OpenSubdiv/opensubdiv/osd/cpuD3D11VertexBuffer.h

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//
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#ifndef OSD_CPU_D3D11_VERTEX_BUFFER_H
#define OSD_CPU_D3D11_VERTEX_BUFFER_H
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#include "../version.h"
struct ID3D11Buffer;
struct ID3D11Device;
struct ID3D11DeviceContext;
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namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
/// \brief Concrete vertex buffer class for Cpu subvision and DirectX drawing.
/// OsdCpuD3D11VertexBuffer implements OsdCpuVertexBufferInterface and
/// OsdD3D11VertexBufferInterface.
/// An instance of this buffer class can be passed to OsdCpuComputeController.
class OsdCpuD3D11VertexBuffer {
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public:
/// Creator. Returns NULL if error.
static OsdCpuD3D11VertexBuffer * Create(int numElements, int numVertices,
ID3D11Device *device);
/// Destructor.
virtual ~OsdCpuD3D11VertexBuffer();
/// This method is meant to be used in client code in order to provide
/// coarse vertices data to Osd.
void UpdateData(const float *src, int startVertex, int numVertices, void *param);
/// Returns how many elements defined in this vertex buffer.
int GetNumElements() const;
/// Returns how many vertices allocated in this vertex buffer.
int GetNumVertices() const;
/// Returns the address of CPU buffer.
float * BindCpuBuffer();
/// Returns the D3D11 buffer object.
ID3D11Buffer *BindD3D11Buffer(ID3D11DeviceContext *deviceContext);
protected:
/// Constructor.
OsdCpuD3D11VertexBuffer(int numElements, int numVertices,
ID3D11Device *device);
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bool allocate(ID3D11Device *device);
private:
int _numElements;
int _numVertices;
ID3D11Buffer *_d3d11Buffer;
float *_cpuBuffer;
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};
} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
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#endif // OSD_CPU_D3D11_VERTEX_BUFFER_H