OpenSubdiv/opensubdiv/osd/cudaD3D11VertexBuffer.h
Mike Erwin fc19cd2604 spelling phase 2
For completeness, ran files through an automated spell checker (Visual
Studio plugin) which caught several things missed while reading.
2017-01-24 22:48:44 -08:00

110 lines
3.4 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_CUDA_D3D11_VERTEX_BUFFER_H
#define OPENSUBDIV3_OSD_CUDA_D3D11_VERTEX_BUFFER_H
#include "../version.h"
struct cudaGraphicsResource;
struct ID3D11Buffer;
struct ID3D11Device;
struct ID3D11DeviceContext;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
/// \brief Concrete vertex buffer class for cuda subdivision and D3D11 drawing.
///
/// CudaD3D11VertexBuffer implements CudaVertexBufferInterface and
/// D3D11VertexBufferInterface.
///
/// The buffer interop between Cuda and D3D is handled automatically when a
/// client calls BindCudaBuffer and BindVBO methods.
///
class CudaD3D11VertexBuffer {
public:
/// Creator. Returns NULL if error.
static CudaD3D11VertexBuffer * Create(int numElements,
int numVertices,
ID3D11DeviceContext *deviceContext);
/// Destructor.
virtual ~CudaD3D11VertexBuffer();
/// 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,
void * /*deviceContext*/);
/// 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 cuda memory. DX buffer will be mapped to cuda resource
/// if necessary.
float * BindCudaBuffer();
/// 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);
}
protected:
/// Constructor.
CudaD3D11VertexBuffer(int numElements, int numVertices);
bool allocate(ID3D11Device *device);
// Acquires a cuda resource from DX11
void map();
// Releases a cuda resource to DX11
void unmap();
private:
int _numElements;
int _numVertices;
ID3D11Buffer *_d3d11Buffer;
void *_cudaBuffer;
cudaGraphicsResource *_cudaResource;
};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OPENSUBDIV3_OSD_CUDA_D3D11_VERTEX_BUFFER_H