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https://github.com/PixarAnimationStudios/OpenSubdiv
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New text: 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.
326 lines
10 KiB
C++
326 lines
10 KiB
C++
//
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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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#include "../far/mesh.h"
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#include "../far/subdivisionTables.h"
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#include "../osd/debug.h"
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#include "../osd/error.h"
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#include "../osd/d3d11ComputeContext.h"
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#include "../osd/d3d11KernelBundle.h"
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#include <D3D11.h>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
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void
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OsdD3D11ComputeTable::createBuffer(int size, const void *ptr, DXGI_FORMAT format, int numElements, ID3D11DeviceContext *deviceContext) {
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if (size == 0)
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return;
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ID3D11Device *device = NULL;
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deviceContext->GetDevice(&device);
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assert(device);
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D3D11_BUFFER_DESC bd;
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bd.ByteWidth = size;
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bd.Usage = D3D11_USAGE_IMMUTABLE;
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bd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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bd.CPUAccessFlags = 0;
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bd.MiscFlags = 0;
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bd.StructureByteStride = 0;
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D3D11_SUBRESOURCE_DATA initData;
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initData.pSysMem = ptr;
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HRESULT hr = device->CreateBuffer(&bd, &initData, &_buffer);
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if (FAILED(hr)) {
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OsdError(OSD_D3D11_COMPUTE_BUFFER_CREATE_ERROR,
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"Error creating compute table buffer\n");
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return;
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}
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D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
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ZeroMemory(&srvd, sizeof(srvd));
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srvd.Format = format;
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srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
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srvd.Buffer.FirstElement = 0;
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srvd.Buffer.NumElements = numElements;
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hr = device->CreateShaderResourceView(_buffer, &srvd, &_srv);
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if (FAILED(hr)) {
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OsdError(OSD_D3D11_COMPUTE_BUFFER_CREATE_ERROR,
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"Error creating compute table shader resource view\n");
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return;
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}
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}
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OsdD3D11ComputeTable::~OsdD3D11ComputeTable() {
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SAFE_RELEASE(_buffer);
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SAFE_RELEASE(_srv);
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}
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ID3D11Buffer *
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OsdD3D11ComputeTable::GetBuffer() const {
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return _buffer;
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}
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ID3D11ShaderResourceView *
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OsdD3D11ComputeTable::GetSRV() const {
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return _srv;
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}
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// ----------------------------------------------------------------------------
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OsdD3D11ComputeHEditTable::OsdD3D11ComputeHEditTable(
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const FarVertexEditTables<OsdVertex>::VertexEditBatch &batch, ID3D11DeviceContext *deviceContext)
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: _primvarIndicesTable(new OsdD3D11ComputeTable(batch.GetVertexIndices(), deviceContext, DXGI_FORMAT_R32_UINT)),
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_editValuesTable(new OsdD3D11ComputeTable(batch.GetValues(), deviceContext, DXGI_FORMAT_R32_FLOAT)) {
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_operation = batch.GetOperation();
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_primvarOffset = batch.GetPrimvarIndex();
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_primvarWidth = batch.GetPrimvarWidth();
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}
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OsdD3D11ComputeHEditTable::~OsdD3D11ComputeHEditTable() {
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delete _primvarIndicesTable;
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delete _editValuesTable;
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}
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const OsdD3D11ComputeTable *
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OsdD3D11ComputeHEditTable::GetPrimvarIndices() const {
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return _primvarIndicesTable;
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}
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const OsdD3D11ComputeTable *
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OsdD3D11ComputeHEditTable::GetEditValues() const {
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return _editValuesTable;
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}
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int
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OsdD3D11ComputeHEditTable::GetOperation() const {
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return _operation;
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}
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int
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OsdD3D11ComputeHEditTable::GetPrimvarOffset() const {
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return _primvarOffset;
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}
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int
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OsdD3D11ComputeHEditTable::GetPrimvarWidth() const {
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return _primvarWidth;
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}
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// ----------------------------------------------------------------------------
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OsdD3D11ComputeContext::OsdD3D11ComputeContext(
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FarMesh<OsdVertex> const *farMesh, ID3D11DeviceContext *deviceContext)
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: _deviceContext(deviceContext),
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_currentVertexBufferUAV(0), _currentVaryingBufferUAV(0) {
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FarSubdivisionTables<OsdVertex> const * farTables =
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farMesh->GetSubdivisionTables();
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// allocate 5 or 7 tables
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// XXXtakahito: Although _tables size depends on table type, F_IT is set
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// to NULL even in loop case, to determine the condition in
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// bindShaderStorageBuffer()...
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_tables.resize(7, 0);
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_tables[FarSubdivisionTables<OsdVertex>::E_IT] = new OsdD3D11ComputeTable(farTables->Get_E_IT(), deviceContext, DXGI_FORMAT_R32_SINT);
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_tables[FarSubdivisionTables<OsdVertex>::V_IT] = new OsdD3D11ComputeTable(farTables->Get_V_IT(), deviceContext, DXGI_FORMAT_R32_UINT);
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_tables[FarSubdivisionTables<OsdVertex>::V_ITa] = new OsdD3D11ComputeTable(farTables->Get_V_ITa(), deviceContext, DXGI_FORMAT_R32_SINT);
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_tables[FarSubdivisionTables<OsdVertex>::E_W] = new OsdD3D11ComputeTable(farTables->Get_E_W(), deviceContext, DXGI_FORMAT_R32_FLOAT);
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_tables[FarSubdivisionTables<OsdVertex>::V_W] = new OsdD3D11ComputeTable(farTables->Get_V_W(), deviceContext, DXGI_FORMAT_R32_FLOAT);
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if (farTables->GetNumTables() > 5) {
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_tables[FarSubdivisionTables<OsdVertex>::F_IT] = new OsdD3D11ComputeTable(farTables->Get_F_IT(), deviceContext, DXGI_FORMAT_R32_UINT);
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_tables[FarSubdivisionTables<OsdVertex>::F_ITa] = new OsdD3D11ComputeTable(farTables->Get_F_ITa(), deviceContext, DXGI_FORMAT_R32_SINT);
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} else {
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_tables[FarSubdivisionTables<OsdVertex>::F_IT] = NULL;
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_tables[FarSubdivisionTables<OsdVertex>::F_ITa] = NULL;
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}
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// create hedit tables
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FarVertexEditTables<OsdVertex> const *editTables = farMesh->GetVertexEdit();
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if (editTables) {
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int numEditBatches = editTables->GetNumBatches();
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_editTables.reserve(numEditBatches);
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for (int i = 0; i < numEditBatches; ++i) {
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const FarVertexEditTables<OsdVertex>::VertexEditBatch & edit =
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editTables->GetBatch(i);
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_editTables.push_back(new OsdD3D11ComputeHEditTable(edit, deviceContext));
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}
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}
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}
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OsdD3D11ComputeContext::~OsdD3D11ComputeContext() {
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for (size_t i = 0; i < _tables.size(); ++i) {
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delete _tables[i];
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}
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for (size_t i = 0; i < _editTables.size(); ++i) {
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delete _editTables[i];
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}
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}
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const OsdD3D11ComputeTable *
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OsdD3D11ComputeContext::GetTable(int tableIndex) const {
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return _tables[tableIndex];
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}
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int
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OsdD3D11ComputeContext::GetNumEditTables() const {
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return static_cast<int>(_editTables.size());
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}
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const OsdD3D11ComputeHEditTable *
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OsdD3D11ComputeContext::GetEditTable(int tableIndex) const {
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return _editTables[tableIndex];
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}
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ID3D11UnorderedAccessView *
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OsdD3D11ComputeContext::GetCurrentVertexBufferUAV() const {
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return _currentVertexBufferUAV;
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}
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ID3D11UnorderedAccessView *
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OsdD3D11ComputeContext::GetCurrentVaryingBufferUAV() const {
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return _currentVaryingBufferUAV;
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}
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OsdD3D11ComputeKernelBundle *
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OsdD3D11ComputeContext::GetKernelBundle() const {
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return _kernelBundle;
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}
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void
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OsdD3D11ComputeContext::SetKernelBundle(
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OsdD3D11ComputeKernelBundle *kernelBundle) {
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_kernelBundle = kernelBundle;
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}
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ID3D11DeviceContext *
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OsdD3D11ComputeContext::GetDeviceContext() const {
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return _deviceContext;
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}
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void
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OsdD3D11ComputeContext::SetDeviceContext(ID3D11DeviceContext *deviceContext) {
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_deviceContext = deviceContext;
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}
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OsdD3D11ComputeContext *
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OsdD3D11ComputeContext::Create(FarMesh<OsdVertex> const *farmesh, ID3D11DeviceContext *deviceContext) {
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return new OsdD3D11ComputeContext(farmesh, deviceContext);
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}
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void
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OsdD3D11ComputeContext::BindEditShaderStorageBuffers(int editIndex) {
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const OsdD3D11ComputeHEditTable * edit = _editTables[editIndex];
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const OsdD3D11ComputeTable * primvarIndices = edit->GetPrimvarIndices();
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const OsdD3D11ComputeTable * editValues = edit->GetEditValues();
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ID3D11ShaderResourceView *SRViews[] = {
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primvarIndices->GetSRV(),
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editValues->GetSRV(),
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};
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_deviceContext->CSSetShaderResources(9, 2, SRViews); // t9-t10
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}
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void
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OsdD3D11ComputeContext::UnbindEditShaderStorageBuffers() {
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ID3D11ShaderResourceView *SRViews[] = { 0, 0 };
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_deviceContext->CSSetShaderResources(9, 2, SRViews); // t9-t10
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}
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void
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OsdD3D11ComputeContext::bindShaderStorageBuffers() {
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// Unbind the vertexBuffer from the input assembler
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ID3D11Buffer *NULLBuffer = 0;
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UINT voffset = 0;
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UINT vstride = 0;
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_deviceContext->IASetVertexBuffers(0, 1, &NULLBuffer, &voffset, &vstride);
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// Unbind the vertexBuffer from the vertex shader (gregory patch vertex srv)
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ID3D11ShaderResourceView *NULLSRV = 0;
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_deviceContext->VSSetShaderResources(0, 1, &NULLSRV);
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if (_currentVertexBufferUAV)
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_deviceContext->CSSetUnorderedAccessViews(0, 1, &_currentVertexBufferUAV, 0); // u0
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if (_currentVaryingBufferUAV)
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_deviceContext->CSSetUnorderedAccessViews(1, 1, &_currentVaryingBufferUAV, 0); // u1
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// XXX: should be better handling for loop subdivision.
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if (_tables[FarSubdivisionTables<OsdVertex>::F_IT]) {
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ID3D11ShaderResourceView *SRViews[] = {
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_tables[FarSubdivisionTables<OsdVertex>::F_IT]->GetSRV(),
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_tables[FarSubdivisionTables<OsdVertex>::F_ITa]->GetSRV(),
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};
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_deviceContext->CSSetShaderResources(2, 2, SRViews); // t2-t3
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}
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ID3D11ShaderResourceView *SRViews[] = {
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_tables[FarSubdivisionTables<OsdVertex>::E_IT]->GetSRV(),
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_tables[FarSubdivisionTables<OsdVertex>::V_IT]->GetSRV(),
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_tables[FarSubdivisionTables<OsdVertex>::V_ITa]->GetSRV(),
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_tables[FarSubdivisionTables<OsdVertex>::E_W]->GetSRV(),
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_tables[FarSubdivisionTables<OsdVertex>::V_W]->GetSRV(),
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};
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_deviceContext->CSSetShaderResources(4, 5, SRViews); // t4-t8
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}
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void
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OsdD3D11ComputeContext::unbindShaderStorageBuffers() {
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ID3D11UnorderedAccessView *UAViews[] = { 0, 0 };
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_deviceContext->CSSetUnorderedAccessViews(0, 2, UAViews, 0); // u0-u2
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ID3D11ShaderResourceView *SRViews[] = { 0, 0, 0, 0, 0, 0, 0 };
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_deviceContext->CSSetShaderResources(2, 7, SRViews); // t2-t8
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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