btSoftBodySolverBuffer_DX11.h 9.2 KB

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  1. /*
  2. Bullet Continuous Collision Detection and Physics Library
  3. Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
  4. This software is provided 'as-is', without any express or implied warranty.
  5. In no event will the authors be held liable for any damages arising from the use of this software.
  6. Permission is granted to anyone to use this software for any purpose,
  7. including commercial applications, and to alter it and redistribute it freely,
  8. subject to the following restrictions:
  9. 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
  10. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
  11. 3. This notice may not be removed or altered from any source distribution.
  12. */
  13. #ifndef BT_SOFT_BODY_SOLVER_BUFFER_DX11_H
  14. #define BT_SOFT_BODY_SOLVER_BUFFER_DX11_H
  15. // DX11 support
  16. #include <windows.h>
  17. #include <crtdbg.h>
  18. #include <d3d11.h>
  19. #include <d3dx11.h>
  20. #include <d3dcompiler.h>
  21. #ifndef SAFE_RELEASE
  22. #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
  23. #endif
  24. /**
  25. * DX11 Buffer that tracks a host buffer on use to ensure size-correctness.
  26. */
  27. template <typename ElementType> class btDX11Buffer
  28. {
  29. protected:
  30. ID3D11Device* m_d3dDevice;
  31. ID3D11DeviceContext* m_d3dDeviceContext;
  32. ID3D11Buffer* m_Buffer;
  33. ID3D11ShaderResourceView* m_SRV;
  34. ID3D11UnorderedAccessView* m_UAV;
  35. btAlignedObjectArray< ElementType >* m_CPUBuffer;
  36. // TODO: Separate this from the main class
  37. // as read back buffers can be shared between buffers
  38. ID3D11Buffer* m_readBackBuffer;
  39. int m_gpuSize;
  40. bool m_onGPU;
  41. bool m_readOnlyOnGPU;
  42. bool createBuffer( ID3D11Buffer *preexistingBuffer = 0)
  43. {
  44. HRESULT hr = S_OK;
  45. // Create all CS buffers
  46. if( preexistingBuffer )
  47. {
  48. m_Buffer = preexistingBuffer;
  49. } else {
  50. D3D11_BUFFER_DESC buffer_desc;
  51. ZeroMemory(&buffer_desc, sizeof(buffer_desc));
  52. buffer_desc.Usage = D3D11_USAGE_DEFAULT;
  53. if( m_readOnlyOnGPU )
  54. buffer_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  55. else
  56. buffer_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
  57. buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
  58. buffer_desc.ByteWidth = m_CPUBuffer->size() * sizeof(ElementType);
  59. // At a minimum the buffer must exist
  60. if( buffer_desc.ByteWidth == 0 )
  61. buffer_desc.ByteWidth = sizeof(ElementType);
  62. buffer_desc.StructureByteStride = sizeof(ElementType);
  63. hr = m_d3dDevice->CreateBuffer(&buffer_desc, NULL, &m_Buffer);
  64. if( FAILED( hr ) )
  65. return (hr==S_OK);
  66. }
  67. if( m_readOnlyOnGPU )
  68. {
  69. D3D11_SHADER_RESOURCE_VIEW_DESC srvbuffer_desc;
  70. ZeroMemory(&srvbuffer_desc, sizeof(srvbuffer_desc));
  71. srvbuffer_desc.Format = DXGI_FORMAT_UNKNOWN;
  72. srvbuffer_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  73. srvbuffer_desc.Buffer.ElementWidth = m_CPUBuffer->size();
  74. if( srvbuffer_desc.Buffer.ElementWidth == 0 )
  75. srvbuffer_desc.Buffer.ElementWidth = 1;
  76. hr = m_d3dDevice->CreateShaderResourceView(m_Buffer, &srvbuffer_desc, &m_SRV);
  77. if( FAILED( hr ) )
  78. return (hr==S_OK);
  79. } else {
  80. // Create SRV
  81. D3D11_SHADER_RESOURCE_VIEW_DESC srvbuffer_desc;
  82. ZeroMemory(&srvbuffer_desc, sizeof(srvbuffer_desc));
  83. srvbuffer_desc.Format = DXGI_FORMAT_UNKNOWN;
  84. srvbuffer_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
  85. srvbuffer_desc.Buffer.ElementWidth = m_CPUBuffer->size();
  86. if( srvbuffer_desc.Buffer.ElementWidth == 0 )
  87. srvbuffer_desc.Buffer.ElementWidth = 1;
  88. hr = m_d3dDevice->CreateShaderResourceView(m_Buffer, &srvbuffer_desc, &m_SRV);
  89. if( FAILED( hr ) )
  90. return (hr==S_OK);
  91. // Create UAV
  92. D3D11_UNORDERED_ACCESS_VIEW_DESC uavbuffer_desc;
  93. ZeroMemory(&uavbuffer_desc, sizeof(uavbuffer_desc));
  94. uavbuffer_desc.Format = DXGI_FORMAT_UNKNOWN;
  95. uavbuffer_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
  96. uavbuffer_desc.Buffer.NumElements = m_CPUBuffer->size();
  97. if( uavbuffer_desc.Buffer.NumElements == 0 )
  98. uavbuffer_desc.Buffer.NumElements = 1;
  99. hr = m_d3dDevice->CreateUnorderedAccessView(m_Buffer, &uavbuffer_desc, &m_UAV);
  100. if( FAILED( hr ) )
  101. return (hr==S_OK);
  102. // Create read back buffer
  103. D3D11_BUFFER_DESC readback_buffer_desc;
  104. ZeroMemory(&readback_buffer_desc, sizeof(readback_buffer_desc));
  105. readback_buffer_desc.ByteWidth = m_CPUBuffer->size() * sizeof(ElementType);
  106. readback_buffer_desc.Usage = D3D11_USAGE_STAGING;
  107. readback_buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
  108. readback_buffer_desc.StructureByteStride = sizeof(ElementType);
  109. hr = m_d3dDevice->CreateBuffer(&readback_buffer_desc, NULL, &m_readBackBuffer);
  110. if( FAILED( hr ) )
  111. return (hr==S_OK);
  112. }
  113. m_gpuSize = m_CPUBuffer->size();
  114. return true;
  115. }
  116. public:
  117. btDX11Buffer( ID3D11Device *d3dDevice, ID3D11DeviceContext *d3dDeviceContext, btAlignedObjectArray< ElementType > *CPUBuffer, bool readOnly )
  118. {
  119. m_d3dDevice = d3dDevice;
  120. m_d3dDeviceContext = d3dDeviceContext;
  121. m_Buffer = 0;
  122. m_SRV = 0;
  123. m_UAV = 0;
  124. m_readBackBuffer = 0;
  125. m_CPUBuffer = CPUBuffer;
  126. m_gpuSize = 0;
  127. m_onGPU = false;
  128. m_readOnlyOnGPU = readOnly;
  129. }
  130. virtual ~btDX11Buffer()
  131. {
  132. SAFE_RELEASE(m_Buffer);
  133. SAFE_RELEASE(m_SRV);
  134. SAFE_RELEASE(m_UAV);
  135. SAFE_RELEASE(m_readBackBuffer);
  136. }
  137. ID3D11ShaderResourceView* &getSRV()
  138. {
  139. return m_SRV;
  140. }
  141. ID3D11UnorderedAccessView* &getUAV()
  142. {
  143. return m_UAV;
  144. }
  145. ID3D11Buffer* &getBuffer()
  146. {
  147. return m_Buffer;
  148. }
  149. /**
  150. * Move the data to the GPU if it is not there already.
  151. */
  152. bool moveToGPU()
  153. {
  154. // Reallocate if GPU size is too small
  155. if( (m_CPUBuffer->size() > m_gpuSize ) )
  156. m_onGPU = false;
  157. if( !m_onGPU && m_CPUBuffer->size() > 0 )
  158. {
  159. // If the buffer doesn't exist or the CPU-side buffer has changed size, create
  160. // We should really delete the old one, too, but let's leave that for later
  161. if( !m_Buffer || (m_CPUBuffer->size() != m_gpuSize) )
  162. {
  163. SAFE_RELEASE(m_Buffer);
  164. SAFE_RELEASE(m_SRV);
  165. SAFE_RELEASE(m_UAV);
  166. SAFE_RELEASE(m_readBackBuffer);
  167. if( !createBuffer() )
  168. {
  169. btAssert("Buffer creation failed.");
  170. return false;
  171. }
  172. }
  173. if( m_gpuSize > 0 )
  174. {
  175. D3D11_BOX destRegion;
  176. destRegion.left = 0;
  177. destRegion.front = 0;
  178. destRegion.top = 0;
  179. destRegion.bottom = 1;
  180. destRegion.back = 1;
  181. destRegion.right = (m_CPUBuffer->size())*sizeof(ElementType);
  182. m_d3dDeviceContext->UpdateSubresource(m_Buffer, 0, &destRegion, &((*m_CPUBuffer)[0]), 0, 0);
  183. m_onGPU = true;
  184. }
  185. }
  186. return true;
  187. }
  188. /**
  189. * Move the data back from the GPU if it is on there and isn't read only.
  190. */
  191. bool moveFromGPU()
  192. {
  193. if( m_CPUBuffer->size() > 0 )
  194. {
  195. if( m_onGPU && !m_readOnlyOnGPU )
  196. {
  197. // Copy back
  198. D3D11_MAPPED_SUBRESOURCE MappedResource = {0};
  199. //m_pd3dImmediateContext->CopyResource(m_phAngVelReadBackBuffer, m_phAngVel);
  200. D3D11_BOX destRegion;
  201. destRegion.left = 0;
  202. destRegion.front = 0;
  203. destRegion.top = 0;
  204. destRegion.bottom = 1;
  205. destRegion.back = 1;
  206. destRegion.right = (m_CPUBuffer->size())*sizeof(ElementType);
  207. m_d3dDeviceContext->CopySubresourceRegion(
  208. m_readBackBuffer,
  209. 0,
  210. 0,
  211. 0,
  212. 0 ,
  213. m_Buffer,
  214. 0,
  215. &destRegion
  216. );
  217. m_d3dDeviceContext->Map(m_readBackBuffer, 0, D3D11_MAP_READ, 0, &MappedResource);
  218. //memcpy(m_hAngVel, MappedResource.pData, (m_maxObjs * sizeof(float) ));
  219. memcpy(&((*m_CPUBuffer)[0]), MappedResource.pData, ((m_CPUBuffer->size()) * sizeof(ElementType) ));
  220. m_d3dDeviceContext->Unmap(m_readBackBuffer, 0);
  221. m_onGPU = false;
  222. }
  223. }
  224. return true;
  225. }
  226. /**
  227. * Copy the data back from the GPU without changing its state to be CPU-side.
  228. * Useful if we just want to view it on the host for visualization.
  229. */
  230. bool copyFromGPU()
  231. {
  232. if( m_CPUBuffer->size() > 0 )
  233. {
  234. if( m_onGPU && !m_readOnlyOnGPU )
  235. {
  236. // Copy back
  237. D3D11_MAPPED_SUBRESOURCE MappedResource = {0};
  238. D3D11_BOX destRegion;
  239. destRegion.left = 0;
  240. destRegion.front = 0;
  241. destRegion.top = 0;
  242. destRegion.bottom = 1;
  243. destRegion.back = 1;
  244. destRegion.right = (m_CPUBuffer->size())*sizeof(ElementType);
  245. m_d3dDeviceContext->CopySubresourceRegion(
  246. m_readBackBuffer,
  247. 0,
  248. 0,
  249. 0,
  250. 0 ,
  251. m_Buffer,
  252. 0,
  253. &destRegion
  254. );
  255. m_d3dDeviceContext->Map(m_readBackBuffer, 0, D3D11_MAP_READ, 0, &MappedResource);
  256. //memcpy(m_hAngVel, MappedResource.pData, (m_maxObjs * sizeof(float) ));
  257. memcpy(&((*m_CPUBuffer)[0]), MappedResource.pData, ((m_CPUBuffer->size()) * sizeof(ElementType) ));
  258. m_d3dDeviceContext->Unmap(m_readBackBuffer, 0);
  259. }
  260. }
  261. return true;
  262. }
  263. /**
  264. * Call if data has changed on the CPU.
  265. * Can then trigger a move to the GPU as necessary.
  266. */
  267. virtual void changedOnCPU()
  268. {
  269. m_onGPU = false;
  270. }
  271. }; // class btDX11Buffer
  272. #endif // #ifndef BT_SOFT_BODY_SOLVER_BUFFER_DX11_H