mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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243 lines
8.6 KiB
C++
243 lines
8.6 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#include "../osd/d3d11PtexTexture.h"
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#include "../osd/ptexTextureLoader.h"
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#include "../osd/error.h"
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#include <Ptexture.h>
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#include <D3D11.h>
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdD3D11PtexTexture::OsdD3D11PtexTexture()
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: _width(0), _height(0), _depth(0), _pages(0), _layout(0), _texels(0) {
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}
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OsdD3D11PtexTexture::~OsdD3D11PtexTexture() {
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// delete pages lookup ---------------------------------
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if (_pages) _pages->Release();
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// delete layout lookup --------------------------------
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if (_layout) _layout->Release();
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// delete textures lookup ------------------------------
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if (_texels) _texels->Release();
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}
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static ID3D11Buffer *
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genTextureBuffer(ID3D11DeviceContext *deviceContext, int size, void const * data) {
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D3D11_BUFFER_DESC hBufferDesc;
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hBufferDesc.ByteWidth = size;
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hBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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hBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_SHADER_RESOURCE;
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hBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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hBufferDesc.MiscFlags = 0;
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hBufferDesc.StructureByteStride = sizeof(float);
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HRESULT hr;
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ID3D11Buffer *buffer;
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ID3D11Device *device;
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deviceContext->GetDevice(&device);
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hr = device->CreateBuffer(&hBufferDesc, NULL, &buffer);
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if (FAILED(hr)) {
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OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR,
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"Fail in CreateBuffer\n");
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return 0;
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}
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D3D11_MAPPED_SUBRESOURCE resource;
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hr = deviceContext->Map(buffer, 0,
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D3D11_MAP_WRITE_DISCARD, 0, &resource);
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if (FAILED(hr)) {
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OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR,
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"Fail in Map buffer\n");
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buffer->Release();
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return 0;
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}
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memcpy(resource.pData, data, size);
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deviceContext->Unmap(buffer, 0);
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return buffer;
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}
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OsdD3D11PtexTexture *
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OsdD3D11PtexTexture::Create(ID3D11DeviceContext *deviceContext,
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PtexTexture * reader,
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unsigned long int targetMemory,
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int gutterWidth,
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int pageMargin) {
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OsdD3D11PtexTexture * result = NULL;
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// Read the ptex data and pack the texels
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OsdPtexTextureLoader ldr(reader, gutterWidth, pageMargin);
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unsigned long int nativeSize = ldr.GetNativeUncompressedSize(),
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targetSize = targetMemory;
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if (targetSize != 0 && targetSize != nativeSize)
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ldr.OptimizeResolution(targetSize);
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int maxnumpages = D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
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ldr.OptimizePacking(maxnumpages);
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if (!ldr.GenerateBuffers())
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return result;
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// Setup GPU memory
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unsigned long int nfaces = ldr.GetNumBlocks();
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ID3D11Buffer *pages = genTextureBuffer(deviceContext,
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nfaces * sizeof(int),
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ldr.GetIndexBuffer());
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ID3D11Buffer *layout = genTextureBuffer(deviceContext,
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nfaces * 4 * sizeof(float),
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ldr.GetLayoutBuffer());
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DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
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int bpp = 0;
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int numChannels = reader->numChannels();
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switch (reader->dataType()) {
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case Ptex::dt_uint16:
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switch (numChannels) {
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case 1: format = DXGI_FORMAT_R16_UINT; break;
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case 2: format = DXGI_FORMAT_R16G16_UINT; break;
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case 3: assert(false); break;
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case 4: format = DXGI_FORMAT_R16G16B16A16_UINT; break;
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}
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bpp = numChannels * 2;
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break;
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case Ptex::dt_float:
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switch (numChannels) {
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case 1: format = DXGI_FORMAT_R32_FLOAT; break;
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case 2: format = DXGI_FORMAT_R32G32_FLOAT; break;
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case 3: format = DXGI_FORMAT_R32G32B32_FLOAT; break;
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case 4: format = DXGI_FORMAT_R32G32B32A32_FLOAT; break;
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}
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bpp = numChannels * 4;
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break;
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case Ptex::dt_half:
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switch (numChannels) {
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case 1: format = DXGI_FORMAT_R16_FLOAT; break;
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case 2: format = DXGI_FORMAT_R16G16_FLOAT; break;
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case 3:assert(false); break;
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case 4: format = DXGI_FORMAT_R16G16B16A16_FLOAT; break;
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}
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bpp = numChannels * 2;
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break;
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default:
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switch (numChannels) {
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case 1: format = DXGI_FORMAT_R8_UINT; break;
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case 2: format = DXGI_FORMAT_R8G8_UINT; break;
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case 3: assert(false); break;
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case 4: format = DXGI_FORMAT_R8G8B8A8_UINT; break;
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}
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bpp = numChannels;
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break;
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}
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// actual texels texture array
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D3D11_TEXTURE2D_DESC desc;
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desc.Width = ldr.GetPageSize();
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desc.Height = ldr.GetPageSize();
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desc.MipLevels = 1;
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desc.ArraySize = ldr.GetNumPages();
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desc.Format = format;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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D3D11_SUBRESOURCE_DATA initData;
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initData.pSysMem = ldr.GetTexelBuffer();
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initData.SysMemPitch = ldr.GetPageSize() * bpp;
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initData.SysMemSlicePitch = ldr.GetPageSize() * ldr.GetPageSize() * bpp;
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ID3D11Device *device;
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ID3D11Texture2D *texels;
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deviceContext->GetDevice(&device);
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HRESULT hr = device->CreateTexture2D(&desc, &initData, &texels);
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ldr.ClearBuffers();
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// Return the Osd PtexTexture object
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result = new OsdD3D11PtexTexture;
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result->_width = ldr.GetPageSize();
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result->_height = ldr.GetPageSize();
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result->_depth = ldr.GetNumPages();
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result->_format = format;
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result->_pages = pages;
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result->_layout = layout;
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result->_texels = texels;
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return result;
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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