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//
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// Copyright 2013 Pixar
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2012-08-22 23:22:08 +00:00
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//
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2013-07-18 21:19:50 +00:00
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License
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// and the following modification to it: Section 6 Trademarks.
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// deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the
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// trade names, trademarks, service marks, or product names of the
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// Licensor and its affiliates, except as required for reproducing
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// the content of the NOTICE file.
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2012-08-22 23:22:08 +00:00
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//
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2013-07-18 21:19:50 +00:00
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// You may obtain a copy of the License at
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2012-08-22 23:22:08 +00:00
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//
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2013-07-18 21:19:50 +00:00
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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,
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// software distributed under the License is distributed on an
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// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
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// either express or implied. See the License for the specific
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// language governing permissions and limitations under the
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// License.
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2013-05-17 17:21:38 +00:00
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//
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2012-12-11 01:15:13 +00:00
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#ifndef OSD_D3D11L_DRAW_CONTEXT_H
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#define OSD_D3D11L_DRAW_CONTEXT_H
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2012-08-22 23:22:08 +00:00
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#include "../version.h"
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#include "../far/mesh.h"
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#include "../osd/drawContext.h"
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#include "../osd/vertex.h"
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#include <map>
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struct ID3D11VertexShader;
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struct ID3D11HullShader;
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struct ID3D11DomainShader;
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struct ID3D11GeometryShader;
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struct ID3D11PixelShader;
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struct ID3D11Buffer;
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struct ID3D11ShaderResourceView;
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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2012-12-11 01:15:13 +00:00
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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/// \brief D3D11 specialized DrawContext class
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///
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/// OsdD3D11DrawContext implements the OSD drawing interface with Microsoft(c)
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/// DirectX D3D11 API.
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/// Some functionality may be disabled depending on compile and run-time driver
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/// support.
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///
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/// Contexts interface the serialized topological data pertaining to the
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/// geometric primitives with the capabilities of the selected discrete
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/// compute device.
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///
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class OsdD3D11DrawContext : public OsdDrawContext {
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public:
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typedef ID3D11Buffer * VertexBufferBinding;
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virtual ~OsdD3D11DrawContext();
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/// \brief Create an OsdD3D11DrawContext from FarPatchTables
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///
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/// @param patchTables a valid set of FarPatchTables
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///
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/// @param pd3d11DeviceContext a device context
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///
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/// @param requireFVarData set to true to enable face-varying data to be
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/// carried over from the Far data structures.
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///
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///
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static OsdD3D11DrawContext *Create(FarPatchTables const *patchTables,
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ID3D11DeviceContext *pd3d11DeviceContext,
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bool requireFVarData=false);
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/// Set vbo as a vertex texture (for gregory patch drawing)
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///
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/// @param vbo the vertex buffer object to update
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///
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/// @param pd3d11DeviceContext a device context
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///
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template<class VERTEX_BUFFER>
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void UpdateVertexTexture(VERTEX_BUFFER *vbo, ID3D11DeviceContext *pd3d11DeviceContext) {
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updateVertexTexture(vbo->BindD3D11Buffer(pd3d11DeviceContext),
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pd3d11DeviceContext,
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vbo->GetNumVertices(),
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vbo->GetNumElements());
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}
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ID3D11Buffer *patchIndexBuffer;
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ID3D11Buffer *ptexCoordinateBuffer;
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ID3D11ShaderResourceView *ptexCoordinateBufferSRV;
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ID3D11Buffer *fvarDataBuffer;
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ID3D11Buffer *fvarDataBufferSRV;
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ID3D11ShaderResourceView *vertexBufferSRV;
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ID3D11Buffer *vertexValenceBuffer;
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ID3D11ShaderResourceView *vertexValenceBufferSRV;
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ID3D11Buffer *quadOffsetBuffer;
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ID3D11ShaderResourceView *quadOffsetBufferSRV;
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private:
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OsdD3D11DrawContext();
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// allocate buffers from patchTables
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bool create(FarPatchTables const *patchTables,
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ID3D11DeviceContext *pd3d11DeviceContext,
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bool requireFVarData);
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void updateVertexTexture(ID3D11Buffer *vbo,
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ID3D11DeviceContext *pd3d11DeviceContext,
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int numVertices,
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int numElements);
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int _numVertices;
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};
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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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2012-12-11 01:15:13 +00:00
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#endif /* OSD_D3D11L_DRAW_CONTEXT_H */
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