// // 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_D3D11_COMPUTE_CONTROLLER_H #define OSD_D3D11_COMPUTE_CONTROLLER_H #include "../version.h" #include "../osd/d3d11ComputeContext.h" #include "../osd/d3d11Dispatcher.h" #include struct ID3D11DeviceContext; struct ID3D11Query; namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { class OsdD3D11ComputeKernelBundle; /// \brief Compute controller for launching D3D11Compute transform feedback /// subdivision kernels. /// OsdD3D11ComputeController is a compute controller class to launch /// D3D11Compute transfrom feedback subdivision kernels. It requires /// OsdD3D11VertexBufferInterface as arguments of Refine function. class OsdD3D11ComputeController { public: typedef OsdD3D11ComputeContext ComputeContext; /// Constructor. OsdD3D11ComputeController(ID3D11DeviceContext *deviceContext); /// Destructor. ~OsdD3D11ComputeController(); /// Launch subdivision kernels and apply to given vertex buffers. /// vertexBuffer will be interpolated with vertex interpolation and /// varyingBuffer will be interpolated with varying interpolation. /// vertexBuffer and varyingBuffer should implement /// OsdD3D11VertexBufferInterface. template void Refine(OsdD3D11ComputeContext *context, VERTEX_BUFFER *vertexBuffer, VARYING_BUFFER *varyingBuffer) { int numVertexElements = vertexBuffer ? vertexBuffer->GetNumElements() : 0; int numVaryingElements = varyingBuffer ? varyingBuffer->GetNumElements() : 0; context->SetKernelBundle(getKernels(numVertexElements, numVaryingElements)); context->Bind(vertexBuffer, varyingBuffer); OsdD3D11ComputeKernelDispatcher::GetInstance()->Refine(context->GetFarMesh(), context); context->Unbind(); } template void Refine(OsdD3D11ComputeContext *context, VERTEX_BUFFER *vertexBuffer) { Refine(context, vertexBuffer, (VERTEX_BUFFER*)NULL); } /// Waits until all running subdivision kernels finish. void Synchronize(); private: OsdD3D11ComputeKernelBundle * getKernels(int numVertexElements, int numVaryingElements); ID3D11DeviceContext *_deviceContext; ID3D11Query *_query; std::vector _kernelRegistry; }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OSD_D3D11_COMPUTE_CONTROLLER_H