OpenSubdiv/opensubdiv/osd/d3d11ComputeController.h
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

198 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/dispatcher.h"
#include "../osd/d3d11ComputeContext.h"
#include <vector>
struct ID3D11DeviceContext;
struct ID3D11Query;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
class OsdD3D11ComputeKernelBundle;
/// \brief Compute controller for launching D3D11Compute transform feedback
/// subdivision kernels.
///
/// OsdD3D11ComputeController is a compute controller class to launch
/// D3D11Compute transfrom feedback subdivision kernels. It requires
/// OsdD3D11VertexBufferInterface 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 OsdD3D11ComputeController {
public:
typedef OsdD3D11ComputeContext ComputeContext;
/// Constructor.
///
/// @param deviceContext a valid instanciated D3D11 device context
///
OsdD3D11ComputeController(ID3D11DeviceContext *deviceContext);
/// Destructor.
~OsdD3D11ComputeController();
/// Launch subdivision kernels and apply to given vertex buffers.
///
/// @param context the OsdCpuContext to apply refinement operations to
///
/// @param batches vector of batches of vertices organized by operative
/// kernel
///
/// @param vertexBuffer vertex-interpolated data buffer
///
/// @param varyingBuffer varying-interpolated data buffer
///
template<class VERTEX_BUFFER, class VARYING_BUFFER>
void Refine(OsdD3D11ComputeContext const *context,
FarKernelBatchVector const &batches,
VERTEX_BUFFER *vertexBuffer,
VARYING_BUFFER *varyingBuffer) {
if (batches.empty()) return;
bind(vertexBuffer, varyingBuffer);
context->BindShaderStorageBuffers(_deviceContext);
FarDispatcher::Refine(this,
context,
batches,
-1);
context->UnbindShaderStorageBuffers(_deviceContext);
unbind();
}
/// Launch subdivision kernels and apply to given vertex buffers.
///
/// @param context the OsdCpuContext 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 Refine(OsdD3D11ComputeContext const *context,
FarKernelBatchVector const &batches,
VERTEX_BUFFER *vertexBuffer) {
Refine(context, batches, vertexBuffer, (VERTEX_BUFFER*)NULL);
}
/// Waits until all running subdivision kernels finish.
void Synchronize();
protected:
friend class FarDispatcher;
void ApplyBilinearFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyBilinearEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyBilinearVertexVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkFaceVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyCatmarkVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyLoopEdgeVerticesKernel(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyLoopVertexVerticesKernelB(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyLoopVertexVerticesKernelA1(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyLoopVertexVerticesKernelA2(FarKernelBatch const &batch, ComputeContext const *context) const;
void ApplyVertexEdits(FarKernelBatch const &batch, ComputeContext const *context) const;
OsdD3D11ComputeKernelBundle * getKernels(int numVertexElements,
int numVaryingElements);
void bindShaderResources();
void unbindShaderResources();
template<class VERTEX_BUFFER, class VARYING_BUFFER>
void bind(VERTEX_BUFFER *vertex, VARYING_BUFFER *varying) {
_currentVertexBufferUAV = vertex ? vertex->BindD3D11UAV(_deviceContext) : 0;
_currentVaryingBufferUAV = varying ? varying->BindD3D11UAV(_deviceContext) : 0;
_vdesc.numVertexElements = vertex ? vertex->GetNumElements() : 0;
_vdesc.numVaryingElements = varying ? varying->GetNumElements() : 0;
_currentKernelBundle = getKernels(_vdesc.numVertexElements,
_vdesc.numVaryingElements);
bindShaderResources();
}
void unbind() {
_currentVertexBufferUAV = 0;
_currentVaryingBufferUAV = 0;
_currentKernelBundle = 0;
unbindShaderResources();
}
private:
ID3D11DeviceContext *_deviceContext;
ID3D11Query *_query;
std::vector<OsdD3D11ComputeKernelBundle *> _kernelRegistry;
OsdVertexDescriptor _vdesc;
ID3D11UnorderedAccessView * _currentVertexBufferUAV,
* _currentVaryingBufferUAV;
OsdD3D11ComputeKernelBundle * _currentKernelBundle;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_D3D11_COMPUTE_CONTROLLER_H