OpenSubdiv/opensubdiv/osd/d3d11PtexTexture.h

132 lines
5.5 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
#ifndef OSD_D3D11_PTEX_TEXTURE_H
#define OSD_D3D11_PTEX_TEXTURE_H
#include "../version.h"
#include "../osd/nonCopyable.h"
class PtexTexture;
struct ID3D11Buffer;
struct ID3D11Texture2D;
struct ID3D11DeviceContext;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
/// OsdD3D11PtexTexture : implements simple support for ptex textures
///
/// The current implementation declares _texels as a TEXTURE2D_ARRAY of
/// n pages of a resolution that matches that of the largest face in the PTex file.
///
/// Two TEXTURE_BUFFER constructs are used
/// as lookup tables :
/// * _pages stores the array index in which a given face is located
/// * _layout stores 4 float coordinates : top-left corner and width/height for each face
///
/// GLSL fragments use SV_PrimitiveID and SV_DomainLocation to access the _pages and _layout
/// indirection tables, which provide then texture coordinates for the texels stored in
/// the _texels texture array.
///
/// Hbr provides per-face support for a ptex face indexing scheme. OsdD3D11DrawContext
/// class provides ptex face index lookup table as a texture buffer object that
/// can be accessed by HLSL shaders.
///
class OsdD3D11PtexTexture : OsdNonCopyable<OsdD3D11PtexTexture> {
public:
static OsdD3D11PtexTexture * Create(ID3D11DeviceContext *deviceContext,
PtexTexture * reader,
unsigned long int targetMemory = 0,
int gutterWidth = 0,
int pageMargin = 0);
/// Returns the texture buffer containing the lookup table associate each ptex
/// face index with its 3D texture page in the texels texture array.
ID3D11Buffer *GetPagesTextureBuffer() const { return _pages; }
/// Returns the texture buffer containing the layout of the ptex faces in the
/// texels texture array.
ID3D11Buffer *GetLayoutTextureBuffer() const { return _layout; }
/// Returns the texels texture array.
ID3D11Texture2D *GetTexelsTexture() const { return _texels; }
~OsdD3D11PtexTexture();
private:
OsdD3D11PtexTexture();
int _width, // widht / height / depth of the 3D texel buffer
_height,
_depth;
int _format; // texel color format
ID3D11Buffer *_pages, // per-face page indices into the texel array
*_layout; // per-face lookup table
// (vec4 : top-left corner & width / height)
ID3D11Texture2D *_texels; // texel data
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_D3D11_PTEX_TEXTURE_H