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https://github.com/PixarAnimationStudios/OpenSubdiv
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8da827336d
This is the first step to tease off Osd compute controller/contexts from Far API. Currently FarStencilTable only creates a kernelbatch for the entire range, so we can use [0, numStencils) for all cases instead of KernelBatch. This might not be true if we apply non-factorized level-wise stencils, then we'll add another modular utility to serve those cases.
129 lines
4.2 KiB
C++
129 lines
4.2 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_D3D11_COMPUTE_CONTEXT_H
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#define OSD_D3D11_COMPUTE_CONTEXT_H
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#include "../version.h"
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#include "../osd/nonCopyable.h"
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struct ID3D11DeviceContext;
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Far{ class StencilTables; }
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namespace Osd {
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///
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/// \brief D3D Refine Context
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///
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/// The D3D implementation of the Refine module contextual functionality.
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///
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/// Contexts interface the serialized topological data pertaining to the
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/// geometric primitives with the capabilities of the selected discrete
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/// compute device.
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///
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class D3D11ComputeContext : public NonCopyable<D3D11ComputeContext> {
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public:
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/// Creates an D3D11ComputeContext instance
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///
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/// @param vertexStencilTables The Far::StencilTables used for vertex
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/// interpolation
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///
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/// @param varyingStencilTables The Far::StencilTables used for varying
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/// interpolation
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///
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/// @param deviceContext The D3D device
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///
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static D3D11ComputeContext * Create(ID3D11DeviceContext *deviceContext,
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Far::StencilTables const * vertexStencilTables,
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Far::StencilTables const * varyingStencilTables=0);
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/// Destructor
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virtual ~D3D11ComputeContext();
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/// Returns true if the Context has a 'vertex' interpolation stencil table
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bool HasVertexStencilTables() const;
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/// Returns true if the Context has a 'varying' interpolation stencil table
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bool HasVaryingStencilTables() const;
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/// Returns the number of control vertices
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int GetNumControlVertices() const {
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return _numControlVertices;
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}
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/// Returns the number of stencils in vertex stencil table
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int GetNumStencilsInVertexStencilTables() const;
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/// Returns the number of stencils in varying stencil table
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int GetNumStencilsInVaryingStencilTables() const;
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/// Binds D3D11 buffers containing stencils for 'vertex' interpolation
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///
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/// @param deviceContext The D3D device
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///
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void BindVertexStencilTables(ID3D11DeviceContext *deviceContext) const;
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/// Binds D3D11 buffers containing stencils for 'varying' interpolation
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///
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/// @param deviceContext The D3D device
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///
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void BindVaryingStencilTables(ID3D11DeviceContext *deviceContext) const;
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/// Unbinds D3D11 stencil buffers
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///
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/// @param deviceContext The D3D device
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///
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void UnbindStencilTables(ID3D11DeviceContext *deviceContext) const;
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protected:
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explicit D3D11ComputeContext(ID3D11DeviceContext *deviceContext,
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Far::StencilTables const * vertexStencilTables,
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Far::StencilTables const * varyingStencilTables);
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private:
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class D3D11StencilTables;
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D3D11StencilTables * _vertexStencilTables,
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* _varyingStencilTables;
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int _numControlVertices;
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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 // OSD_D3D11_COMPUTE_CONTEXT_H
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