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https://github.com/PixarAnimationStudios/OpenSubdiv
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6ef232c95a
If the system has CLEW installed (which is detected by recently added FindCLEW routines) then OpenSubduv would be compiled against this library. It makes binaries and libraries more portable across the systems, so it's possible to run the same binary on systems with and without OpenCL SDK installed. The most annoying part of the change is updating examples to load OpenCL libraries, but ideally code around controllers and interface creation is to be de-duplicated anyway. Based on the pull request #303 from Martijn Berger
114 lines
3.6 KiB
C++
114 lines
3.6 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 OSD_CL_D3D11_VERTEX_BUFFER_H
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#define OSD_CL_D3D11_VERTEX_BUFFER_H
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#include "../version.h"
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#include "../osd/opencl.h"
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struct ID3D11VertexShader;
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struct ID3D11HullShader;
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struct ID3D11DomainShader;
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struct ID3D11GeometryShader;
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struct ID3D11PixelShader;
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struct ID3D11Buffer;
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struct ID3D11ShaderResourceView;
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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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///
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/// \brief Concrete vertex buffer class for OpenCL subvision and DirectX
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/// drawing.
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///
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/// OsdD3D11VertexBuffer implements OsdCLVertexBufferInterface and
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/// OsdD3D11VertexBufferInterface.
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///
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/// An instance of this buffer class can be passed to OsdD3D11ComputeController.
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///
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class OsdCLD3D11VertexBuffer {
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public:
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/// Creator. Returns NULL if error.
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static OsdCLD3D11VertexBuffer * Create(int numElements,
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int numVertices,
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cl_context clContext,
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ID3D11Device *device);
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/// Destructor.
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virtual ~OsdCLD3D11VertexBuffer();
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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, cl_command_queue clQueue);
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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 the CL memory object.
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cl_mem BindCLBuffer(cl_command_queue queue);
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/// Returns the D3D11 buffer object.
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ID3D11Buffer *BindD3D11Buffer(ID3D11DeviceContext *deviceContext);
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protected:
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/// Constructor.
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OsdCLD3D11VertexBuffer(int numElements,
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int numVertices,
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cl_context clContext,
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ID3D11Device *device);
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/// Allocates this buffer and registers as a cl resource.
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/// Returns true if success.
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bool allocate(cl_context clContext, ID3D11Device *device);
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/// Acquire a resource from DirectX.
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void map(cl_command_queue queue);
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/// Releases a resource to DirectX.
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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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cl_command_queue _clQueue;
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cl_mem _clMemory;
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bool _clMapped;
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};
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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 // OSD_CL_D3D11_VERTEX_BUFFER_H
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