OpenSubdiv/opensubdiv/osd/d3d11PtexTexture.h

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//
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#ifndef OSD_D3D11_PTEX_TEXTURE_H
#define OSD_D3D11_PTEX_TEXTURE_H
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#include "../version.h"
#include "../osd/nonCopyable.h"
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class PtexTexture;
struct ID3D11Buffer;
struct ID3D11Texture2D;
struct ID3D11DeviceContext;
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namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
/// OsdD3D11PtexTexture : implements simple support for ptex textures
///
/// The current implementation declares _texels as a TEXTURE2D_ARRAY of
/// n pages of a resolution that matches that of the largest face in the PTex file.
///
/// Two TEXTURE_BUFFER constructs are used
/// as lookup tables :
/// * _pages stores the array index in which a given face is located
/// * _layout stores 4 float coordinates : top-left corner and width/height for each face
///
/// GLSL fragments use SV_PrimitiveID and SV_DomainLocation to access the _pages and _layout
/// indirection tables, which provide then texture coordinates for the texels stored in
/// the _texels texture array.
///
/// Hbr provides per-face support for a ptex face indexing scheme. OsdD3D11DrawContext
/// class provides ptex face index lookup table as a texture buffer object that
/// can be accessed by HLSL shaders.
///
class OsdD3D11PtexTexture : OsdNonCopyable<OsdD3D11PtexTexture> {
public:
static OsdD3D11PtexTexture * Create(ID3D11DeviceContext *deviceContext,
PtexTexture * reader,
unsigned long int targetMemory = 0,
int gutterWidth = 0,
int pageMargin = 0);
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/// Returns the texture buffer containing the lookup table associate each ptex
/// face index with its 3D texture page in the texels texture array.
ID3D11Buffer *GetPagesTextureBuffer() const { return _pages; }
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/// Returns the texture buffer containing the layout of the ptex faces in the
/// texels texture array.
ID3D11Buffer *GetLayoutTextureBuffer() const { return _layout; }
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/// Returns the texels texture array.
ID3D11Texture2D *GetTexelsTexture() const { return _texels; }
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~OsdD3D11PtexTexture();
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private:
OsdD3D11PtexTexture();
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int _width, // widht / height / depth of the 3D texel buffer
_height,
_depth;
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int _format; // texel color format
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ID3D11Buffer *_pages, // per-face page indices into the texel array
*_layout; // per-face lookup table
// (vec4 : top-left corner & width / height)
ID3D11Texture2D *_texels; // texel data
};
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} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_D3D11_PTEX_TEXTURE_H