OpenSubdiv/opensubdiv/osd/d3d11DrawContext.h
Nathan Litke 2a463b5c83 Draw contexts do not fully initialize patch arrays #281
* added the numVertexElements argument to Osd*DrawContext::Create, which is used to initialize the patch arrays when calling OsdDrawContext::ConvertPatchArrays
* removed the unused level argument from Osd*DrawContext::_initialize
* maintenance work on CL/D3D11 bindings to get them to compile
2014-04-17 18:55:07 -07:00

135 lines
4.6 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 OSD_D3D11L_DRAW_CONTEXT_H
#define OSD_D3D11L_DRAW_CONTEXT_H
#include "../version.h"
#include "../far/patchTables.h"
#include "../osd/drawContext.h"
#include "../osd/vertex.h"
#include <map>
struct ID3D11VertexShader;
struct ID3D11HullShader;
struct ID3D11DomainShader;
struct ID3D11GeometryShader;
struct ID3D11PixelShader;
struct ID3D11Buffer;
struct ID3D11ShaderResourceView;
struct ID3D11Device;
struct ID3D11DeviceContext;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
/// \brief D3D11 specialized DrawContext class
///
/// OsdD3D11DrawContext implements the OSD drawing interface with Microsoft(c)
/// DirectX D3D11 API.
/// Some functionality may be disabled depending on compile and run-time driver
/// support.
///
/// Contexts interface the serialized topological data pertaining to the
/// geometric primitives with the capabilities of the selected discrete
/// compute device.
///
class OsdD3D11DrawContext : public OsdDrawContext {
public:
typedef ID3D11Buffer * VertexBufferBinding;
virtual ~OsdD3D11DrawContext();
/// \brief Create an OsdD3D11DrawContext from FarPatchTables
///
/// @param patchTables a valid set of FarPatchTables
///
/// @param pd3d11DeviceContext a device context
///
/// @param numVertexElements the number of vertex elements
///
/// @param requireFVarData set to true to enable face-varying data to be
/// carried over from the Far data structures.
///
///
static OsdD3D11DrawContext *Create(FarPatchTables const *patchTables,
ID3D11DeviceContext *pd3d11DeviceContext,
int numVertexElements,
bool requireFVarData=false);
/// Set vbo as a vertex texture (for gregory patch drawing)
///
/// @param vbo the vertex buffer object to update
///
/// @param pd3d11DeviceContext a device context
///
template<class VERTEX_BUFFER>
void UpdateVertexTexture(VERTEX_BUFFER *vbo, ID3D11DeviceContext *pd3d11DeviceContext) {
if (vbo)
updateVertexTexture(vbo->BindD3D11Buffer(pd3d11DeviceContext),
pd3d11DeviceContext,
vbo->GetNumVertices(),
vbo->GetNumElements());
}
ID3D11Buffer *patchIndexBuffer;
ID3D11Buffer *ptexCoordinateBuffer;
ID3D11ShaderResourceView *ptexCoordinateBufferSRV;
ID3D11Buffer *fvarDataBuffer;
ID3D11Buffer *fvarDataBufferSRV;
ID3D11ShaderResourceView *vertexBufferSRV;
ID3D11Buffer *vertexValenceBuffer;
ID3D11ShaderResourceView *vertexValenceBufferSRV;
ID3D11Buffer *quadOffsetBuffer;
ID3D11ShaderResourceView *quadOffsetBufferSRV;
private:
OsdD3D11DrawContext();
// allocate buffers from patchTables
bool create(FarPatchTables const *patchTables,
ID3D11DeviceContext *pd3d11DeviceContext,
int numVertexElements,
bool requireFVarData);
void updateVertexTexture(ID3D11Buffer *vbo,
ID3D11DeviceContext *pd3d11DeviceContext,
int numVertices,
int numVertexElements);
int _numVertices;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif /* OSD_D3D11L_DRAW_CONTEXT_H */