OpenSubdiv/opensubdiv/osd/d3d11PtexTexture.h
manuelk 10c687ecd5 Release Candidate 1.0 :
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf).

- New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code.

- DirectX 11 support

- and much more...
2012-12-10 17:15:13 -08:00

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//
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#ifndef OSD_D3D11_PTEX_TEXTURE_H
#define OSD_D3D11_PTEX_TEXTURE_H
#include "../version.h"
#include "../osd/nonCopyable.h"
class PtexTexture;
struct ID3D11Buffer;
struct ID3D11Texture2D;
struct ID3D11DeviceContext;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
/// OsdD3D11PtexTexture : implements simple support for ptex textures
///
/// The current implementation declares _texels as a TEXTURE2D_ARRAY of
/// n pages of a resolution that matches that of the largest face in the PTex file.
///
/// Two TEXTURE_BUFFER constructs are used
/// as lookup tables :
/// * _pages stores the array index in which a given face is located
/// * _layout stores 4 float coordinates : top-left corner and width/height for each face
///
/// GLSL fragments use SV_PrimitiveID and SV_DomainLocation to access the _pages and _layout
/// indirection tables, which provide then texture coordinates for the texels stored in
/// the _texels texture array.
///
/// Hbr provides per-face support for a ptex face indexing scheme. OsdD3D11DrawContext
/// class provides ptex face index lookup table as a texture buffer object that
/// can be accessed by HLSL shaders.
///
class OsdD3D11PtexTexture : OsdNonCopyable<OsdD3D11PtexTexture> {
public:
static OsdD3D11PtexTexture * Create(ID3D11DeviceContext *deviceContext,
PtexTexture * reader,
unsigned long int targetMemory = 0,
int gutterWidth = 0,
int pageMargin = 0);
/// Returns the texture buffer containing the lookup table associate each ptex
/// face index with its 3D texture page in the texels texture array.
ID3D11Buffer *GetPagesTextureBuffer() const { return _pages; }
/// Returns the texture buffer containing the layout of the ptex faces in the
/// texels texture array.
ID3D11Buffer *GetLayoutTextureBuffer() const { return _layout; }
/// Returns the texels texture array.
ID3D11Texture2D *GetTexelsTexture() const { return _texels; }
~OsdD3D11PtexTexture();
private:
OsdD3D11PtexTexture();
int _width, // widht / height / depth of the 3D texel buffer
_height,
_depth;
int _format; // texel color format
ID3D11Buffer *_pages, // per-face page indices into the texel array
*_layout; // per-face lookup table
// (vec4 : top-left corner & width / height)
ID3D11Texture2D *_texels; // texel data
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_D3D11_PTEX_TEXTURE_H