mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 12:10:08 +00:00
328 lines
11 KiB
C++
Executable File
328 lines
11 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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#include "../osd/d3d11ComputeController.h"
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#include "../osd/d3d11ComputeContext.h"
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#include "../osd/d3d11KernelBundle.h"
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#include <D3D11.h>
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#include <algorithm>
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
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OsdD3D11ComputeController::OsdD3D11ComputeController(
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ID3D11DeviceContext *deviceContext)
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: _deviceContext(deviceContext), _query(0) {
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}
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OsdD3D11ComputeController::~OsdD3D11ComputeController() {
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for (std::vector<OsdD3D11ComputeKernelBundle*>::iterator it =
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_kernelRegistry.begin();
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it != _kernelRegistry.end(); ++it) {
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delete *it;
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}
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SAFE_RELEASE(_query);
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}
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void
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OsdD3D11ComputeController::Synchronize() {
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if (! _query) {
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ID3D11Device *device = NULL;
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_deviceContext->GetDevice(&device);
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assert(device);
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D3D11_QUERY_DESC desc;
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desc.Query = D3D11_QUERY_EVENT;
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desc.MiscFlags = 0;
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device->CreateQuery(&desc, &_query);
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}
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_deviceContext->Flush();
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_deviceContext->End(_query);
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while (S_OK != _deviceContext->GetData(_query, NULL, 0, 0));
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}
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OsdD3D11ComputeKernelBundle *
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OsdD3D11ComputeController::getKernels(OsdVertexBufferDescriptor const &vertexDesc,
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OsdVertexBufferDescriptor const &varyingDesc) {
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std::vector<OsdD3D11ComputeKernelBundle*>::iterator it =
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std::find_if(_kernelRegistry.begin(), _kernelRegistry.end(),
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OsdD3D11ComputeKernelBundle::Match(
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vertexDesc, varyingDesc));
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if (it != _kernelRegistry.end()) {
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return *it;
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} else {
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OsdD3D11ComputeKernelBundle *kernelBundle =
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new OsdD3D11ComputeKernelBundle(_deviceContext);
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_kernelRegistry.push_back(kernelBundle);
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kernelBundle->Compile(vertexDesc, varyingDesc);
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return kernelBundle;
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}
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}
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void
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OsdD3D11ComputeController::bindShaderResources()
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{
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// Unbind the vertexBuffer from the input assembler
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ID3D11Buffer *NULLBuffer = 0;
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UINT voffset = 0;
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UINT vstride = 0;
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_deviceContext->IASetVertexBuffers(0, 1, &NULLBuffer, &voffset, &vstride);
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// Unbind the vertexBuffer from the vertex shader (gregory patch vertex srv)
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ID3D11ShaderResourceView *NULLSRV = 0;
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_deviceContext->VSSetShaderResources(0, 1, &NULLSRV);
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if (_currentBindState.vertexBuffer)
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_deviceContext->CSSetUnorderedAccessViews(0, 1, &_currentBindState.vertexBuffer, 0); // u0
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if (_currentBindState.varyingBuffer)
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_deviceContext->CSSetUnorderedAccessViews(1, 1, &_currentBindState.varyingBuffer, 0); // u1
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}
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void
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OsdD3D11ComputeController::unbindShaderResources()
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{
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ID3D11UnorderedAccessView *UAViews[] = { 0, 0 };
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_deviceContext->CSSetUnorderedAccessViews(0, 2, UAViews, 0); // u0-u2
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}
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void
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OsdD3D11ComputeController::ApplyBilinearFaceVerticesKernel(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyBilinearFaceVerticesKernel(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(),
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyBilinearEdgeVerticesKernel(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyBilinearEdgeVerticesKernel(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(),
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyBilinearVertexVerticesKernel(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyBilinearVertexVerticesKernel(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(),
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyCatmarkFaceVerticesKernel(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkFaceVerticesKernel(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(),
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyCatmarkQuadFaceVerticesKernel(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkQuadFaceVerticesKernel(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(),
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyCatmarkTriQuadFaceVerticesKernel(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkTriQuadFaceVerticesKernel(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(),
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyCatmarkRestrictedEdgeVerticesKernel(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkRestrictedEdgeVerticesKernel(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(),
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyCatmarkEdgeVerticesKernel(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkEdgeVerticesKernel(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(),
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyCatmarkVertexVerticesKernelB(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkVertexVerticesKernelB(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(),
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyCatmarkVertexVerticesKernelA1(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkVertexVerticesKernelA(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(), false,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyCatmarkVertexVerticesKernelA2(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyCatmarkVertexVerticesKernelA(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(), true,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyLoopEdgeVerticesKernel(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyLoopEdgeVerticesKernel(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(),
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyLoopVertexVerticesKernelB(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyLoopVertexVerticesKernelB(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(),
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyLoopVertexVerticesKernelA1(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyLoopVertexVerticesKernelA(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(), false,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyLoopVertexVerticesKernelA2(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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_currentBindState.kernelBundle->ApplyLoopVertexVerticesKernelA(
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batch.GetVertexOffset(), batch.GetTableOffset(),
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batch.GetStart(), batch.GetEnd(), true,
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_currentBindState.vertexDesc.offset, _currentBindState.varyingDesc.offset);
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}
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void
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OsdD3D11ComputeController::ApplyVertexEdits(
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FarKernelBatch const &batch, OsdD3D11ComputeContext const *context) const {
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assert(context);
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const OsdD3D11ComputeHEditTable * edit = context->GetEditTable(batch.GetTableIndex());
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assert(edit);
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context->BindEditShaderStorageBuffers(batch.GetTableIndex(), _deviceContext);
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int primvarOffset = edit->GetPrimvarOffset();
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int primvarWidth = edit->GetPrimvarWidth();
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if (edit->GetOperation() == FarVertexEdit::Add) {
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_currentBindState.kernelBundle->ApplyEditAdd(primvarOffset, primvarWidth,
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batch.GetVertexOffset(),
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batch.GetTableOffset(),
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batch.GetStart(),
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batch.GetEnd(),
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_currentBindState.vertexDesc.offset,
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_currentBindState.varyingDesc.offset);
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} else {
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// XXX: edit SET is not implemented yet.
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}
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context->UnbindEditShaderStorageBuffers(_deviceContext);
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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