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https://github.com/PixarAnimationStudios/OpenSubdiv
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ee061291b7
All kernels take offset/length/stride to apply subdivision partially in each vertex elements. Also the offset can be used for client-based VBO aggregation, without modifying index buffers. This is useful for topology sharing, in conjunction with glDrawElementsBaseVertex etc. However, gregory patch shader fetches vertex buffer via texture buffer, which index should also be offsetted too. Although gl_BaseVertexARB extension should be able to do that job, it's a relatively new extension. So we use OsdBaseVertex() call to mitigate the compatibility issue as clients can provide it in their way at least for the time being.
229 lines
8.5 KiB
C++
Executable File
229 lines
8.5 KiB
C++
Executable File
//
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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_CONTROLLER_H
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#define OSD_D3D11_COMPUTE_CONTROLLER_H
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#include "../version.h"
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#include "../far/dispatcher.h"
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#include "../osd/d3d11ComputeContext.h"
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#include "../osd/vertexDescriptor.h"
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#include <vector>
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struct ID3D11DeviceContext;
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struct ID3D11Query;
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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class OsdD3D11ComputeKernelBundle;
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/// \brief Compute controller for launching D3D11Compute transform feedback
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/// subdivision kernels.
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///
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/// OsdD3D11ComputeController is a compute controller class to launch
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/// D3D11Compute transfrom feedback subdivision kernels. It requires
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/// OsdD3D11VertexBufferInterface as arguments of Refine function.
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///
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/// Controller entities execute requests from Context instances that they share
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/// common interfaces with. Controllers are attached to discrete compute devices
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/// and share the devices resources with Context entities.
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///
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class OsdD3D11ComputeController {
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public:
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typedef OsdD3D11ComputeContext ComputeContext;
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/// Constructor.
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///
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/// @param deviceContext a valid instanciated D3D11 device context
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///
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OsdD3D11ComputeController(ID3D11DeviceContext *deviceContext);
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/// Destructor.
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~OsdD3D11ComputeController();
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/// Launch subdivision kernels and apply to given vertex buffers.
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///
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/// @param context the OsdCpuContext to apply refinement operations to
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///
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/// @param batches vector of batches of vertices organized by operative
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/// kernel
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///
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/// @param vertexBuffer vertex-interpolated data buffer
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///
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/// @param varyingBuffer varying-interpolated data buffer
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///
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/// @param vertexDesc the descriptor of vertex elements to be refined.
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/// if it's null, all primvars in the vertex buffer
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/// will be refined.
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///
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/// @param varyingDesc the descriptor of varying elements to be refined.
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/// if it's null, all primvars in the varying buffer
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/// will be refined.
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///
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template<class VERTEX_BUFFER, class VARYING_BUFFER>
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void Refine(OsdD3D11ComputeContext const *context,
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FarKernelBatchVector const &batches,
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VERTEX_BUFFER *vertexBuffer,
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VARYING_BUFFER *varyingBuffer,
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OsdVertexBufferDescriptor const *vertexDesc=NULL,
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OsdVertexBufferDescriptor const *varyingDesc=NULL) {
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if (batches.empty()) return;
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bind(vertexBuffer, varyingBuffer, vertexDesc, varyingDesc);
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context->BindShaderStorageBuffers(_deviceContext);
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FarDispatcher::Refine(this,
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context,
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batches,
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-1);
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context->UnbindShaderStorageBuffers(_deviceContext);
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unbind();
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}
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/// Launch subdivision kernels and apply to given vertex buffers.
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///
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/// @param context the OsdCpuContext to apply refinement operations to
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///
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/// @param batches vector of batches of vertices organized by operative
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/// kernel
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///
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/// @param vertexBuffer vertex-interpolated data buffer
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///
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template<class VERTEX_BUFFER>
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void Refine(OsdD3D11ComputeContext const *context,
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FarKernelBatchVector const &batches,
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VERTEX_BUFFER *vertexBuffer) {
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Refine(context, batches, vertexBuffer, (VERTEX_BUFFER*)NULL);
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}
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/// Waits until all running subdivision kernels finish.
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void Synchronize();
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protected:
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friend class FarDispatcher;
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void ApplyBilinearFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyBilinearEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyBilinearVertexVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyCatmarkVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyLoopEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyLoopVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyLoopVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyLoopVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext const *context) const;
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void ApplyVertexEdits(FarKernelBatch const &batch, ComputeContext const *context) const;
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OsdD3D11ComputeKernelBundle * getKernels(OsdVertexBufferDescriptor const &vertexDesc,
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OsdVertexBufferDescriptor const &varyingDesc);
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void bindShaderResources();
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void unbindShaderResources();
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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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OsdVertexBufferDescriptor const *vertexDesc,
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OsdVertexBufferDescriptor const *varyingDesc) {
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// if the vertex buffer descriptor is specified, use it.
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// otherwise, assumes the data is tightly packed in the vertex buffer.
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if (vertexDesc) {
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_currentBindState.vertexDesc = *vertexDesc;
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} else {
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int numElements = vertex ? vertex->GetNumElements() : 0;
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_currentBindState.vertexDesc = OsdVertexBufferDescriptor(
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0, numElements, numElements);
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}
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if (varyingDesc) {
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_currentBindState.varyingDesc = *varyingDesc;
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} else {
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int numElements = varying ? varying->GetNumElements() : 0;
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_currentBindState.varyingDesc = OsdVertexBufferDescriptor(
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0, numElements, numElements);
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}
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_currentBindState.vertexBuffer = vertex ? vertex->BindD3D11UAV(_deviceContext) : 0;
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_currentBindState.varyingBuffer = varying ? varying->BindD3D11UAV(_deviceContext) : 0;
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_currentBindState.kernelBundle = getKernels(_currentBindState.vertexDesc,
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_currentBindState.varyingDesc);
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bindShaderResources();
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}
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void unbind() {
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_currentBindState.Reset();
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unbindShaderResources();
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}
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private:
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struct BindState {
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BindState() : vertexBuffer(0), varyingBuffer(0), kernelBundle(NULL) {}
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void Reset() {
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vertexBuffer = varyingBuffer = 0;
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vertexDesc.Reset();
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varyingDesc.Reset();
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}
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ID3D11UnorderedAccessView *vertexBuffer;
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ID3D11UnorderedAccessView *varyingBuffer;
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OsdVertexBufferDescriptor vertexDesc;
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OsdVertexBufferDescriptor varyingDesc;
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OsdD3D11ComputeKernelBundle *kernelBundle;
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};
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BindState _currentBindState;
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ID3D11DeviceContext *_deviceContext;
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ID3D11Query *_query;
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std::vector<OsdD3D11ComputeKernelBundle *> _kernelRegistry;
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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_CONTROLLER_H
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