mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 12:10:08 +00:00
ee061291b7
All kernels take offset/length/stride to apply subdivision partially in each vertex elements. Also the offset can be used for client-based VBO aggregation, without modifying index buffers. This is useful for topology sharing, in conjunction with glDrawElementsBaseVertex etc. However, gregory patch shader fetches vertex buffer via texture buffer, which index should also be offsetted too. Although gl_BaseVertexARB extension should be able to do that job, it's a relatively new extension. So we use OsdBaseVertex() call to mitigate the compatibility issue as clients can provide it in their way at least for the time being.
515 lines
19 KiB
C++
Executable File
515 lines
19 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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#ifndef OSD_D3D11MESH_H
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#define OSD_D3D11MESH_H
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#include "../version.h"
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#include "../osd/mesh.h"
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#include "../osd/d3d11ComputeController.h"
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#include "../osd/d3d11DrawContext.h"
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#include "../osd/d3d11VertexBuffer.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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typedef OsdMeshInterface<OsdD3D11DrawContext> OsdD3D11MeshInterface;
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template <class VERTEX_BUFFER, class COMPUTE_CONTROLLER>
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class OsdMesh<VERTEX_BUFFER, COMPUTE_CONTROLLER, OsdD3D11DrawContext> : public OsdD3D11MeshInterface {
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public:
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typedef VERTEX_BUFFER VertexBuffer;
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typedef COMPUTE_CONTROLLER ComputeController;
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typedef typename ComputeController::ComputeContext ComputeContext;
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typedef OsdD3D11DrawContext DrawContext;
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typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
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OsdMesh(ComputeController * computeController,
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HbrMesh<OsdVertex> * hmesh,
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int numVertexElements,
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int numVaryingElements,
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int level,
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OsdMeshBitset bits,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_farMesh(0),
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_vertexBuffer(0),
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_varyingBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0),
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_pd3d11DeviceContext(d3d11DeviceContext)
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{
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FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
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_farMesh = meshFactory.Create(bits.test(MeshFVarData));
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_initialize(numVertexElements, numVaryingElements, bits);
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}
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OsdMesh(ComputeController * computeController,
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FarMesh<OsdVertex> * fmesh,
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int numVertexElements,
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int numVaryingElements,
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OsdMeshBitset bits,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_farMesh(fmesh),
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_vertexBuffer(0),
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_varyingBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0),
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_pd3d11DeviceContext(d3d11DeviceContext)
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{
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_initialize(numVertexElements, numVaryingElements, bits);
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}
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OsdMesh(ComputeController * computeController,
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FarMesh<OsdVertex> * fmesh,
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VertexBuffer * vertexBuffer,
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VertexBuffer * varyingBuffer,
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ComputeContext * computeContext,
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DrawContext * drawContext,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_farMesh(fmesh),
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_vertexBuffer(vertexBuffer),
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_varyingBuffer(varyingBuffer),
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_computeContext(computeContext),
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_computeController(computeController),
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_drawContext(drawContext),
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_pd3d11DeviceContext(d3d11DeviceContext)
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{
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_drawContext->UpdateVertexTexture(_vertexBuffer, _pd3d11DeviceContext);
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}
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virtual ~OsdMesh() {
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delete _farMesh;
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delete _vertexBuffer;
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delete _varyingBuffer;
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delete _computeContext;
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delete _drawContext;
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}
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virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
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virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
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_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _pd3d11DeviceContext);
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}
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virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) {
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_varyingBuffer->UpdateData(varyingData, startVertex, numVerts, _pd3d11DeviceContext);
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}
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virtual void Refine() {
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_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer, _varyingBuffer);
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}
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virtual void Refine(OsdVertexBufferDescriptor const *vertexDesc,
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OsdVertexBufferDescriptor const *varyingDesc,
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bool interleaved) {
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_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(),
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_vertexBuffer, (interleaved ? _vertexBuffer : _varyingBuffer),
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vertexDesc, varyingDesc);
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}
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virtual void Synchronize() {
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_computeController->Synchronize();
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}
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virtual VertexBufferBinding BindVertexBuffer() {
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return _vertexBuffer->BindD3D11Buffer(_pd3d11DeviceContext);
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}
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virtual VertexBufferBinding BindVaryingBuffer() {
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return _varyingBuffer->BindD3D11Buffer(_pd3d11DeviceContext);
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}
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virtual DrawContext * GetDrawContext() {
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return _drawContext;
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}
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virtual VertexBuffer * GetVertexBuffer() {
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return _vertexBuffer;
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}
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virtual VertexBuffer * GetVaryingBuffer() {
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return _varyingBuffer;
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}
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virtual FarMesh<OsdVertex> const * GetFarMesh() const {
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return _farMesh;
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}
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private:
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void _initialize( int numVertexElements,
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int numVaryingElements,
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OsdMeshBitset bits)
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{
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ID3D11Device * pd3d11Device;
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_pd3d11DeviceContext->GetDevice(&pd3d11Device);
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int numVertices = _farMesh->GetNumVertices();
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if (numVertexElements)
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_vertexBuffer = VertexBuffer::Create(numVertexElements, numVertices, pd3d11Device);
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if (numVaryingElements)
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_varyingBuffer = VertexBuffer::Create(numVaryingElements, numVertices, pd3d11Device);
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_computeContext = ComputeContext::Create(_farMesh->GetSubdivisionTables(), _farMesh->GetVertexEditTables());
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_drawContext = DrawContext::Create(_farMesh->GetPatchTables(),
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_pd3d11DeviceContext,
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numVertexElements,
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bits.test(MeshFVarData));
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_drawContext->UpdateVertexTexture(_vertexBuffer, _pd3d11DeviceContext);
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}
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FarMesh<OsdVertex> *_farMesh;
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VertexBuffer *_vertexBuffer;
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VertexBuffer *_varyingBuffer;
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ComputeContext *_computeContext;
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ComputeController *_computeController;
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DrawContext *_drawContext;
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ID3D11DeviceContext *_pd3d11DeviceContext;
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};
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template <>
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class OsdMesh<OsdD3D11VertexBuffer, OsdD3D11ComputeController, OsdD3D11DrawContext> : public OsdD3D11MeshInterface {
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public:
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typedef OsdD3D11VertexBuffer VertexBuffer;
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typedef OsdD3D11ComputeController ComputeController;
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typedef ComputeController::ComputeContext ComputeContext;
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typedef OsdD3D11DrawContext DrawContext;
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typedef DrawContext::VertexBufferBinding VertexBufferBinding;
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OsdMesh(ComputeController * computeController,
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HbrMesh<OsdVertex> * hmesh,
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int numVertexElements,
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int numVaryingElements,
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int level,
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OsdMeshBitset bits,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_farMesh(0),
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_vertexBuffer(0),
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_varyingBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0),
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_pd3d11DeviceContext(d3d11DeviceContext)
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{
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FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
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_farMesh = meshFactory.Create(bits.test(MeshFVarData));
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_initialize(numVertexElements, numVaryingElements, bits);
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}
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OsdMesh(ComputeController * computeController,
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FarMesh<OsdVertex> * fmesh,
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int numVertexElements,
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int numVaryingElements,
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OsdMeshBitset bits,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_farMesh(fmesh),
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_vertexBuffer(0),
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_varyingBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0),
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_pd3d11DeviceContext(d3d11DeviceContext)
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{
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_initialize(numVertexElements, numVaryingElements, bits);
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}
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OsdMesh(ComputeController * computeController,
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FarMesh<OsdVertex> * fmesh,
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VertexBuffer * vertexBuffer,
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VertexBuffer * varyingBuffer,
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ComputeContext * computeContext,
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DrawContext * drawContext,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_farMesh(fmesh),
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_vertexBuffer(vertexBuffer),
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_varyingBuffer(varyingBuffer),
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_computeContext(computeContext),
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_computeController(computeController),
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_drawContext(drawContext),
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_pd3d11DeviceContext(d3d11DeviceContext)
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{
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_drawContext->UpdateVertexTexture(_vertexBuffer, _pd3d11DeviceContext);
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}
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virtual ~OsdMesh() {
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delete _farMesh;
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delete _vertexBuffer;
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delete _varyingBuffer;
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delete _computeContext;
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delete _drawContext;
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}
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virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
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virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
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_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _pd3d11DeviceContext);
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}
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virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) {
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_varyingBuffer->UpdateData(varyingData, startVertex, numVerts, _pd3d11DeviceContext);
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}
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virtual void Refine() {
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_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer, _varyingBuffer);
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}
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virtual void Refine(OsdVertexBufferDescriptor const *vertexDesc,
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OsdVertexBufferDescriptor const *varyingDesc,
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bool interleaved) {
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_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(),
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_vertexBuffer, (interleaved ? _vertexBuffer : _varyingBuffer),
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vertexDesc, varyingDesc);
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}
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virtual void Synchronize() {
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_computeController->Synchronize();
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}
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virtual VertexBufferBinding BindVertexBuffer() {
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return _vertexBuffer->BindD3D11Buffer(_pd3d11DeviceContext);
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}
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virtual VertexBufferBinding BindVaryingBuffer() {
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return _varyingBuffer->BindD3D11Buffer(_pd3d11DeviceContext);
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}
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virtual DrawContext * GetDrawContext() {
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return _drawContext;
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}
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virtual VertexBuffer * GetVertexBuffer() {
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return _vertexBuffer;
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}
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virtual VertexBuffer * GetVaryingBuffer() {
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return _varyingBuffer;
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}
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virtual FarMesh<OsdVertex> const * GetFarMesh() const {
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return _farMesh;
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}
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private:
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void _initialize( int numVertexElements,
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int numVaryingElements,
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OsdMeshBitset bits)
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{
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ID3D11Device * pd3d11Device;
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_pd3d11DeviceContext->GetDevice(&pd3d11Device);
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int numVertices = _farMesh->GetNumVertices();
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if (numVertexElements)
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_vertexBuffer = VertexBuffer::Create(numVertexElements, numVertices, pd3d11Device);
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if (numVaryingElements)
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_varyingBuffer = VertexBuffer::Create(numVaryingElements, numVertices, pd3d11Device);
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_computeContext = ComputeContext::Create(_farMesh->GetSubdivisionTables(),
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_farMesh->GetVertexEditTables(),
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_pd3d11DeviceContext);
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_drawContext = DrawContext::Create(_farMesh->GetPatchTables(),
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_pd3d11DeviceContext,
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numVertexElements,
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bits.test(MeshFVarData));
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_drawContext->UpdateVertexTexture(_vertexBuffer, _pd3d11DeviceContext);
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}
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FarMesh<OsdVertex> *_farMesh;
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VertexBuffer *_vertexBuffer;
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VertexBuffer *_varyingBuffer;
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ComputeContext *_computeContext;
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ComputeController *_computeController;
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DrawContext *_drawContext;
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ID3D11DeviceContext *_pd3d11DeviceContext;
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};
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#ifdef OPENSUBDIV_HAS_OPENCL
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#if defined(__APPLE__)
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#include <OpenCL/opencl.h>
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#else
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#include <CL/opencl.h>
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#endif
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class OsdCLComputeController;
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template <class VERTEX_BUFFER>
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class OsdMesh<VERTEX_BUFFER, OsdCLComputeController, OsdD3D11DrawContext> : public OsdD3D11MeshInterface {
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public:
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typedef VERTEX_BUFFER VertexBuffer;
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typedef OsdCLComputeController ComputeController;
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typedef typename ComputeController::ComputeContext ComputeContext;
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typedef OsdD3D11DrawContext DrawContext;
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typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
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OsdMesh(ComputeController * computeController,
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HbrMesh<OsdVertex> * hmesh,
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int numVertexElements,
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int numVaryingElements,
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int level,
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OsdMeshBitset bits,
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cl_context clContext,
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cl_command_queue clQueue,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_farMesh(0),
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_vertexBuffer(0),
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_varyingBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0),
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_clContext(clContext),
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_clQueue(clQueue),
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_pd3d11DeviceContext(d3d11DeviceContext)
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{
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FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
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_farMesh = meshFactory.Create(bits.test(MeshFVarData));
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_initialize(numVertexElements, numVaryingElements, bits);
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}
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OsdMesh(ComputeController * computeController,
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FarMesh<OsdVertex> * fmesh,
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int numVertexElements,
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int numVaryingElements,
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OsdMeshBitset bits,
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cl_context clContext,
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cl_command_queue clQueue,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_farMesh(fmesh),
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_vertexBuffer(0),
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_varyingBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0),
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_clContext(clContext),
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_clQueue(clQueue),
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_pd3d11DeviceContext(d3d11DeviceContext)
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{
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_initialize(numVertexElements, numVaryingElements, bits);
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}
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OsdMesh(ComputeController * computeController,
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FarMesh<OsdVertex> * fmesh,
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VertexBuffer * vertexBuffer,
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VertexBuffer * varyingBuffer,
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ComputeContext * computeContext,
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DrawContext * drawContext,
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cl_context clContext,
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cl_command_queue clQueue,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_farMesh(fmesh),
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_vertexBuffer(vertexBuffer),
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_varyingBuffer(varyingBuffer),
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_computeContext(computeContext),
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_computeController(computeController),
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_drawContext(drawContext),
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_clContext(clContext),
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_clQueue(clQueue),
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_pd3d11DeviceContext(d3d11DeviceContext)
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{
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_drawContext->UpdateVertexTexture(_vertexBuffer, _pd3d11DeviceContext);
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}
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virtual ~OsdMesh() {
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delete _farMesh;
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delete _vertexBuffer;
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delete _varyingBuffer;
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delete _computeContext;
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delete _drawContext;
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}
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virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
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virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
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ID3D11Device * pd3d11Device;
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_pd3d11DeviceContext->GetDevice(&pd3d11Device);
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_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _clQueue);
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}
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virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) {
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ID3D11Device * pd3d11Device;
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_pd3d11DeviceContext->GetDevice(&pd3d11Device);
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_varyingBuffer->UpdateData(varyingData, startVertex, numVerts, _clQueue);
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}
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virtual void Refine() {
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_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer, _varyingBuffer);
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}
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virtual void Synchronize() {
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_computeController->Synchronize();
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}
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virtual VertexBufferBinding BindVertexBuffer() {
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return _vertexBuffer->BindD3D11Buffer(_pd3d11DeviceContext);
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}
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virtual VertexBufferBinding BindVaryingBuffer() {
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return _varyingBuffer->BindD3D11Buffer(_pd3d11DeviceContext);
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}
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virtual DrawContext * GetDrawContext() {
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return _drawContext;
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}
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virtual VertexBuffer * GetVertexBuffer() {
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return _vertexBuffer;
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}
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virtual VertexBuffer * GetVaryingBuffer() {
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return _varyingBuffer;
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}
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virtual FarMesh<OsdVertex> const * GetFarMesh() const {
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return _farMesh;
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}
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private:
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void _initialize( int numVertexElements,
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int numVaryingElements,
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OsdMeshBitset bits)
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{
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ID3D11Device * pd3d11Device;
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_pd3d11DeviceContext->GetDevice(&pd3d11Device);
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int numVertices = _farMesh->GetNumVertices();
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_vertexBuffer = typename VertexBuffer::Create(numVertexElements, numVertices, _clContext, pd3d11Device);
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if (numVaryingElements)
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_varyingBuffer = typename VertexBuffer::Create(numVaryingElements, numVertices, _clContext, pd3d11Device);
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_computeContext = ComputeContext::Create(_farMesh->GetSubdivisionTables(),
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_farMesh->GetVertexEditTables(), _clContext);
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_drawContext = DrawContext::Create(_farMesh->GetPatchTables(),
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_pd3d11DeviceContext,
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numVertexElements,
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bits.test(MeshFVarData));
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_drawContext->UpdateVertexTexture(_vertexBuffer, _pd3d11DeviceContext);
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}
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FarMesh<OsdVertex> *_farMesh;
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VertexBuffer *_vertexBuffer;
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VertexBuffer *_varyingBuffer;
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ComputeContext *_computeContext;
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ComputeController *_computeController;
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DrawContext *_drawContext;
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cl_context _clContext;
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cl_command_queue _clQueue;
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ID3D11DeviceContext *_pd3d11DeviceContext;
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};
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#endif
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_D3D11MESH_H
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