OpenSubdiv/opensubdiv/osd/d3d11ComputeContext.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

160 lines
5.1 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_CONTEXT_H
#define OSD_D3D11_COMPUTE_CONTEXT_H
#include "../version.h"
#include "../far/subdivisionTables.h"
#include "../far/vertexEditTables.h"
#include "../osd/vertex.h"
#include "../osd/vertexDescriptor.h"
#include "../osd/nonCopyable.h"
#include <D3D11.h>
#include <vector>
struct ID3D11Buffer;
struct ID3D11Device;
struct ID3D11DeviceContext;
struct ID3D11ShaderResourceView;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
class OsdD3D11ComputeKernelBundle;
class OsdD3D11ComputeTable : OsdNonCopyable<OsdD3D11ComputeTable> {
public:
template<typename T>
OsdD3D11ComputeTable(const std::vector<T> &table, ID3D11DeviceContext *deviceContext, DXGI_FORMAT format) {
createBuffer((int)table.size() * sizeof(T), table.empty() ? NULL : &table[0], format, (int)table.size(), deviceContext);
}
virtual ~OsdD3D11ComputeTable();
ID3D11Buffer * GetBuffer() const;
ID3D11ShaderResourceView * GetSRV() const;
private:
void createBuffer(int size, const void *ptr, DXGI_FORMAT format, int numElements, ID3D11DeviceContext *deviceContext);
ID3D11Buffer * _buffer;
ID3D11ShaderResourceView * _srv;
};
class OsdD3D11ComputeHEditTable : OsdNonCopyable<OsdD3D11ComputeHEditTable> {
public:
OsdD3D11ComputeHEditTable(const FarVertexEditTables::VertexEditBatch &batch,
ID3D11DeviceContext *deviceContext);
virtual ~OsdD3D11ComputeHEditTable();
const OsdD3D11ComputeTable * GetPrimvarIndices() const;
const OsdD3D11ComputeTable * GetEditValues() const;
int GetOperation() const;
int GetPrimvarOffset() const;
int GetPrimvarWidth() const;
private:
OsdD3D11ComputeTable *_primvarIndicesTable;
OsdD3D11ComputeTable *_editValuesTable;
int _operation;
int _primvarOffset;
int _primvarWidth;
};
///
/// \brief D3D Refine Context
///
/// The D3D implementation of the Refine module contextual functionality.
///
/// Contexts interface the serialized topological data pertaining to the
/// geometric primitives with the capabilities of the selected discrete
/// compute device.
///
class OsdD3D11ComputeContext : public OsdNonCopyable<OsdD3D11ComputeContext> {
public:
/// Creates an OsdD3D11ComputeContext instance
///
/// @param subdivisionTables the FarSubdivisionTables used for this Context.
///
/// @param vertexEditTables the FarVertexEditTables used for this Context.
///
/// @param deviceContext D3D device
///
static OsdD3D11ComputeContext * Create(FarSubdivisionTables const *subdivisionTables,
FarVertexEditTables const *vertexEditTables,
ID3D11DeviceContext *deviceContext);
/// Destructor
virtual ~OsdD3D11ComputeContext();
/// Returns one of the vertex refinement tables.
///
/// @param tableIndex the type of table
///
const OsdD3D11ComputeTable * GetTable(int tableIndex) const;
/// Returns the number of hierarchical edit tables
int GetNumEditTables() const;
/// Returns a specific hierarchical edit table
///
/// @param tableIndex the index of the table
///
const OsdD3D11ComputeHEditTable * GetEditTable(int tableIndex) const;
void BindShaderStorageBuffers(ID3D11DeviceContext *deviceContext) const;
void UnbindShaderStorageBuffers(ID3D11DeviceContext *deviceContext) const;
void BindEditShaderStorageBuffers(int editIndex, ID3D11DeviceContext *deviceContext) const;
void UnbindEditShaderStorageBuffers(ID3D11DeviceContext *deviceContext) const;
protected:
explicit OsdD3D11ComputeContext(FarSubdivisionTables const *subdivisionTables,
FarVertexEditTables const *vertexEditTables,
ID3D11DeviceContext *deviceContext);
private:
std::vector<OsdD3D11ComputeTable*> _tables;
std::vector<OsdD3D11ComputeHEditTable*> _editTables;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_D3D11_COMPUTE_CONTEXT_H