OpenSubdiv/opensubdiv/osd/d3d11DrawContext.h

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//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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#ifndef OSD_D3D11L_DRAW_CONTEXT_H
#define OSD_D3D11L_DRAW_CONTEXT_H
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#include "../version.h"
#include "../far/mesh.h"
#include "../osd/drawContext.h"
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#include "../osd/vertex.h"
#include <map>
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struct ID3D11VertexShader;
struct ID3D11HullShader;
struct ID3D11DomainShader;
struct ID3D11GeometryShader;
struct ID3D11PixelShader;
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struct ID3D11Buffer;
struct ID3D11ShaderResourceView;
struct ID3D11Device;
struct ID3D11DeviceContext;
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namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
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/// \brief D3D11 specialized DrawContext class
///
/// OsdD3D11DrawContext implements the OSD drawing interface with Microsoft(c)
/// DirectX D3D11 API.
/// Some functionality may be disabled depending on compile and run-time driver
/// support.
///
/// Contexts interface the serialized topological data pertaining to the
/// geometric primitives with the capabilities of the selected discrete
/// compute device.
///
class OsdD3D11DrawContext : public OsdDrawContext {
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public:
typedef ID3D11Buffer * VertexBufferBinding;
virtual ~OsdD3D11DrawContext();
/// \brienf Create an OsdD3D11DrawContext from FarPatchTables
///
/// @param patchTables a valid set of FarPatchTables
///
/// @param pd3d11DeviceContext a device context
///
/// @param requireFVarData set to true to enable face-varying data to be
/// carried over from the Far data structures.
///
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///
static OsdD3D11DrawContext *Create(FarPatchTables const *patchTables,
ID3D11DeviceContext *pd3d11DeviceContext,
bool requireFVarData=false);
/// Set vbo as a vertex texture (for gregory patch drawing)
///
/// @param vbo the vertex buffer object to update
///
/// @param pd3d11DeviceContext a device context
///
template<class VERTEX_BUFFER>
void UpdateVertexTexture(VERTEX_BUFFER *vbo, ID3D11DeviceContext *pd3d11DeviceContext) {
updateVertexTexture(vbo->BindD3D11Buffer(pd3d11DeviceContext),
pd3d11DeviceContext,
vbo->GetNumVertices(),
vbo->GetNumElements());
}
ID3D11Buffer *patchIndexBuffer;
ID3D11Buffer *ptexCoordinateBuffer;
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ID3D11ShaderResourceView *ptexCoordinateBufferSRV;
ID3D11Buffer *fvarDataBuffer;
ID3D11Buffer *fvarDataBufferSRV;
ID3D11ShaderResourceView *vertexBufferSRV;
ID3D11Buffer *vertexValenceBuffer;
ID3D11ShaderResourceView *vertexValenceBufferSRV;
ID3D11Buffer *quadOffsetBuffer;
ID3D11ShaderResourceView *quadOffsetBufferSRV;
private:
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OsdD3D11DrawContext();
// allocate buffers from patchTables
bool create(FarPatchTables const *patchTables,
ID3D11DeviceContext *pd3d11DeviceContext,
bool requireFVarData);
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void updateVertexTexture(ID3D11Buffer *vbo,
ID3D11DeviceContext *pd3d11DeviceContext,
int numVertices,
int numElements);
int _numVertices;
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};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif /* OSD_D3D11L_DRAW_CONTEXT_H */