mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 07:10:07 +00:00
8efecb0fca
2 client APIs are changed. - VertexBuffer::UpdateData() takes start vertex offset - ComputeController::Refine() takes FarKernelBatchVector Also, ComputeContext no longer holds farmesh. Client can free farmesh after OsdComputeContext is created. (but still need FarKernelBatchVector to apply subdivision kernels)
122 lines
4.6 KiB
C++
122 lines
4.6 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#ifndef OSD_CUDA_D3D11_VERTEX_BUFFER_H
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#define OSD_CUDA_D3D11_VERTEX_BUFFER_H
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#include "../version.h"
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struct cudaGraphicsResource;
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struct ID3D11Buffer;
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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class OsdCudaD3D11VertexBuffer {
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public:
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/// Creator. Returns NULL if error.
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static OsdCudaD3D11VertexBuffer * Create(int numElements, int numVertices,
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ID3D11Device *device);
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/// Destructor.
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virtual ~OsdCudaD3D11VertexBuffer();
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void UpdateData(const float *src, int startVertex, int numVertices, void *param);
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/// Returns how many elements defined in this vertex buffer.
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int GetNumElements() const;
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/// Returns how many vertices allocated in this vertex buffer.
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int GetNumVertices() const;
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/// Returns cuda memory. DX buffer will be mapped to cuda resource
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/// if necessary.
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float * BindCudaBuffer();
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/// Returns the D3D11 buffer object.
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ID3D11Buffer *BindD3D11Buffer(ID3D11DeviceContext *deviceContext);
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protected:
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/// Constructor.
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OsdCudaD3D11VertexBuffer(int numElements, int numVertices,
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ID3D11Device *device);
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bool allocate(ID3D11Device *device);
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// Acqures a cuda resource from DX11
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void map();
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// Releases a cuda resource to DX11
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void unmap();
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private:
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int _numElements;
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int _numVertices;
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ID3D11Buffer *_d3d11Buffer;
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void *_cudaBuffer;
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cudaGraphicsResource *_cudaResource;
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};
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_CUDA_D3D11_VERTEX_BUFFER_H
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