Add Chromium-only Blender WebEngine parity work
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blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/cudaD3D11VertexBuffer.h
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blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/cudaD3D11VertexBuffer.h
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//
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// Copyright 2013 Pixar
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//
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// Licensed under the terms set forth in the LICENSE.txt file available at
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// https://opensubdiv.org/license.
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//
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#ifndef OPENSUBDIV3_OSD_CUDA_D3D11_VERTEX_BUFFER_H
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#define OPENSUBDIV3_OSD_CUDA_D3D11_VERTEX_BUFFER_H
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#include "../version.h"
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struct cudaGraphicsResource;
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struct ID3D11Buffer;
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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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namespace Osd {
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/// \brief Concrete vertex buffer class for cuda subdivision and D3D11 drawing.
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///
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/// CudaD3D11VertexBuffer implements CudaVertexBufferInterface and
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/// D3D11VertexBufferInterface.
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///
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/// The buffer interop between Cuda and D3D is handled automatically when a
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/// client calls BindCudaBuffer and BindVBO methods.
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///
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class CudaD3D11VertexBuffer {
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public:
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/// Creator. Returns NULL if error.
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static CudaD3D11VertexBuffer * Create(int numElements,
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int numVertices,
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ID3D11DeviceContext *deviceContext);
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/// Destructor.
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virtual ~CudaD3D11VertexBuffer();
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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,
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void * /*deviceContext*/);
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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 cuda memory. DX buffer will be mapped to cuda resource
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/// if necessary.
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float * BindCudaBuffer();
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/// Returns the D3D11 buffer object.
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ID3D11Buffer *BindD3D11Buffer(ID3D11DeviceContext *deviceContext);
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/// Returns the D3D11 buffer object (for Osd::Mesh interface)
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ID3D11Buffer *BindVBO(ID3D11DeviceContext *deviceContext) {
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return BindD3D11Buffer(deviceContext);
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}
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protected:
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/// Constructor.
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CudaD3D11VertexBuffer(int numElements, int numVertices);
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bool allocate(ID3D11Device *device);
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// Acquires a cuda resource from DX11
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void map();
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// Releases a cuda resource to DX11
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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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void *_cudaBuffer;
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cudaGraphicsResource *_cudaResource;
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};
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} // end namespace Osd
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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 // OPENSUBDIV3_OSD_CUDA_D3D11_VERTEX_BUFFER_H
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