OpenSubdiv/opensubdiv/osd/cudaD3D11VertexBuffer.h

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//
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#ifndef OSD_CUDA_D3D11_VERTEX_BUFFER_H
#define OSD_CUDA_D3D11_VERTEX_BUFFER_H
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#include "../version.h"
struct cudaGraphicsResource;
struct ID3D11Buffer;
struct ID3D11Device;
struct ID3D11DeviceContext;
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namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
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/// \brief Concrete vertex buffer class for cuda subvision and D3D11 drawing.
///
/// OsdCudaD3D11VertexBuffer implements OsdCudaVertexBufferInterface and
/// OsdD3D11VertexBufferInterface.
///
/// The buffer interop between Cuda and D3D is handled automatically when a
/// client calls BindCudaBuffer and BindVBO methods.
///
class OsdCudaD3D11VertexBuffer {
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public:
/// Creator. Returns NULL if error.
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static OsdCudaD3D11VertexBuffer * Create(int numElements,
int numVertices,
ID3D11Device *device);
/// Destructor.
virtual ~OsdCudaD3D11VertexBuffer();
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/// 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 cuda memory. DX buffer will be mapped to cuda resource
/// if necessary.
float * BindCudaBuffer();
/// Returns the D3D11 buffer object.
ID3D11Buffer *BindD3D11Buffer(ID3D11DeviceContext *deviceContext);
protected:
/// Constructor.
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OsdCudaD3D11VertexBuffer(int numElements,
int numVertices,
ID3D11Device *device);
bool allocate(ID3D11Device *device);
// Acqures a cuda resource from DX11
void map();
// Releases a cuda resource to DX11
void unmap();
private:
int _numElements;
int _numVertices;
ID3D11Buffer *_d3d11Buffer;
void *_cudaBuffer;
cudaGraphicsResource *_cudaResource;
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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_CUDA_D3D11_VERTEX_BUFFER_H