// // 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. 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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_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 */