// // Copyright 2013 Pixar // // 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: // // 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. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // 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. // #ifndef OSD_CL_D3D11_VERTEX_BUFFER_H #define OSD_CL_D3D11_VERTEX_BUFFER_H #include "../version.h" #include "../osd/opencl.h" struct ID3D11VertexShader; struct ID3D11HullShader; struct ID3D11DomainShader; struct ID3D11GeometryShader; struct ID3D11PixelShader; struct ID3D11Buffer; struct ID3D11ShaderResourceView; struct ID3D11Device; struct ID3D11DeviceContext; namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { /// /// \brief Concrete vertex buffer class for OpenCL subvision and DirectX /// drawing. /// /// OsdD3D11VertexBuffer implements OsdCLVertexBufferInterface and /// OsdD3D11VertexBufferInterface. /// /// An instance of this buffer class can be passed to OsdD3D11ComputeController. /// class OsdCLD3D11VertexBuffer { public: /// Creator. Returns NULL if error. static OsdCLD3D11VertexBuffer * Create(int numElements, int numVertices, cl_context clContext, ID3D11Device *device); /// Destructor. virtual ~OsdCLD3D11VertexBuffer(); /// 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, cl_command_queue clQueue); /// 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 CL memory object. cl_mem BindCLBuffer(cl_command_queue queue); /// Returns the D3D11 buffer object. ID3D11Buffer *BindD3D11Buffer(ID3D11DeviceContext *deviceContext); protected: /// Constructor. OsdCLD3D11VertexBuffer(int numElements, int numVertices, cl_context clContext, ID3D11Device *device); /// Allocates this buffer and registers as a cl resource. /// Returns true if success. bool allocate(cl_context clContext, ID3D11Device *device); /// Acquire a resource from DirectX. void map(cl_command_queue queue); /// Releases a resource to DirectX. void unmap(); private: int _numElements; int _numVertices; ID3D11Buffer *_d3d11Buffer; cl_command_queue _clQueue; cl_mem _clMemory; bool _clMapped; }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OSD_CL_D3D11_VERTEX_BUFFER_H