// // 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 OPENSUBDIV3_OSD_CUDA_D3D11_VERTEX_BUFFER_H #define OPENSUBDIV3_OSD_CUDA_D3D11_VERTEX_BUFFER_H #include "../version.h" struct cudaGraphicsResource; struct ID3D11Buffer; struct ID3D11Device; struct ID3D11DeviceContext; namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Osd { /// \brief Concrete vertex buffer class for cuda subvision and D3D11 drawing. /// /// CudaD3D11VertexBuffer implements CudaVertexBufferInterface and /// D3D11VertexBufferInterface. /// /// The buffer interop between Cuda and D3D is handled automatically when a /// client calls BindCudaBuffer and BindVBO methods. /// class CudaD3D11VertexBuffer { public: /// Creator. Returns NULL if error. static CudaD3D11VertexBuffer * Create(int numElements, int numVertices, ID3D11DeviceContext *deviceContext); /// Destructor. virtual ~CudaD3D11VertexBuffer(); /// 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 * /*deviceContext*/); /// 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 cuda memory. DX buffer will be mapped to cuda resource /// if necessary. float * BindCudaBuffer(); /// Returns the D3D11 buffer object. ID3D11Buffer *BindD3D11Buffer(ID3D11DeviceContext *deviceContext); /// Returns the D3D11 buffer object (for Osd::Mesh interface) ID3D11Buffer *BindVBO(ID3D11DeviceContext *deviceContext) { return BindD3D11Buffer(deviceContext); } protected: /// Constructor. CudaD3D11VertexBuffer(int numElements, int numVertices); bool allocate(ID3D11Device *device); // Acqures a cuda resource from DX11 void map(); // Releases a cuda resource to DX11 void unmap(); private: int _numElements; int _numVertices; ID3D11Buffer *_d3d11Buffer; void *_cudaBuffer; cudaGraphicsResource *_cudaResource; }; } // end namespace Osd } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OPENSUBDIV3_OSD_CUDA_D3D11_VERTEX_BUFFER_H