2012-08-22 23:22:08 +00:00
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//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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2013-05-17 17:21:38 +00:00
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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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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2012-12-11 01:15:13 +00:00
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#include "../osd/drawContext.h"
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2012-08-22 23:22:08 +00:00
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#include "../osd/vertex.h"
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2012-12-11 01:15:13 +00:00
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#include <map>
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2012-08-22 23:22:08 +00:00
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2012-12-11 01:15:13 +00:00
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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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2012-08-22 23:22:08 +00:00
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2012-12-11 01:15:13 +00:00
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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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2012-08-22 23:22:08 +00:00
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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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2012-08-22 23:22:08 +00:00
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2013-05-17 17:21:38 +00:00
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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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2013-05-17 20:30:43 +00:00
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/// \brienf 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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2012-12-11 01:15:13 +00:00
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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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2012-08-22 23:22:08 +00:00
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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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