OpenSubdiv/opensubdiv/osd/d3d11Mesh.h
David G. Yu b11d5e22f0 Fixed d3d11 and gl mesh wrappers to be
consistent wrt the MeshInterface API.
2014-10-23 13:45:57 -07:00

463 lines
16 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.
//
#ifndef OSD_D3D11MESH_H
#define OSD_D3D11MESH_H
#include "../version.h"
#include "../osd/mesh.h"
#include "../osd/d3d11ComputeController.h"
#include "../osd/d3d11DrawContext.h"
#include "../osd/d3d11VertexBuffer.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
typedef MeshInterface<D3D11DrawContext> D3D11MeshInterface;
template <class VERTEX_BUFFER, class COMPUTE_CONTROLLER>
class Mesh<VERTEX_BUFFER, COMPUTE_CONTROLLER, D3D11DrawContext> : public D3D11MeshInterface {
public:
typedef VERTEX_BUFFER VertexBuffer;
typedef COMPUTE_CONTROLLER ComputeController;
typedef typename ComputeController::ComputeContext ComputeContext;
typedef D3D11DrawContext DrawContext;
typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
Mesh(ComputeController * computeController,
Far::TopologyRefiner * refiner,
int numVertexElements,
int numVaryingElements,
int level,
MeshBitset bits,
ID3D11DeviceContext *d3d11DeviceContext) :
_refiner(refiner),
_patchTables(0),
_vertexBuffer(0),
_varyingBuffer(0),
_computeContext(0),
_computeController(computeController),
_drawContext(0),
_d3d11DeviceContext(d3d11DeviceContext)
{
D3D11MeshInterface::refineMesh(*_refiner, level, bits.test(MeshAdaptive), bits.test(MeshUseSingleCreasePatch));
int numElements =
initializeVertexBuffers(numVertexElements, numVaryingElements, bits);
initializeComputeContext(numVertexElements, numVaryingElements);
initializeDrawContext(numElements, level, bits);
}
Mesh(ComputeController * computeController,
Far::TopologyRefiner * refiner,
Far::PatchTables * patchTables,
Far::KernelBatchVector const & kernelBatches,
VertexBuffer * vertexBuffer,
VertexBuffer * varyingBuffer,
ComputeContext * computeContext,
DrawContext * drawContext,
ID3D11DeviceContext *d3d11DeviceContext) :
_refiner(refiner),
_patchTables(patchTables),
_kernelBatches(kernelBatches),
_vertexBuffer(vertexBuffer),
_varyingBuffer(varyingBuffer),
_computeContext(computeContext),
_computeController(computeController),
_drawContext(drawContext),
_d3d11DeviceContext(d3d11DeviceContext)
{
_drawContext->UpdateVertexTexture(_vertexBuffer, _d3d11DeviceContext);
}
virtual ~Mesh() {
delete _refiner;
delete _patchTables;
delete _vertexBuffer;
delete _varyingBuffer;
delete _computeContext;
delete _drawContext;
}
virtual int GetNumVertices() const {
assert(_refiner);
return D3D11MeshInterface::getNumVertices(*_refiner);
}
virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _d3d11DeviceContext);
}
virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) {
_varyingBuffer->UpdateData(varyingData, startVertex, numVerts, _d3d11DeviceContext);
}
virtual void Refine() {
_computeController->Compute(_computeContext, _kernelBatches, _vertexBuffer, _varyingBuffer);
}
virtual void Refine(VertexBufferDescriptor const *vertexDesc,
VertexBufferDescriptor const *varyingDesc,
bool interleaved) {
_computeController->Compute(_computeContext, _kernelBatches,
_vertexBuffer, (interleaved ? _vertexBuffer : _varyingBuffer),
vertexDesc, varyingDesc);
}
virtual void Synchronize() {
_computeController->Synchronize();
}
virtual VertexBufferBinding BindVertexBuffer() {
return _vertexBuffer->BindD3D11Buffer(_d3d11DeviceContext);
}
virtual VertexBufferBinding BindVaryingBuffer() {
return _varyingBuffer->BindD3D11Buffer(_d3d11DeviceContext);
}
virtual DrawContext * GetDrawContext() {
return _drawContext;
}
virtual VertexBuffer * GetVertexBuffer() {
return _vertexBuffer;
}
virtual VertexBuffer * GetVaryingBuffer() {
return _varyingBuffer;
}
virtual Far::TopologyRefiner const * GetTopologyRefiner() const {
return _refiner;
}
virtual void SetFVarDataChannel(int fvarWidth,
std::vector<float> const & fvarData) {
if (_patchTables and _drawContext and fvarWidth and (not fvarData.empty())) {
_drawContext->SetFVarDataTexture(*_patchTables,
_d3d11DeviceContext, fvarWidth, fvarData);
}
}
private:
void initializeComputeContext(int numVertexElements,
int numVaryingElements ) {
assert(_refiner);
Far::StencilTablesFactory::Options options;
options.generateOffsets=true;
options.generateIntermediateLevels=_refiner->IsUniform() ? false : true;
Far::StencilTables const * vertexStencils=0, * varyingStencils=0;
if (numVertexElements>0) {
vertexStencils = Far::StencilTablesFactory::Create(*_refiner, options);
_kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils));
}
if (numVaryingElements>0) {
options.interpolationMode = Far::StencilTablesFactory::INTERPOLATE_VARYING;
varyingStencils = Far::StencilTablesFactory::Create(*_refiner, options);
}
_computeContext = ComputeContext::Create(vertexStencils, varyingStencils);
delete vertexStencils;
delete varyingStencils;
}
void initializeDrawContext(int numElements, int level, MeshBitset bits) {
assert(_refiner and _vertexBuffer);
Far::PatchTablesFactory::Options options(level);
options.generateFVarTables = bits.test(MeshFVarData);
_patchTables = Far::PatchTablesFactory::Create(*_refiner, options);
_drawContext = DrawContext::Create(
_patchTables, _d3d11DeviceContext, numElements);
_drawContext->UpdateVertexTexture(_vertexBuffer, _d3d11DeviceContext);
}
int initializeVertexBuffers(int numVertexElements,
int numVaryingElements, MeshBitset bits) {
ID3D11Device * pd3d11Device;
_d3d11DeviceContext->GetDevice(&pd3d11Device);
int numVertices = D3D11MeshInterface::getNumVertices(*_refiner);
int numElements = numVertexElements +
(bits.test(MeshInterleaveVarying) ? numVaryingElements : 0);
if (numVertexElements) {
_vertexBuffer =
VertexBuffer::Create(numElements, numVertices, pd3d11Device);
}
if (numVaryingElements>0 and (not bits.test(MeshInterleaveVarying))) {
_varyingBuffer =
VertexBuffer::Create(numVaryingElements, numVertices, pd3d11Device);
}
return numElements;
}
Far::TopologyRefiner * _refiner;
Far::PatchTables * _patchTables;
Far::KernelBatchVector _kernelBatches;
VertexBuffer *_vertexBuffer;
VertexBuffer *_varyingBuffer;
ComputeContext *_computeContext;
ComputeController *_computeController;
DrawContext *_drawContext;
ID3D11DeviceContext *_d3d11DeviceContext;
};
template <>
class Mesh<D3D11VertexBuffer, D3D11ComputeController, D3D11DrawContext> : public D3D11MeshInterface {
public:
typedef D3D11VertexBuffer VertexBuffer;
typedef D3D11ComputeController ComputeController;
typedef ComputeController::ComputeContext ComputeContext;
typedef D3D11DrawContext DrawContext;
typedef DrawContext::VertexBufferBinding VertexBufferBinding;
Mesh(ComputeController * computeController,
Far::TopologyRefiner * refiner,
int numVertexElements,
int numVaryingElements,
int level,
MeshBitset bits,
ID3D11DeviceContext *d3d11DeviceContext) :
_refiner(refiner),
_patchTables(0),
_vertexBuffer(0),
_varyingBuffer(0),
_computeContext(0),
_computeController(computeController),
_drawContext(0),
_d3d11DeviceContext(d3d11DeviceContext)
{
D3D11MeshInterface::refineMesh(*_refiner, level, bits.test(MeshAdaptive), bits.test(MeshUseSingleCreasePatch));
int numElements =
initializeVertexBuffers(numVertexElements, numVaryingElements, bits);
initializeComputeContext(numVertexElements, numVaryingElements);
initializeDrawContext(numElements, level, bits);
}
Mesh(ComputeController * computeController,
Far::TopologyRefiner * refiner,
Far::PatchTables * patchTables,
Far::KernelBatchVector const & kernelBatches,
VertexBuffer * vertexBuffer,
VertexBuffer * varyingBuffer,
ComputeContext * computeContext,
DrawContext * drawContext,
ID3D11DeviceContext *d3d11DeviceContext) :
_refiner(refiner),
_patchTables(patchTables),
_kernelBatches(kernelBatches),
_vertexBuffer(vertexBuffer),
_varyingBuffer(varyingBuffer),
_computeContext(computeContext),
_computeController(computeController),
_drawContext(drawContext),
_d3d11DeviceContext(d3d11DeviceContext)
{
_drawContext->UpdateVertexTexture(_vertexBuffer, _d3d11DeviceContext);
}
virtual ~Mesh() {
delete _refiner;
delete _patchTables;
delete _vertexBuffer;
delete _varyingBuffer;
delete _computeContext;
delete _drawContext;
}
virtual int GetNumVertices() const { return _refiner->GetNumVerticesTotal(); }
virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _d3d11DeviceContext);
}
virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) {
_varyingBuffer->UpdateData(varyingData, startVertex, numVerts, _d3d11DeviceContext);
}
virtual void Refine() {
_computeController->Compute(_computeContext, _kernelBatches, _vertexBuffer, _varyingBuffer);
}
virtual void Refine(VertexBufferDescriptor const *vertexDesc,
VertexBufferDescriptor const *varyingDesc,
bool interleaved) {
_computeController->Compute(_computeContext, _kernelBatches,
_vertexBuffer, (interleaved ? _vertexBuffer : _varyingBuffer),
vertexDesc, varyingDesc);
}
virtual void Synchronize() {
_computeController->Synchronize();
}
virtual VertexBufferBinding BindVertexBuffer() {
return _vertexBuffer->BindD3D11Buffer(_d3d11DeviceContext);
}
virtual VertexBufferBinding BindVaryingBuffer() {
return _varyingBuffer->BindD3D11Buffer(_d3d11DeviceContext);
}
virtual DrawContext * GetDrawContext() {
return _drawContext;
}
virtual VertexBuffer * GetVertexBuffer() {
return _vertexBuffer;
}
virtual VertexBuffer * GetVaryingBuffer() {
return _varyingBuffer;
}
virtual Far::TopologyRefiner const * GetTopologyRefiner() const {
return _refiner;
}
virtual void SetFVarDataChannel(int fvarWidth,
std::vector<float> const & fvarData) {
if (_patchTables and _drawContext and fvarWidth and (not fvarData.empty())) {
_drawContext->SetFVarDataTexture(*_patchTables,
_d3d11DeviceContext, fvarWidth, fvarData);
}
}
private:
void initializeComputeContext(int numVertexElements,
int numVaryingElements ) {
assert(_refiner);
Far::StencilTablesFactory::Options options;
options.generateOffsets=true;
options.generateIntermediateLevels=_refiner->IsUniform() ? false : true;
Far::StencilTables const * vertexStencils=0, * varyingStencils=0;
if (numVertexElements>0) {
vertexStencils = Far::StencilTablesFactory::Create(*_refiner, options);
_kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils));
}
if (numVaryingElements>0) {
options.interpolationMode = Far::StencilTablesFactory::INTERPOLATE_VARYING;
varyingStencils = Far::StencilTablesFactory::Create(*_refiner, options);
}
_computeContext =
ComputeContext::Create(_d3d11DeviceContext, vertexStencils, varyingStencils);
delete vertexStencils;
delete varyingStencils;
}
void initializeDrawContext(int numElements, int level, MeshBitset bits) {
assert(_refiner and _vertexBuffer);
Far::PatchTablesFactory::Options options(level);
options.generateFVarTables = bits.test(MeshFVarData);
_patchTables = Far::PatchTablesFactory::Create(*_refiner, options);
_drawContext = DrawContext::Create(
_patchTables, _d3d11DeviceContext, numElements);
_drawContext->UpdateVertexTexture(_vertexBuffer, _d3d11DeviceContext);
}
int initializeVertexBuffers(int numVertexElements,
int numVaryingElements, MeshBitset bits) {
ID3D11Device * pd3d11Device;
_d3d11DeviceContext->GetDevice(&pd3d11Device);
int numVertices = D3D11MeshInterface::getNumVertices(*_refiner);
int numElements = numVertexElements +
(bits.test(MeshInterleaveVarying) ? numVaryingElements : 0);
if (numVertexElements) {
_vertexBuffer =
VertexBuffer::Create(numElements, numVertices, pd3d11Device);
}
if (numVaryingElements>0 and (not bits.test(MeshInterleaveVarying))) {
_varyingBuffer =
VertexBuffer::Create(numVaryingElements, numVertices, pd3d11Device);
}
return numElements;
}
Far::TopologyRefiner * _refiner;
Far::PatchTables * _patchTables;
Far::KernelBatchVector _kernelBatches;
VertexBuffer *_vertexBuffer;
VertexBuffer *_varyingBuffer;
ComputeContext *_computeContext;
ComputeController *_computeController;
DrawContext *_drawContext;
ID3D11DeviceContext *_d3d11DeviceContext;
};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_D3D11MESH_H