mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-12 03:50:09 +00:00
2a463b5c83
* 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
119 lines
3.6 KiB
C++
119 lines
3.6 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_CL_D3D11_VERTEX_BUFFER_H
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#define OSD_CL_D3D11_VERTEX_BUFFER_H
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#include "../version.h"
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#if defined(__APPLE__)
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#include <OpenCL/opencl.h>
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#else
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#include <CL/opencl.h>
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#endif
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struct ID3D11VertexShader;
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struct ID3D11HullShader;
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struct ID3D11DomainShader;
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struct ID3D11GeometryShader;
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struct ID3D11PixelShader;
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struct ID3D11Buffer;
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struct ID3D11ShaderResourceView;
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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///
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/// \brief Concrete vertex buffer class for OpenCL subvision and DirectX
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/// drawing.
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///
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/// OsdD3D11VertexBuffer implements OsdCLVertexBufferInterface and
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/// OsdD3D11VertexBufferInterface.
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///
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/// An instance of this buffer class can be passed to OsdD3D11ComputeController.
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///
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class OsdCLD3D11VertexBuffer {
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public:
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/// Creator. Returns NULL if error.
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static OsdCLD3D11VertexBuffer * Create(int numElements,
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int numVertices,
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cl_context clContext,
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ID3D11Device *device);
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/// Destructor.
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virtual ~OsdCLD3D11VertexBuffer();
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/// This method is meant to be used in client code in order to provide coarse
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/// vertices data to Osd.
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void UpdateData(const float *src, int startVertex, int numVertices, cl_command_queue clQueue);
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/// Returns how many elements defined in this vertex buffer.
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int GetNumElements() const;
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/// Returns how many vertices allocated in this vertex buffer.
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int GetNumVertices() const;
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/// Returns the CL memory object.
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cl_mem BindCLBuffer(cl_command_queue queue);
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/// Returns the D3D11 buffer object.
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ID3D11Buffer *BindD3D11Buffer(ID3D11DeviceContext *deviceContext);
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protected:
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/// Constructor.
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OsdCLD3D11VertexBuffer(int numElements,
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int numVertices,
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cl_context clContext,
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ID3D11Device *device);
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/// Allocates this buffer and registers as a cl resource.
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/// Returns true if success.
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bool allocate(cl_context clContext, ID3D11Device *device);
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/// Acquire a resource from DirectX.
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void map(cl_command_queue queue);
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/// Releases a resource to DirectX.
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void unmap();
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private:
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int _numElements;
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int _numVertices;
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ID3D11Buffer *_d3d11Buffer;
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cl_command_queue _clQueue;
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cl_mem _clMemory;
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bool _clMapped;
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};
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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_CL_D3D11_VERTEX_BUFFER_H
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