OpenSubdiv/opensubdiv/osd/d3d11DrawContext.h
2013-05-14 10:48:48 -07:00

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//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
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// the license, do not use the software.
//
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// any additions or changes to the software.
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// directly on its contribution.
//
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#ifndef OSD_D3D11L_DRAW_CONTEXT_H
#define OSD_D3D11L_DRAW_CONTEXT_H
#include "../version.h"
#include "../far/mesh.h"
#include "../osd/drawContext.h"
#include "../osd/vertex.h"
#include <map>
struct ID3D11VertexShader;
struct ID3D11HullShader;
struct ID3D11DomainShader;
struct ID3D11GeometryShader;
struct ID3D11PixelShader;
struct ID3D11Buffer;
struct ID3D11ShaderResourceView;
struct ID3D11Device;
struct ID3D11DeviceContext;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
class OsdD3D11DrawContext : public OsdDrawContext {
public:
typedef ID3D11Buffer * VertexBufferBinding;
virtual ~OsdD3D11DrawContext();
/// Create a OsdD3D11DrawContext from FarMesh
static OsdD3D11DrawContext *Create(FarMesh<OsdVertex> const *farMesh,
ID3D11DeviceContext *pd3d11DeviceContext,
bool requireFVarData=false);
/// Create a OsdD3D11DrawContext from FarPatchTables
///
static OsdD3D11DrawContext *Create(FarPatchTables const *patchTables,
ID3D11DeviceContext *pd3d11DeviceContext,
bool requireFVarData=false);
/// Set vbo as a vertex texture (for gregory patch drawing)
template<class VERTEX_BUFFER>
void UpdateVertexTexture(VERTEX_BUFFER *vbo, ID3D11DeviceContext *pd3d11DeviceContext) {
updateVertexTexture(vbo->BindD3D11Buffer(pd3d11DeviceContext),
pd3d11DeviceContext,
vbo->GetNumVertices(),
vbo->GetNumElements());
}
ID3D11Buffer *patchIndexBuffer;
ID3D11Buffer *ptexCoordinateBuffer;
ID3D11ShaderResourceView *ptexCoordinateBufferSRV;
ID3D11Buffer *fvarDataBuffer;
ID3D11Buffer *fvarDataBufferSRV;
ID3D11ShaderResourceView *vertexBufferSRV;
ID3D11Buffer *vertexValenceBuffer;
ID3D11ShaderResourceView *vertexValenceBufferSRV;
ID3D11Buffer *quadOffsetBuffer;
ID3D11ShaderResourceView *quadOffsetBufferSRV;
private:
OsdD3D11DrawContext();
// allocate buffers from patchTables
bool allocate(FarPatchTables const *patchTables,
ID3D11DeviceContext *pd3d11DeviceContext,
bool requireFVarData);
// XXX: will retire soon
bool allocateUniform(FarMesh<OsdVertex> const *farMesh,
ID3D11DeviceContext *pd3d11DeviceContext,
bool requireFVarData);
void updateVertexTexture(ID3D11Buffer *vbo,
ID3D11DeviceContext *pd3d11DeviceContext,
int numVertices,
int numElements);
int _numVertices;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif /* OSD_D3D11L_DRAW_CONTEXT_H */