OpenSubdiv/opensubdiv/osd/clD3D11VertexBuffer.h
Mike Erwin 0beb654f0b spelling
Noticed a few typos when browsing comments. Proceeded with a "manual
spell check", reading all comments and tweaking spelling, grammar,
punctuation.

Didn't bother with Hbr library.

Comments only, no functional changes.
2017-01-11 12:40:49 -08:00

144 lines
4.6 KiB
C++

//
// 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_CL_D3D11_VERTEX_BUFFER_H
#define OPENSUBDIV3_OSD_CL_D3D11_VERTEX_BUFFER_H
#include "../version.h"
#include "../osd/opencl.h"
struct ID3D11VertexShader;
struct ID3D11HullShader;
struct ID3D11DomainShader;
struct ID3D11GeometryShader;
struct ID3D11PixelShader;
struct ID3D11Buffer;
struct ID3D11ShaderResourceView;
struct ID3D11Device;
struct ID3D11DeviceContext;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
///
/// \brief Concrete vertex buffer class for OpenCL subdivision and DirectX
/// drawing.
///
/// D3D11VertexBuffer implements CLVertexBufferInterface and
/// D3D11VertexBufferInterface.
///
/// An instance of this buffer class can be passed to D3D11ComputeEvaluator.
///
class CLD3D11VertexBuffer {
public:
/// Creator. Returns NULL if error.
static CLD3D11VertexBuffer * Create(int numElements, int numVertices,
cl_context clContext,
ID3D11DeviceContext *deviceContext);
/// template version for custom context (OpenCL) used by OsdMesh
template<typename DEVICE_CONTEXT>
static CLD3D11VertexBuffer * Create(int numElements, int numVertices,
DEVICE_CONTEXT context) {
return Create(numElements, numVertices,
context->GetContext(),
context->GetDeviceContext());
}
/// Destructor.
virtual ~CLD3D11VertexBuffer();
/// 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,
cl_command_queue clQueue);
/// template version for custom context (OpenCL) used by OsdMesh
template<typename DEVICE_CONTEXT>
void UpdateData(const float *src, int startVertex, int numVertices,
DEVICE_CONTEXT context) {
UpdateData(src, startVertex, numVertices, context->GetCommandQueue());
}
/// 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 the CL memory object.
cl_mem BindCLBuffer(cl_command_queue queue);
/// 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);
}
/// template version for custom context (OpenCL) used by OsdMesh
template<typename DEVICE_CONTEXT>
ID3D11Buffer *BindVBO(DEVICE_CONTEXT context) {
return BindD3D11Buffer(context->GetDeviceContext());
}
protected:
/// Constructor.
CLD3D11VertexBuffer(int numElements, int numVertices);
/// Allocates this buffer and registers as a cl resource.
/// Returns true if success.
bool allocate(cl_context clContext, ID3D11Device *device);
/// Acquire a resource from DirectX.
void map(cl_command_queue queue);
/// Releases a resource to DirectX.
void unmap();
private:
int _numElements;
int _numVertices;
ID3D11Buffer *_d3d11Buffer;
cl_command_queue _clQueue;
cl_mem _clMemory;
bool _clMapped;
};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OPENSUBDIV3_OSD_CL_D3D11_VERTEX_BUFFER_H