// // Copyright (C) Pixar. All rights reserved. // // This license governs use of the accompanying software. If you // use the software, you accept this license. If you do not accept // the license, do not use the software. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and // "distribution" have the same meaning here as under U.S. // copyright law. A "contribution" is the original software, or // any additions or changes to the software. // A "contributor" is any person or entity that distributes its // contribution under this license. // "Licensed patents" are a contributor's patent claims that read // directly on its contribution. // // 2. Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free copyright license to reproduce its contribution, // prepare derivative works of its contribution, and distribute // its contribution or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free license under its licensed patents to make, have // made, use, sell, offer for sale, import, and/or otherwise // dispose of its contribution in the software or derivative works // of the contribution in the software. // // 3. Conditions and Limitations // (A) No Trademark License- This license does not grant you // rights to use any contributor's name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over // patents that you claim are infringed by the software, your // patent license from such contributor to the software ends // automatically. // (C) If you distribute any portion of the software, you must // retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source // code form, you may do so only under this license by including a // complete copy of this license with your distribution. If you // distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies // with this license. // (E) The software is licensed "as-is." You bear the risk of // using it. The contributors give no express warranties, // guarantees or conditions. You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #ifndef OSD_CPU_D3D11_VERTEX_BUFFER_H #define OSD_CPU_D3D11_VERTEX_BUFFER_H #include "../version.h" struct ID3D11Buffer; struct ID3D11Device; struct ID3D11DeviceContext; namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { /// \brief Concrete vertex buffer class for Cpu subvision and DirectX drawing. /// OsdCpuD3D11VertexBuffer implements OsdCpuVertexBufferInterface and /// OsdD3D11VertexBufferInterface. /// An instance of this buffer class can be passed to OsdCpuComputeController. class OsdCpuD3D11VertexBuffer { public: /// Creator. Returns NULL if error. static OsdCpuD3D11VertexBuffer * Create(int numElements, int numVertices, ID3D11Device *device); /// Destructor. virtual ~OsdCpuD3D11VertexBuffer(); /// 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 the address of CPU buffer. float * BindCpuBuffer(); /// Returns the D3D11 buffer object. ID3D11Buffer *BindD3D11Buffer(ID3D11DeviceContext *deviceContext); protected: /// Constructor. OsdCpuD3D11VertexBuffer(int numElements, int numVertices, ID3D11Device *device); bool allocate(ID3D11Device *device); private: int _numElements; int _numVertices; ID3D11Buffer *_d3d11Buffer; float *_cpuBuffer; }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OSD_CPU_D3D11_VERTEX_BUFFER_H