OpenSubdiv/opensubdiv/osd/clD3D11VertexBuffer.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

119 lines
3.6 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_CL_D3D11_VERTEX_BUFFER_H
#define OSD_CL_D3D11_VERTEX_BUFFER_H
#include "../version.h"
#if defined(__APPLE__)
#include <OpenCL/opencl.h>
#else
#include <CL/opencl.h>
#endif
struct ID3D11VertexShader;
struct ID3D11HullShader;
struct ID3D11DomainShader;
struct ID3D11GeometryShader;
struct ID3D11PixelShader;
struct ID3D11Buffer;
struct ID3D11ShaderResourceView;
struct ID3D11Device;
struct ID3D11DeviceContext;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
///
/// \brief Concrete vertex buffer class for OpenCL subvision and DirectX
/// drawing.
///
/// OsdD3D11VertexBuffer implements OsdCLVertexBufferInterface and
/// OsdD3D11VertexBufferInterface.
///
/// An instance of this buffer class can be passed to OsdD3D11ComputeController.
///
class OsdCLD3D11VertexBuffer {
public:
/// Creator. Returns NULL if error.
static OsdCLD3D11VertexBuffer * Create(int numElements,
int numVertices,
cl_context clContext,
ID3D11Device *device);
/// Destructor.
virtual ~OsdCLD3D11VertexBuffer();
/// This method is meant to be used in client code in order to provide coarse
/// vertices data to Osd.
void UpdateData(const float *src, int startVertex, int numVertices, cl_command_queue clQueue);
/// Returns how many elements defined in this vertex buffer.
int GetNumElements() const;
/// Returns how many vertices allocated in this vertex buffer.
int GetNumVertices() const;
/// Returns the CL memory object.
cl_mem BindCLBuffer(cl_command_queue queue);
/// Returns the D3D11 buffer object.
ID3D11Buffer *BindD3D11Buffer(ID3D11DeviceContext *deviceContext);
protected:
/// Constructor.
OsdCLD3D11VertexBuffer(int numElements,
int numVertices,
cl_context clContext,
ID3D11Device *device);
/// Allocates this buffer and registers as a cl resource.
/// Returns true if success.
bool allocate(cl_context clContext, ID3D11Device *device);
/// Acquire a resource from DirectX.
void map(cl_command_queue queue);
/// Releases a resource to DirectX.
void unmap();
private:
int _numElements;
int _numVertices;
ID3D11Buffer *_d3d11Buffer;
cl_command_queue _clQueue;
cl_mem _clMemory;
bool _clMapped;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_CL_D3D11_VERTEX_BUFFER_H