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https://github.com/PixarAnimationStudios/OpenSubdiv
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392e5e8bed
While this may be worth revisiting, we should first quantify the benefits and identify the compilers that support it. Ultimately, we may never use pragma once in favor of strictly using standard C++.
110 lines
3.4 KiB
C++
110 lines
3.4 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef OPENSUBDIV3_OSD_CUDA_D3D11_VERTEX_BUFFER_H
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#define OPENSUBDIV3_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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namespace Osd {
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/// \brief Concrete vertex buffer class for cuda subvision and D3D11 drawing.
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///
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/// CudaD3D11VertexBuffer implements CudaVertexBufferInterface and
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/// D3D11VertexBufferInterface.
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///
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/// The buffer interop between Cuda and D3D is handled automatically when a
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/// client calls BindCudaBuffer and BindVBO methods.
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///
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class CudaD3D11VertexBuffer {
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public:
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/// Creator. Returns NULL if error.
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static CudaD3D11VertexBuffer * Create(int numElements,
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int numVertices,
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ID3D11DeviceContext *deviceContext);
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/// Destructor.
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virtual ~CudaD3D11VertexBuffer();
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/// This method is meant to be used in client code in order to provide coarse
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/// vertices data to Osd.
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void UpdateData(const float *src, int startVertex, int numVertices,
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void * /*deviceContext*/);
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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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/// Returns the D3D11 buffer object (for Osd::Mesh interface)
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ID3D11Buffer *BindVBO(ID3D11DeviceContext *deviceContext) {
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return BindD3D11Buffer(deviceContext);
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}
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protected:
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/// Constructor.
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CudaD3D11VertexBuffer(int numElements, int numVertices);
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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 Osd
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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 // OPENSUBDIV3_OSD_CUDA_D3D11_VERTEX_BUFFER_H
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