OpenSubdiv/opensubdiv/osd/d3d11ComputeContext.cpp
Takahito Tejima a57dd034e7 Reorganize ComputeContext and ComputeController.
Moved transient states (current vertex buffer etc) to controller.
ComputeContext becomes constant so that it's well suited for coarse-grain
parallelism on cpu. The prims sharing same topology (ComputeContext) can
be refined simultaneously by having mutiple compute controllers.
Client facing API doesn't change.
2014-05-06 08:53:36 -07:00

274 lines
9.0 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 "../far/subdivisionTables.h"
#include "../far/vertexEditTables.h"
#include "../osd/debug.h"
#include "../osd/error.h"
#include "../osd/d3d11ComputeContext.h"
#include "../osd/d3d11KernelBundle.h"
#include <D3D11.h>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
void
OsdD3D11ComputeTable::createBuffer(int size, const void *ptr, DXGI_FORMAT format, int numElements,
ID3D11DeviceContext *deviceContext) {
if (size == 0)
return;
ID3D11Device *device = NULL;
deviceContext->GetDevice(&device);
assert(device);
D3D11_BUFFER_DESC bd;
bd.ByteWidth = size;
bd.Usage = D3D11_USAGE_IMMUTABLE;
bd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = ptr;
HRESULT hr = device->CreateBuffer(&bd, &initData, &_buffer);
if (FAILED(hr)) {
OsdError(OSD_D3D11_COMPUTE_BUFFER_CREATE_ERROR,
"Error creating compute table buffer\n");
return;
}
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
ZeroMemory(&srvd, sizeof(srvd));
srvd.Format = format;
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvd.Buffer.FirstElement = 0;
srvd.Buffer.NumElements = numElements;
hr = device->CreateShaderResourceView(_buffer, &srvd, &_srv);
if (FAILED(hr)) {
OsdError(OSD_D3D11_COMPUTE_BUFFER_CREATE_ERROR,
"Error creating compute table shader resource view\n");
return;
}
}
OsdD3D11ComputeTable::~OsdD3D11ComputeTable() {
SAFE_RELEASE(_buffer);
SAFE_RELEASE(_srv);
}
ID3D11Buffer *
OsdD3D11ComputeTable::GetBuffer() const {
return _buffer;
}
ID3D11ShaderResourceView *
OsdD3D11ComputeTable::GetSRV() const {
return _srv;
}
// ----------------------------------------------------------------------------
OsdD3D11ComputeHEditTable::OsdD3D11ComputeHEditTable(
const FarVertexEditTables::VertexEditBatch &batch, ID3D11DeviceContext *deviceContext)
: _primvarIndicesTable(new OsdD3D11ComputeTable(batch.GetVertexIndices(), deviceContext, DXGI_FORMAT_R32_UINT)),
_editValuesTable(new OsdD3D11ComputeTable(batch.GetValues(), deviceContext, DXGI_FORMAT_R32_FLOAT)) {
_operation = batch.GetOperation();
_primvarOffset = batch.GetPrimvarIndex();
_primvarWidth = batch.GetPrimvarWidth();
}
OsdD3D11ComputeHEditTable::~OsdD3D11ComputeHEditTable() {
delete _primvarIndicesTable;
delete _editValuesTable;
}
const OsdD3D11ComputeTable *
OsdD3D11ComputeHEditTable::GetPrimvarIndices() const {
return _primvarIndicesTable;
}
const OsdD3D11ComputeTable *
OsdD3D11ComputeHEditTable::GetEditValues() const {
return _editValuesTable;
}
int
OsdD3D11ComputeHEditTable::GetOperation() const {
return _operation;
}
int
OsdD3D11ComputeHEditTable::GetPrimvarOffset() const {
return _primvarOffset;
}
int
OsdD3D11ComputeHEditTable::GetPrimvarWidth() const {
return _primvarWidth;
}
// ----------------------------------------------------------------------------
OsdD3D11ComputeContext::OsdD3D11ComputeContext(
FarSubdivisionTables const *subdivisionTables,
FarVertexEditTables const *vertexEditTables,
ID3D11DeviceContext *deviceContext) {
// allocate 5 or 7 tables
// XXXtakahito: Although _tables size depends on table type, F_IT is set
// to NULL even in loop case, to determine the condition in
// bindShaderStorageBuffer()...
_tables.resize(7, 0);
_tables[FarSubdivisionTables::E_IT] = new OsdD3D11ComputeTable(subdivisionTables->Get_E_IT(), deviceContext, DXGI_FORMAT_R32_SINT);
_tables[FarSubdivisionTables::V_IT] = new OsdD3D11ComputeTable(subdivisionTables->Get_V_IT(), deviceContext, DXGI_FORMAT_R32_UINT);
_tables[FarSubdivisionTables::V_ITa] = new OsdD3D11ComputeTable(subdivisionTables->Get_V_ITa(), deviceContext, DXGI_FORMAT_R32_SINT);
_tables[FarSubdivisionTables::E_W] = new OsdD3D11ComputeTable(subdivisionTables->Get_E_W(), deviceContext, DXGI_FORMAT_R32_FLOAT);
_tables[FarSubdivisionTables::V_W] = new OsdD3D11ComputeTable(subdivisionTables->Get_V_W(), deviceContext, DXGI_FORMAT_R32_FLOAT);
if (subdivisionTables->GetNumTables() > 5) {
_tables[FarSubdivisionTables::F_IT] = new OsdD3D11ComputeTable(subdivisionTables->Get_F_IT(), deviceContext, DXGI_FORMAT_R32_UINT);
_tables[FarSubdivisionTables::F_ITa] = new OsdD3D11ComputeTable(subdivisionTables->Get_F_ITa(), deviceContext, DXGI_FORMAT_R32_SINT);
} else {
_tables[FarSubdivisionTables::F_IT] = NULL;
_tables[FarSubdivisionTables::F_ITa] = NULL;
}
// create hedit tables
if (vertexEditTables) {
int numEditBatches = vertexEditTables->GetNumBatches();
_editTables.reserve(numEditBatches);
for (int i = 0; i < numEditBatches; ++i) {
const FarVertexEditTables::VertexEditBatch & edit =
vertexEditTables->GetBatch(i);
_editTables.push_back(new OsdD3D11ComputeHEditTable(edit, deviceContext));
}
}
}
OsdD3D11ComputeContext::~OsdD3D11ComputeContext() {
for (size_t i = 0; i < _tables.size(); ++i) {
delete _tables[i];
}
for (size_t i = 0; i < _editTables.size(); ++i) {
delete _editTables[i];
}
}
const OsdD3D11ComputeTable *
OsdD3D11ComputeContext::GetTable(int tableIndex) const {
return _tables[tableIndex];
}
int
OsdD3D11ComputeContext::GetNumEditTables() const {
return static_cast<int>(_editTables.size());
}
const OsdD3D11ComputeHEditTable *
OsdD3D11ComputeContext::GetEditTable(int tableIndex) const {
return _editTables[tableIndex];
}
OsdD3D11ComputeContext *
OsdD3D11ComputeContext::Create(FarSubdivisionTables const *subdivisionTables,
FarVertexEditTables const *vertexEditTables,
ID3D11DeviceContext *deviceContext) {
return new OsdD3D11ComputeContext(subdivisionTables, vertexEditTables, deviceContext);
}
void
OsdD3D11ComputeContext::BindEditShaderStorageBuffers(int editIndex,
ID3D11DeviceContext *deviceContext) const {
const OsdD3D11ComputeHEditTable * edit = _editTables[editIndex];
const OsdD3D11ComputeTable * primvarIndices = edit->GetPrimvarIndices();
const OsdD3D11ComputeTable * editValues = edit->GetEditValues();
ID3D11ShaderResourceView *SRViews[] = {
primvarIndices->GetSRV(),
editValues->GetSRV(),
};
deviceContext->CSSetShaderResources(9, 2, SRViews); // t9-t10
}
void
OsdD3D11ComputeContext::UnbindEditShaderStorageBuffers(ID3D11DeviceContext *deviceContext) const {
ID3D11ShaderResourceView *SRViews[] = { 0, 0 };
deviceContext->CSSetShaderResources(9, 2, SRViews); // t9-t10
}
void
OsdD3D11ComputeContext::BindShaderStorageBuffers(ID3D11DeviceContext *deviceContext) const {
// XXX: should be better handling for loop subdivision.
if (_tables[FarSubdivisionTables::F_IT]) {
ID3D11ShaderResourceView *SRViews[] = {
_tables[FarSubdivisionTables::F_IT]->GetSRV(),
_tables[FarSubdivisionTables::F_ITa]->GetSRV(),
};
deviceContext->CSSetShaderResources(2, 2, SRViews); // t2-t3
}
ID3D11ShaderResourceView *SRViews[] = {
_tables[FarSubdivisionTables::E_IT]->GetSRV(),
_tables[FarSubdivisionTables::V_IT]->GetSRV(),
_tables[FarSubdivisionTables::V_ITa]->GetSRV(),
_tables[FarSubdivisionTables::E_W]->GetSRV(),
_tables[FarSubdivisionTables::V_W]->GetSRV(),
};
deviceContext->CSSetShaderResources(4, 5, SRViews); // t4-t8
}
void
OsdD3D11ComputeContext::UnbindShaderStorageBuffers(ID3D11DeviceContext *deviceContext) const {
ID3D11ShaderResourceView *SRViews[] = { 0, 0, 0, 0, 0, 0, 0 };
deviceContext->CSSetShaderResources(2, 7, SRViews); // t2-t8
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv