OpenSubdiv/examples/common/d3d11PtexMipmapTexture.h
manuelk 84d0e02fa2 dxPtexViewer code example updates:
- update GUI to match more closely glPtexViewer
- added pipeline stats query for number of triangles tesselated
- matched CPU / GPU compute timers
- added obj animation
- fixed near / far clip planes
2016-02-24 11:38:14 -08:00

81 lines
2.9 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 OPENSUBDIV_EXAMPLES_D3D11_PTEX_MIPMAP_TEXTURE_H
#define OPENSUBDIV_EXAMPLES_D3D11_PTEX_MIPMAP_TEXTURE_H
#include <osd/nonCopyable.h>
#include <Ptexture.h>
struct ID3D11Buffer;
struct ID3D11Texture2D;
struct ID3D11DeviceContext;
struct ID3D11ShaderResourceView;
class D3D11PtexMipmapTexture : OpenSubdiv::Osd::NonCopyable<D3D11PtexMipmapTexture> {
public:
static D3D11PtexMipmapTexture * Create(ID3D11DeviceContext *deviceContext,
PtexTexture * reader,
int maxLevels=10,
size_t targetMemory=0);
/// Returns GLSL shader snippet to fetch ptex
static const char *GetShaderSource();
/// Returns the texture buffer containing the layout of the ptex faces
/// in the texels texture array.
ID3D11Buffer *GetLayoutTextureBuffer() const { return _layout; }
ID3D11ShaderResourceView **GetLayoutSRV() { return &_layoutSRV; }
/// Returns the texels texture array.
ID3D11Texture2D *GetTexelsTexture() const { return _texels; }
ID3D11ShaderResourceView **GetTexelsSRV() { return &_texelsSRV; }
/// Returns the amount of allocated memory (in byte)
size_t GetMemoryUsage() const { return _memoryUsage; }
~D3D11PtexMipmapTexture();
private:
D3D11PtexMipmapTexture();
int _width, // widht / height / depth of the 3D texel buffer
_height,
_depth;
int _format; // texel color format
ID3D11Buffer *_layout; // per-face lookup table
ID3D11Texture2D *_texels; // texel data
ID3D11ShaderResourceView *_layoutSRV;
ID3D11ShaderResourceView *_texelsSRV;
size_t _memoryUsage; // total amount of memory used (estimate)
};
#endif // OPENSUBDIV_EXAMPLES_D3D11_PTEX_TEXTURE_H