mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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d960990063
subdivision tables and vertex edit tables directly.
219 lines
7.0 KiB
C++
219 lines
7.0 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef OSD_D3D11_COMPUTE_CONTEXT_H
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#define OSD_D3D11_COMPUTE_CONTEXT_H
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#include "../version.h"
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#include "../far/subdivisionTables.h"
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#include "../far/vertexEditTables.h"
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#include "../osd/vertex.h"
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#include "../osd/vertexDescriptor.h"
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#include "../osd/nonCopyable.h"
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#include <D3D11.h>
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#include <vector>
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struct ID3D11Buffer;
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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struct ID3D11ShaderResourceView;
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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class OsdD3D11ComputeKernelBundle;
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class OsdD3D11ComputeTable : OsdNonCopyable<OsdD3D11ComputeTable> {
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public:
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template<typename T>
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OsdD3D11ComputeTable(const std::vector<T> &table, ID3D11DeviceContext *deviceContext, DXGI_FORMAT format) {
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createBuffer((int)table.size() * sizeof(T), table.empty() ? NULL : &table[0], format, (int)table.size(), deviceContext);
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}
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virtual ~OsdD3D11ComputeTable();
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ID3D11Buffer * GetBuffer() const;
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ID3D11ShaderResourceView * GetSRV() const;
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private:
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void createBuffer(int size, const void *ptr, DXGI_FORMAT format, int numElements, ID3D11DeviceContext *deviceContext);
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ID3D11Buffer * _buffer;
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ID3D11ShaderResourceView * _srv;
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};
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class OsdD3D11ComputeHEditTable : OsdNonCopyable<OsdD3D11ComputeHEditTable> {
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public:
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OsdD3D11ComputeHEditTable(const FarVertexEditTables::VertexEditBatch &batch,
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ID3D11DeviceContext *deviceContext);
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virtual ~OsdD3D11ComputeHEditTable();
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const OsdD3D11ComputeTable * GetPrimvarIndices() const;
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const OsdD3D11ComputeTable * GetEditValues() const;
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int GetOperation() const;
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int GetPrimvarOffset() const;
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int GetPrimvarWidth() const;
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private:
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OsdD3D11ComputeTable *_primvarIndicesTable;
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OsdD3D11ComputeTable *_editValuesTable;
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int _operation;
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int _primvarOffset;
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int _primvarWidth;
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};
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///
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/// \brief D3D Refine Context
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///
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/// The D3D implementation of the Refine module contextual functionality.
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///
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/// Contexts interface the serialized topological data pertaining to the
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/// geometric primitives with the capabilities of the selected discrete
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/// compute device.
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///
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class OsdD3D11ComputeContext : public OsdNonCopyable<OsdD3D11ComputeContext> {
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public:
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/// Creates an OsdD3D11ComputeContext instance
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///
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/// @param subdivisionTables the FarSubdivisionTables used for this Context.
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///
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/// @param vertexEditTables the FarVertexEditTables used for this Context.
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///
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/// @param deviceContext D3D device
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///
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static OsdD3D11ComputeContext * Create(FarSubdivisionTables const *subdivisionTables,
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FarVertexEditTables const *vertexEditTables,
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ID3D11DeviceContext *deviceContext);
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/// Destructor
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virtual ~OsdD3D11ComputeContext();
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/// Binds a vertex and a varying data buffers to the context. Binding ensures
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/// that data buffers are properly inter-operated between Contexts and
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/// Controllers operating across multiple devices.
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///
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/// @param vertex a buffer containing vertex-interpolated primvar data
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///
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/// @param varying a buffer containing varying-interpolated primvar data
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///
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template<class VERTEX_BUFFER, class VARYING_BUFFER>
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void Bind(VERTEX_BUFFER *vertex, VARYING_BUFFER *varying) {
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_currentVertexBufferUAV = vertex ? vertex->BindD3D11UAV(_deviceContext) : 0;
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_currentVaryingBufferUAV = varying ? varying->BindD3D11UAV(_deviceContext) : 0;
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_vdesc.numVertexElements = vertex ? vertex->GetNumElements() : 0;
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_vdesc.numVaryingElements = varying ? varying->GetNumElements() : 0;
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bindShaderStorageBuffers();
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}
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/// Unbinds any previously bound vertex and varying data buffers.
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void Unbind() {
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_currentVertexBufferUAV = 0;
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_currentVaryingBufferUAV = 0;
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unbindShaderStorageBuffers();
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}
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/// Returns one of the vertex refinement tables.
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///
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/// @param tableIndex the type of table
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///
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const OsdD3D11ComputeTable * GetTable(int tableIndex) const;
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/// Returns the number of hierarchical edit tables
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int GetNumEditTables() const;
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/// Returns a specific hierarchical edit table
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///
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/// @param tableIndex the index of the table
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///
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const OsdD3D11ComputeHEditTable * GetEditTable(int tableIndex) const;
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/// Returns a handle to the vertex-interpolated buffer
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ID3D11UnorderedAccessView * GetCurrentVertexBufferUAV() const;
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/// Returns a handle to the varying-interpolated buffer
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ID3D11UnorderedAccessView * GetCurrentVaryingBufferUAV() const;
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/// Returns an OsdVertexDescriptor if vertex buffers have been bound.
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///
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/// @return a descriptor for the format of the vertex data currently bound
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///
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OsdVertexDescriptor const & GetVertexDescriptor() const {
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return _vdesc;
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}
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OsdD3D11ComputeKernelBundle * GetKernelBundle() const;
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void SetKernelBundle(OsdD3D11ComputeKernelBundle *kernelBundle);
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ID3D11DeviceContext * GetDeviceContext() const;
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void SetDeviceContext(ID3D11DeviceContext *deviceContext);
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void BindEditShaderStorageBuffers(int editIndex);
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void UnbindEditShaderStorageBuffers();
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protected:
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explicit OsdD3D11ComputeContext(FarSubdivisionTables const *subdivisionTables,
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FarVertexEditTables const *vertexEditTables,
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ID3D11DeviceContext *deviceContext);
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void bindShaderStorageBuffers();
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void unbindShaderStorageBuffers();
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private:
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std::vector<OsdD3D11ComputeTable*> _tables;
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std::vector<OsdD3D11ComputeHEditTable*> _editTables;
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ID3D11DeviceContext *_deviceContext;
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OsdVertexDescriptor _vdesc;
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ID3D11UnorderedAccessView * _currentVertexBufferUAV,
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* _currentVaryingBufferUAV;
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OsdD3D11ComputeKernelBundle * _kernelBundle;
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};
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_D3D11_COMPUTE_CONTEXT_H
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