OpenSubdiv/opensubdiv/osd/d3d11ComputeController.h
2014-09-17 13:45:50 -07:00

225 lines
6.9 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_D3D11_COMPUTE_CONTROLLER_H
#define OSD_D3D11_COMPUTE_CONTROLLER_H
#include "../version.h"
#include "../far/kernelBatchDispatcher.h"
#include "../osd/d3d11ComputeContext.h"
#include "../osd/vertexDescriptor.h"
#include <vector>
struct ID3D11DeviceContext;
struct ID3D11Query;
struct ID3D11UnorderedAccessView;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
/// \brief Compute controller for launching D3D11 Compute subdivision kernels.
///
/// D3D11ComputeController is a compute controller class to launch
/// D3D11Compute transfrom feedback subdivision kernels. It requires
/// GLVertexBufferInterface as arguments of Refine function.
///
/// Controller entities execute requests from Context instances that they share
/// common interfaces with. Controllers are attached to discrete compute devices
/// and share the devices resources with Context entities.
///
class D3D11ComputeController {
public:
typedef D3D11ComputeContext ComputeContext;
/// Constructor.
///
/// @param deviceContext a valid instanciated D3D11 device context
///
D3D11ComputeController(ID3D11DeviceContext *deviceContext);
/// Destructor.
~D3D11ComputeController();
/// Execute subdivision kernels and apply to given vertex buffers.
///
/// @param context The D3D11Context to apply refinement operations to
///
/// @param batches Vector of batches of vertices organized by operative
/// kernel
///
/// @param vertexBuffer Vertex-interpolated data buffer
///
/// @param vertexDesc The descriptor of vertex elements to be refined.
/// if it's null, all primvars in the vertex buffer
/// will be refined.
///
/// @param varyingBuffer Vertex-interpolated data buffer
///
/// @param varyingDesc The descriptor of varying elements to be refined.
/// if it's null, all primvars in the vertex buffer
/// will be refined.
///
template<class VERTEX_BUFFER, class VARYING_BUFFER>
void Compute( D3D11ComputeContext const * context,
Far::KernelBatchVector const & batches,
VERTEX_BUFFER * vertexBuffer,
VARYING_BUFFER * varyingBuffer,
VertexBufferDescriptor const * vertexDesc=NULL,
VertexBufferDescriptor const * varyingDesc=NULL ){
if (batches.empty()) return;
if (vertexBuffer) {
bind(vertexBuffer, vertexDesc);
context->BindVertexStencilTables(_deviceContext);
Far::KernelBatchDispatcher::Apply(this, context, batches, /*maxlevel*/ -1);
}
if (varyingBuffer) {
bind(varyingBuffer, varyingDesc);
context->BindVaryingStencilTables(_deviceContext);
Far::KernelBatchDispatcher::Apply(this, context, batches, /*maxlevel*/ -1);
}
context->UnbindStencilTables(_deviceContext);
unbind();
}
/// Execute subdivision kernels and apply to given vertex buffers.
///
/// @param context The D3D11Context to apply refinement operations to
///
/// @param batches Vector of batches of vertices organized by operative
/// kernel
///
/// @param vertexBuffer Vertex-interpolated data buffer
///
template<class VERTEX_BUFFER>
void Compute(D3D11ComputeContext const * context,
Far::KernelBatchVector const & batches,
VERTEX_BUFFER *vertexBuffer) {
Compute<VERTEX_BUFFER>(context, batches, vertexBuffer, (VERTEX_BUFFER*)0);
}
/// Waits until all running subdivision kernels finish.
void Synchronize();
protected:
friend class Far::KernelBatchDispatcher;
void ApplyStencilTableKernel(Far::KernelBatch const &batch,
ComputeContext const *context) const;
template<class BUFFER>
void bind( BUFFER * buffer,
VertexBufferDescriptor const * desc ) {
assert(buffer);
// if the vertex buffer descriptor is specified, use it
// otherwise, assumes the data is tightly packed in the vertex buffer.
if (desc) {
_currentBindState.desc = *desc;
} else {
int numElements = buffer ? buffer->GetNumElements() : 0;
_currentBindState.desc =
VertexBufferDescriptor(0, numElements, numElements);
}
_currentBindState.buffer = buffer->BindD3D11UAV(_deviceContext);
_currentBindState.kernelBundle = getKernel(_currentBindState.desc);
bindBuffer();
}
// Unbinds any previously bound vertex and varying data buffers.
void unbind() {
_currentBindState.Reset();
unbindBuffer();
}
// binds the primvar data buffer
void bindBuffer();
// unbinds the primvar data buffer
void unbindBuffer();
private:
ID3D11DeviceContext *_deviceContext;
ID3D11Query *_query;
class KernelBundle;
// Bind state is a transitional state during refinement.
// It doesn't take an ownership of the vertex buffers.
struct BindState {
BindState() : buffer(0), kernelBundle(0) { }
void Reset() {
buffer = 0;
desc.Reset();
kernelBundle = 0;
}
ID3D11UnorderedAccessView * buffer;
VertexBufferDescriptor desc;
KernelBundle const * kernelBundle;
};
BindState _currentBindState;
typedef std::vector<KernelBundle *> KernelRegistry;
KernelBundle const * getKernel(VertexBufferDescriptor const &desc);
KernelRegistry _kernelRegistry;
};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_D3D11_COMPUTE_CONTROLLER_H