OpenSubdiv/opensubdiv/osd/d3d11ComputeContext.h
Takahito Tejima 8da827336d Removes FarKernelBatch.
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.
2015-04-10 11:08:24 -07:00

129 lines
4.2 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_D3D11_COMPUTE_CONTEXT_H
#define OSD_D3D11_COMPUTE_CONTEXT_H
#include "../version.h"
#include "../osd/nonCopyable.h"
struct ID3D11DeviceContext;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Far{ class StencilTables; }
namespace Osd {
///
/// \brief D3D Refine Context
///
/// The D3D implementation of the Refine module contextual functionality.
///
/// Contexts interface the serialized topological data pertaining to the
/// geometric primitives with the capabilities of the selected discrete
/// compute device.
///
class D3D11ComputeContext : public NonCopyable<D3D11ComputeContext> {
public:
/// Creates an D3D11ComputeContext instance
///
/// @param vertexStencilTables The Far::StencilTables used for vertex
/// interpolation
///
/// @param varyingStencilTables The Far::StencilTables used for varying
/// interpolation
///
/// @param deviceContext The D3D device
///
static D3D11ComputeContext * Create(ID3D11DeviceContext *deviceContext,
Far::StencilTables const * vertexStencilTables,
Far::StencilTables const * varyingStencilTables=0);
/// Destructor
virtual ~D3D11ComputeContext();
/// Returns true if the Context has a 'vertex' interpolation stencil table
bool HasVertexStencilTables() const;
/// Returns true if the Context has a 'varying' interpolation stencil table
bool HasVaryingStencilTables() const;
/// Returns the number of control vertices
int GetNumControlVertices() const {
return _numControlVertices;
}
/// Returns the number of stencils in vertex stencil table
int GetNumStencilsInVertexStencilTables() const;
/// Returns the number of stencils in varying stencil table
int GetNumStencilsInVaryingStencilTables() const;
/// Binds D3D11 buffers containing stencils for 'vertex' interpolation
///
/// @param deviceContext The D3D device
///
void BindVertexStencilTables(ID3D11DeviceContext *deviceContext) const;
/// Binds D3D11 buffers containing stencils for 'varying' interpolation
///
/// @param deviceContext The D3D device
///
void BindVaryingStencilTables(ID3D11DeviceContext *deviceContext) const;
/// Unbinds D3D11 stencil buffers
///
/// @param deviceContext The D3D device
///
void UnbindStencilTables(ID3D11DeviceContext *deviceContext) const;
protected:
explicit D3D11ComputeContext(ID3D11DeviceContext *deviceContext,
Far::StencilTables const * vertexStencilTables,
Far::StencilTables const * varyingStencilTables);
private:
class D3D11StencilTables;
D3D11StencilTables * _vertexStencilTables,
* _varyingStencilTables;
int _numControlVertices;
};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_D3D11_COMPUTE_CONTEXT_H