// // Copyright 2013 Pixar // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License // and the following modification to it: Section 6 Trademarks. // deleted and replaced with: // // 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 for reproducing // the content of the NOTICE file. // // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, // software distributed under the License is distributed on an // "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, // either express or implied. See the License for the specific // language governing permissions and limitations under the // License. // #ifndef OSD_D3D11L_DRAW_CONTEXT_H #define OSD_D3D11L_DRAW_CONTEXT_H #include "../version.h" #include "../far/mesh.h" #include "../osd/drawContext.h" #include "../osd/vertex.h" #include struct ID3D11VertexShader; struct ID3D11HullShader; struct ID3D11DomainShader; struct ID3D11GeometryShader; struct ID3D11PixelShader; struct ID3D11Buffer; struct ID3D11ShaderResourceView; struct ID3D11Device; struct ID3D11DeviceContext; namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { /// \brief D3D11 specialized DrawContext class /// /// OsdD3D11DrawContext implements the OSD drawing interface with Microsoft(c) /// DirectX D3D11 API. /// Some functionality may be disabled depending on compile and run-time driver /// support. /// /// Contexts interface the serialized topological data pertaining to the /// geometric primitives with the capabilities of the selected discrete /// compute device. /// class OsdD3D11DrawContext : public OsdDrawContext { public: typedef ID3D11Buffer * VertexBufferBinding; virtual ~OsdD3D11DrawContext(); /// \brief Create an OsdD3D11DrawContext from FarPatchTables /// /// @param patchTables a valid set of FarPatchTables /// /// @param pd3d11DeviceContext a device context /// /// @param requireFVarData set to true to enable face-varying data to be /// carried over from the Far data structures. /// /// static OsdD3D11DrawContext *Create(FarPatchTables const *patchTables, ID3D11DeviceContext *pd3d11DeviceContext, bool requireFVarData=false); /// Set vbo as a vertex texture (for gregory patch drawing) /// /// @param vbo the vertex buffer object to update /// /// @param pd3d11DeviceContext a device context /// template void UpdateVertexTexture(VERTEX_BUFFER *vbo, ID3D11DeviceContext *pd3d11DeviceContext) { updateVertexTexture(vbo->BindD3D11Buffer(pd3d11DeviceContext), pd3d11DeviceContext, vbo->GetNumVertices(), vbo->GetNumElements()); } ID3D11Buffer *patchIndexBuffer; ID3D11Buffer *ptexCoordinateBuffer; ID3D11ShaderResourceView *ptexCoordinateBufferSRV; ID3D11Buffer *fvarDataBuffer; ID3D11Buffer *fvarDataBufferSRV; ID3D11ShaderResourceView *vertexBufferSRV; ID3D11Buffer *vertexValenceBuffer; ID3D11ShaderResourceView *vertexValenceBufferSRV; ID3D11Buffer *quadOffsetBuffer; ID3D11ShaderResourceView *quadOffsetBufferSRV; private: OsdD3D11DrawContext(); // allocate buffers from patchTables bool create(FarPatchTables const *patchTables, ID3D11DeviceContext *pd3d11DeviceContext, bool requireFVarData); void updateVertexTexture(ID3D11Buffer *vbo, ID3D11DeviceContext *pd3d11DeviceContext, int numVertices, int numElements); int _numVertices; }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif /* OSD_D3D11L_DRAW_CONTEXT_H */