OpenSubdiv/opensubdiv/osd/d3d11VertexBuffer.h

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//
// Copyright 2013 Pixar
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//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
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//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
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//
// You may obtain a copy of the Apache License at
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//
// http://www.apache.org/licenses/LICENSE-2.0
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//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
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//
#ifndef OPENSUBDIV3_OSD_D3D11_VERTEX_BUFFER_H
#define OPENSUBDIV3_OSD_D3D11_VERTEX_BUFFER_H
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#include "../version.h"
struct ID3D11Buffer;
struct ID3D11Device;
struct ID3D11DeviceContext;
struct ID3D11UnorderedAccessView;
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namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
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///
/// \brief Concrete vertex buffer class for DirectX subvision and DirectX drawing.
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///
/// D3D11VertexBuffer implements D3D11VertexBufferInterface. An instance
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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/// of this buffer class can be passed to D3D11ComputeEvaluator.
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///
class D3D11VertexBuffer {
public:
/// Creator. Returns NULL if error.
static D3D11VertexBuffer * Create(int numElements, int numVertices,
ID3D11DeviceContext *deviceContext);
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/// Destructor.
virtual ~D3D11VertexBuffer();
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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,
ID3D11DeviceContext *deviceContext);
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/// Returns how many elements defined in this vertex buffer.
int GetNumElements() const;
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/// Returns how many vertices allocated in this vertex buffer.
int GetNumVertices() const;
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/// Returns the D3D11 buffer object.
ID3D11Buffer *BindD3D11Buffer(ID3D11DeviceContext *deviceContext);
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/// Returns the D3D11 buffer object (for Osd::Mesh interface)
ID3D11Buffer *BindVBO(ID3D11DeviceContext *deviceContext) {
return BindD3D11Buffer(deviceContext);
}
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/// Returns the D3D11 UAV
ID3D11UnorderedAccessView *BindD3D11UAV(ID3D11DeviceContext *deviceContext);
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protected:
/// Constructor.
D3D11VertexBuffer(int numElements, int numVertices);
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// Allocates D3D11 buffer
bool allocate(ID3D11Device *device);
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private:
int _numElements;
int _numVertices;
ID3D11Buffer *_buffer;
ID3D11Buffer *_uploadBuffer;
ID3D11UnorderedAccessView *_uav;
};
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} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OPENSUBDIV3_OSD_D3D11_VERTEX_BUFFER_H