OpenSubdiv/opensubdiv/osd/d3d11Mesh.h

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//
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#ifndef OSD_D3D11MESH_H
#define OSD_D3D11MESH_H
#include "../version.h"
#include "../osd/mesh.h"
#include "../osd/d3d11ComputeController.h"
#include "../osd/d3d11DrawContext.h"
#include "../osd/d3d11VertexBuffer.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
typedef OsdMeshInterface<OsdD3D11DrawContext> OsdD3D11MeshInterface;
template <class VERTEX_BUFFER, class COMPUTE_CONTROLLER>
class OsdMesh<VERTEX_BUFFER, COMPUTE_CONTROLLER, OsdD3D11DrawContext> : public OsdD3D11MeshInterface {
public:
typedef VERTEX_BUFFER VertexBuffer;
typedef COMPUTE_CONTROLLER ComputeController;
typedef typename ComputeController::ComputeContext ComputeContext;
typedef OsdD3D11DrawContext DrawContext;
typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
OsdMesh(ComputeController * computeController,
HbrMesh<OsdVertex> * hmesh,
int numElements,
int level,
OsdMeshBitset bits,
ID3D11DeviceContext *d3d11DeviceContext) :
_farMesh(0),
_vertexBuffer(0),
_computeContext(0),
_computeController(computeController),
_drawContext(0),
_pd3d11DeviceContext(d3d11DeviceContext)
{
FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
_farMesh = meshFactory.Create(bits.test(MeshFVarData));
ID3D11Device * pd3d11Device;
_pd3d11DeviceContext->GetDevice(&pd3d11Device);
int numVertices = _farMesh->GetNumVertices();
_vertexBuffer = VertexBuffer::Create(numElements, numVertices, pd3d11Device);
_computeContext = ComputeContext::Create(_farMesh);
_drawContext = DrawContext::Create(_farMesh->GetPatchTables(),
_pd3d11DeviceContext,
bits.test(MeshFVarData));
assert(_drawContext);
_drawContext->UpdateVertexTexture(_vertexBuffer, _pd3d11DeviceContext);
}
virtual ~OsdMesh() {
delete _farMesh;
delete _vertexBuffer;
delete _computeContext;
delete _drawContext;
}
virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _pd3d11DeviceContext);
}
virtual void Refine() {
_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer);
}
virtual void Synchronize() {
_computeController->Synchronize();
}
virtual VertexBufferBinding BindVertexBuffer() {
return _vertexBuffer->BindD3D11Buffer(_pd3d11DeviceContext);
}
virtual DrawContext * GetDrawContext() {
return _drawContext;
}
private:
FarMesh<OsdVertex> *_farMesh;
VertexBuffer *_vertexBuffer;
ComputeContext *_computeContext;
ComputeController *_computeController;
DrawContext *_drawContext;
ID3D11DeviceContext *_pd3d11DeviceContext;
};
template <>
class OsdMesh<OsdD3D11VertexBuffer, OsdD3D11ComputeController, OsdD3D11DrawContext> : public OsdD3D11MeshInterface {
public:
typedef OsdD3D11VertexBuffer VertexBuffer;
typedef OsdD3D11ComputeController ComputeController;
typedef ComputeController::ComputeContext ComputeContext;
typedef OsdD3D11DrawContext DrawContext;
typedef DrawContext::VertexBufferBinding VertexBufferBinding;
OsdMesh(ComputeController * computeController,
HbrMesh<OsdVertex> * hmesh,
int numElements,
int level,
OsdMeshBitset bits,
ID3D11DeviceContext *d3d11DeviceContext) :
_farMesh(0),
_vertexBuffer(0),
_computeContext(0),
_computeController(computeController),
_drawContext(0),
_pd3d11DeviceContext(d3d11DeviceContext)
{
FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
_farMesh = meshFactory.Create(bits.test(MeshFVarData));
ID3D11Device * pd3d11Device;
_pd3d11DeviceContext->GetDevice(&pd3d11Device);
int numVertices = _farMesh->GetNumVertices();
_vertexBuffer = VertexBuffer::Create(numElements, numVertices, pd3d11Device);
_computeContext = ComputeContext::Create(_farMesh, _pd3d11DeviceContext);
_drawContext = DrawContext::Create(_farMesh->GetPatchTables(),
_pd3d11DeviceContext,
bits.test(MeshFVarData));
_drawContext->UpdateVertexTexture(_vertexBuffer, _pd3d11DeviceContext);
}
virtual ~OsdMesh() {
delete _farMesh;
delete _vertexBuffer;
delete _computeContext;
delete _drawContext;
}
virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _pd3d11DeviceContext);
}
virtual void Refine() {
_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer);
}
virtual void Synchronize() {
_computeController->Synchronize();
}
virtual VertexBufferBinding BindVertexBuffer() {
return _vertexBuffer->BindD3D11Buffer(_pd3d11DeviceContext);
}
virtual DrawContext * GetDrawContext() {
return _drawContext;
}
private:
FarMesh<OsdVertex> *_farMesh;
VertexBuffer *_vertexBuffer;
ComputeContext *_computeContext;
ComputeController *_computeController;
DrawContext *_drawContext;
ID3D11DeviceContext *_pd3d11DeviceContext;
};
#ifdef OPENSUBDIV_HAS_OPENCL
#if defined(__APPLE__)
#include <OpenCL/opencl.h>
#else
#include <CL/opencl.h>
#endif
class OsdCLComputeController;
template <class VERTEX_BUFFER>
class OsdMesh<VERTEX_BUFFER, OsdCLComputeController, OsdD3D11DrawContext> : public OsdD3D11MeshInterface {
public:
typedef VERTEX_BUFFER VertexBuffer;
typedef OsdCLComputeController ComputeController;
typedef typename ComputeController::ComputeContext ComputeContext;
typedef OsdD3D11DrawContext DrawContext;
typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
OsdMesh(ComputeController * computeController,
HbrMesh<OsdVertex> * hmesh,
int numElements,
int level,
OsdMeshBitset bits,
cl_context clContext,
cl_command_queue clQueue,
ID3D11DeviceContext *d3d11DeviceContext) :
_farMesh(0),
_vertexBuffer(0),
_computeContext(0),
_computeController(computeController),
_drawContext(0),
_clContext(clContext),
_clQueue(clQueue),
_pd3d11DeviceContext(d3d11DeviceContext)
{
FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
_farMesh = meshFactory.Create(bits.test(MeshPtexData),
bits.test(MeshFVarData));
ID3D11Device * pd3d11Device;
_pd3d11DeviceContext->GetDevice(&pd3d11Device);
int numVertices = _farMesh->GetNumVertices();
_vertexBuffer = typename VertexBuffer::Create(numElements, numVertices, _clContext, pd3d11Device);
_computeContext = ComputeContext::Create(_farMesh, _clContext);
_drawContext = DrawContext::Create(_farMesh, _vertexBuffer,
_pd3d11DeviceContext,
bits.test(MeshPtexData),
bits.test(MeshFVarData));
}
virtual ~OsdMesh() {
delete _farMesh;
delete _vertexBuffer;
delete _computeContext;
delete _drawContext;
}
virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
virtual void UpdateVertexBuffer(float const *vertexData, int numVerts) {
ID3D11Device * pd3d11Device;
_pd3d11DeviceContext->GetDevice(&pd3d11Device);
_vertexBuffer->UpdateData(vertexData, numVerts, _clQueue, pd3d11Device);
}
virtual void Refine() {
_computeController->Refine(_computeContext, _vertexBuffer);
}
virtual void Synchronize() {
_computeController->Synchronize();
}
virtual VertexBufferBinding BindVertexBuffer() {
return _vertexBuffer->BindD3D11Buffer(_pd3d11DeviceContext);
}
virtual DrawContext * GetDrawContext() {
return _drawContext;
}
private:
FarMesh<OsdVertex> *_farMesh;
VertexBuffer *_vertexBuffer;
ComputeContext *_computeContext;
ComputeController *_computeController;
DrawContext *_drawContext;
cl_context _clContext;
cl_command_queue _clQueue;
ID3D11DeviceContext *_pd3d11DeviceContext;
};
#endif
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_D3D11MESH_H