// // 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_D3D11_PTEX_MIPMAP_TEXTURE_H #define OSD_D3D11_PTEX_MIPMAP_TEXTURE_H #include "../version.h" #include "../osd/nonCopyable.h" class PtexTexture; struct ID3D11Buffer; struct ID3D11Texture2D; struct ID3D11DeviceContext; struct ID3D11ShaderResourceView; namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { class OsdD3D11PtexMipmapTexture : OsdNonCopyable { public: static OsdD3D11PtexMipmapTexture * Create(ID3D11DeviceContext *deviceContext, PtexTexture * reader, int maxLevels=10); /// Returns the texture buffer containing the layout of the ptex faces /// in the texels texture array. ID3D11Buffer *GetLayoutTextureBuffer() const { return _layout; } ID3D11ShaderResourceView **GetLayoutSRV() { return &_layoutSRV; } /// Returns the texels texture array. ID3D11Texture2D *GetTexelsTexture() const { return _texels; } ID3D11ShaderResourceView **GetTexelsSRV() { return &_texelsSRV; } ~OsdD3D11PtexMipmapTexture(); private: OsdD3D11PtexMipmapTexture(); int _width, // widht / height / depth of the 3D texel buffer _height, _depth; int _format; // texel color format ID3D11Buffer *_layout; // per-face lookup table ID3D11Texture2D *_texels; // texel data ID3D11ShaderResourceView *_layoutSRV; ID3D11ShaderResourceView *_texelsSRV; }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OSD_D3D11_PTEX_TEXTURE_H