2012-12-13 18:22:30 +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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// 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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#ifndef OSD_D3D11_COMPUTE_CONTEXT_H
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#define OSD_D3D11_COMPUTE_CONTEXT_H
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#include "../version.h"
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#include "../far/vertexEditTables.h"
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2013-03-08 01:50:15 +00:00
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#include "../osd/vertex.h"
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#include "../osd/vertexDescriptor.h"
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#include "../osd/nonCopyable.h"
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2012-12-13 18:22:30 +00:00
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#include <D3D11.h>
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#include <vector>
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struct ID3D11Buffer;
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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struct ID3D11ShaderResourceView;
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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class OsdD3D11ComputeKernelBundle;
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class OsdD3D11ComputeTable : OsdNonCopyable<OsdD3D11ComputeTable> {
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public:
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template<typename T>
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OsdD3D11ComputeTable(const std::vector<T> &table, ID3D11DeviceContext *deviceContext, DXGI_FORMAT format) {
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createBuffer((int)table.size() * sizeof(T), &table[0], format, (int)table.size(), deviceContext);
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}
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virtual ~OsdD3D11ComputeTable();
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ID3D11Buffer * GetBuffer() const;
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ID3D11ShaderResourceView * GetSRV() const;
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private:
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void createBuffer(int size, const void *ptr, DXGI_FORMAT format, int numElements, ID3D11DeviceContext *deviceContext);
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ID3D11Buffer * _buffer;
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ID3D11ShaderResourceView * _srv;
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};
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class OsdD3D11ComputeHEditTable : OsdNonCopyable<OsdD3D11ComputeHEditTable> {
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public:
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OsdD3D11ComputeHEditTable(const FarVertexEditTables<OsdVertex>::
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VertexEditBatch &batch, ID3D11DeviceContext *deviceContext);
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virtual ~OsdD3D11ComputeHEditTable();
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const OsdD3D11ComputeTable * GetPrimvarIndices() const;
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const OsdD3D11ComputeTable * GetEditValues() const;
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int GetOperation() const;
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int GetPrimvarOffset() const;
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int GetPrimvarWidth() const;
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private:
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OsdD3D11ComputeTable *_primvarIndicesTable;
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OsdD3D11ComputeTable *_editValuesTable;
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int _operation;
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int _primvarOffset;
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int _primvarWidth;
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};
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2013-05-07 02:05:50 +00:00
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///
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/// \brief D3D Refine Context
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///
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/// The D3D implementation of the Refine module contextual functionality.
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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 OsdD3D11ComputeContext : public OsdNonCopyable<OsdD3D11ComputeContext> {
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public:
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/// Creates an OsdD3D11ComputeContext instance
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///
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/// @param farmesh the FarMesh used for this Context.
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///
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static OsdD3D11ComputeContext * Create(FarMesh<OsdVertex> const *farmesh,
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ID3D11DeviceContext *deviceContext);
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/// Destructor
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virtual ~OsdD3D11ComputeContext();
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/// Binds a vertex and a varying data buffers to the context. Binding ensures
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/// that data buffers are properly inter-operated between Contexts and
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/// Controllers operating across multiple devices.
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///
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/// @param a buffer containing vertex-interpolated primvar data
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///
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/// @param a buffer containing varying-interpolated primvar data
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///
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template<class VERTEX_BUFFER, class VARYING_BUFFER>
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void Bind(VERTEX_BUFFER *vertex, VARYING_BUFFER *varying) {
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_currentVertexBufferUAV = vertex ? vertex->BindD3D11UAV(_deviceContext) : 0;
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_currentVaryingBufferUAV = varying ? varying->BindD3D11UAV(_deviceContext) : 0;
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_vdesc.numVertexElements = vertex ? vertex->GetNumElements() : 0;
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_vdesc.numVaryingElements = varying ? varying->GetNumElements() : 0;
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bindShaderStorageBuffers();
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}
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/// Unbinds any previously bound vertex and varying data buffers.
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void Unbind() {
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_currentVertexBufferUAV = 0;
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_currentVaryingBufferUAV = 0;
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unbindShaderStorageBuffers();
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}
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/// Returns one of the vertex refinement tables.
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///
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/// @param tableIndex the type of table
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///
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const OsdD3D11ComputeTable * GetTable(int tableIndex) const;
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/// Returns the number of hierarchical edit tables
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int GetNumEditTables() const;
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/// Returns a specific hierarchical edit table
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///
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/// @param tableIndex the index of the table
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///
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const OsdD3D11ComputeHEditTable * GetEditTable(int tableIndex) const;
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/// Returns a handle to the vertex-interpolated buffer
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ID3D11UnorderedAccessView * GetCurrentVertexBufferUAV() const;
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/// Returns a handle to the varying-interpolated buffer
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ID3D11UnorderedAccessView * GetCurrentVaryingBufferUAV() const;
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/// Returns an OsdVertexDescriptor if vertex buffers have been bound.
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///
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/// @return a descriptor for the format of the vertex data currently bound
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///
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OsdVertexDescriptor const & GetVertexDescriptor() const {
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return _vdesc;
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}
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OsdD3D11ComputeKernelBundle * GetKernelBundle() const;
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void SetKernelBundle(OsdD3D11ComputeKernelBundle *kernelBundle);
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ID3D11DeviceContext * GetDeviceContext() const;
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void SetDeviceContext(ID3D11DeviceContext *deviceContext);
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void BindEditShaderStorageBuffers(int editIndex);
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void UnbindEditShaderStorageBuffers();
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protected:
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explicit OsdD3D11ComputeContext(FarMesh<OsdVertex> const *farMesh, ID3D11DeviceContext *deviceContext);
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void bindShaderStorageBuffers();
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void unbindShaderStorageBuffers();
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private:
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std::vector<OsdD3D11ComputeTable*> _tables;
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std::vector<OsdD3D11ComputeHEditTable*> _editTables;
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ID3D11DeviceContext *_deviceContext;
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OsdVertexDescriptor _vdesc;
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ID3D11UnorderedAccessView * _currentVertexBufferUAV,
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* _currentVaryingBufferUAV;
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OsdD3D11ComputeKernelBundle * _kernelBundle;
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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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#endif // OSD_D3D11_COMPUTE_CONTEXT_H
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