OpenSubdiv/examples/common/d3d11PtexMipmapTexture.h
barry c424594625 Major step towards consistent use of include paths in source files:
- changed the main OPENSUBDIV_INCLUDE_DIR to exclude ./opensubdiv
    - updated CMakeLists.txt files in non-examples to use only this path
    - updated CMakeLists.txt files in examples to append ./opensubdiv to path
    - updated source in regression/common to use #include <opensubdiv/...>
    - updated source in examples/common to use #include <opensubdiv/...>
    - deferred source in examples to be updated on a case-by-case basis
2018-10-09 10:51:31 -07:00

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//
// 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 OPENSUBDIV_EXAMPLES_D3D11_PTEX_MIPMAP_TEXTURE_H
#define OPENSUBDIV_EXAMPLES_D3D11_PTEX_MIPMAP_TEXTURE_H
#include <opensubdiv/osd/nonCopyable.h>
#include <Ptexture.h>
struct ID3D11Buffer;
struct ID3D11Texture2D;
struct ID3D11DeviceContext;
struct ID3D11ShaderResourceView;
class D3D11PtexMipmapTexture : OpenSubdiv::Osd::NonCopyable<D3D11PtexMipmapTexture> {
public:
static D3D11PtexMipmapTexture * Create(ID3D11DeviceContext *deviceContext,
PtexTexture * reader,
int maxLevels=10,
size_t targetMemory=0);
/// Returns GLSL shader snippet to fetch ptex
static const char *GetShaderSource();
/// 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; }
/// Returns the amount of allocated memory (in byte)
size_t GetMemoryUsage() const { return _memoryUsage; }
~D3D11PtexMipmapTexture();
private:
D3D11PtexMipmapTexture();
int _width, // width / 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;
size_t _memoryUsage; // total amount of memory used (estimate)
};
#endif // OPENSUBDIV_EXAMPLES_D3D11_PTEX_TEXTURE_H