT_R32_UINT; // XXX: this should be DXGI_FORMAT_R32G32_UINT?
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvd.Buffer.FirstElement = 0;
srvd.Buffer.NumElements = totalPatches;
hr = pd3d11Device->CreateShaderResourceView(ptexCoordinateBuffer, &srvd, &ptexCoordinateBufferSRV);
if (FAILED(hr)) {
return false;
}
hr = pd3d11DeviceContext->Map(ptexCoordinateBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(hr)) {
return false;
}
unsigned int * ptexBuffer = (unsigned int *) mappedResource.pData;
memcpy(ptexBuffer, &ptexCoordTables[0], totalPatches * sizeof(FarPtexCoord));
pd3d11DeviceContext->Unmap(ptexCoordinateBuffer, 0);
// create vertex valence buffer and vertex texture
FarPatchTables::VertexValenceTable const &
valenceTable = patchTables->GetVertexValenceTable();
if (not valenceTable.empty()) {
D3D11_BUFFER_DESC bd;
bd.ByteWidth = UINT(valenceTable.size() * sizeof(unsigned int));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
bd.StructureByteStride = sizeof(unsigned int);
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = &valenceTable[0];
HRESULT hr = pd3d11Device->CreateBuffer(&bd, &initData, &vertexValenceBuffer);
if (FAILED(hr)) {
return false;
}
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
ZeroMemory(&srvd, sizeof(srvd));
srvd.Format = DXGI_FORMAT_R32_SINT;
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvd.Buffer.FirstElement = 0;
srvd.Buffer.NumElements = UINT(valenceTable.size());
hr = pd3d11Device->CreateShaderResourceView(vertexValenceBuffer, &srvd, &vertexValenceBufferSRV);
if (FAILED(hr)) {
return false;
}
}
FarPatchTables::QuadOffsetTable const &
quadOffsetTable = patchTables->GetQuadOffsetTable();
if (not quadOffsetTable.empty()) {
D3D11_BUFFER_DESC bd;
bd.ByteWidth = UINT(quadOffsetTable.size() * sizeof(unsigned int));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
bd.StructureByteStride = sizeof(unsigned int);
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = &quadOffsetTable[0];
HRESULT hr = pd3d11Device->CreateBuffer(&bd, &initData, &quadOffsetBuffer);
if (FAILED(hr)) {
return false;
}
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
ZeroMemory(&srvd, sizeof(srvd));
srvd.Format = DXGI_FORMAT_R32_SINT;
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvd.Buffer.FirstElement = 0;
srvd.Buffer.NumElements = UINT(quadOffsetTable.size());
hr = pd3d11Device->CreateShaderResourceView(quadOffsetBuffer, &srvd, &quadOffsetBufferSRV);
if (FAILED(hr)) {
return false;
}
}
return true;
}
void
OsdD3D11DrawContext::updateVertexTexture(ID3D11Buffer *vbo,
ID3D11DeviceContext *pd3d11DeviceContext,
int numVertices,
int numVertexElements)
{
ID3D11Device *pd3d11Device = NULL;
pd3d11DeviceContext->GetDevice(&pd3d11Device);
assert(pd3d11Device);
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
ZeroMemory(&srvd, sizeof(srvd));
srvd.Format = DXGI_FORMAT_R32_FLOAT;
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvd.Buffer.FirstElement = 0;
srvd.Buffer.NumElements = numVertices * numVertexElements;
HRESULT hr = pd3d11Device->CreateShaderResourceView(vbo, &srvd, &vertexBufferSRV);
if (FAILED(hr)) {
return;
}
// XXX: consider moving this proc to base class
// updating num elements in descriptor with new vbo specs
for (int i = 0; i < (int)patchArrays.size(); ++i) {
PatchArray &parray = patchArrays[i];
PatchDescriptor desc = parray.GetDescriptor();
desc.SetNumElements(numVertexElements);
parray.SetDescriptor(desc);
}
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv