// // 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, #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 { class OsdD3D11DrawContext : public OsdDrawContext { public: typedef ID3D11Buffer * VertexBufferBinding; virtual ~OsdD3D11DrawContext(); /// Create a OsdD3D11DrawContext from FarMesh static OsdD3D11DrawContext *Create(FarMesh const *farMesh, ID3D11DeviceContext *pd3d11DeviceContext, bool requireFVarData=false); /// Create a OsdD3D11DrawContext from FarPatchTables /// static OsdD3D11DrawContext *Create(FarPatchTables const *patchTables, ID3D11DeviceContext *pd3d11DeviceContext, bool requireFVarData=false); /// Set vbo as a vertex texture (for gregory patch drawing) 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 allocate(FarPatchTables const *patchTables, ID3D11DeviceContext *pd3d11DeviceContext, bool requireFVarData); // XXX: will retire soon bool allocateUniform(FarMesh const *farMesh, 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 */