// // Copyright 2013 Pixar // // Licensed under the terms set forth in the LICENSE.txt file available at // https://opensubdiv.org/license. // #ifndef OPENSUBDIV3_OSD_CPU_D3D11_VERTEX_BUFFER_H #define OPENSUBDIV3_OSD_CPU_D3D11_VERTEX_BUFFER_H #include "../version.h" #include struct ID3D11Buffer; struct ID3D11Device; struct ID3D11DeviceContext; namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Osd { /// /// \brief Concrete vertex buffer class for Cpu subdivision and DirectX drawing. /// /// CpuD3D11VertexBuffer implements CpuVertexBufferInterface and /// D3D11VertexBufferInterface. /// /// An instance of this buffer class can be passed to CpuEvaluator. /// class CpuD3D11VertexBuffer { public: /// Creator. Returns NULL if error. static CpuD3D11VertexBuffer * Create(int numElements, int numVertices, ID3D11DeviceContext *deviceContext); /// Destructor. virtual ~CpuD3D11VertexBuffer(); /// 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, void *deviceContext = NULL); /// 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 address of CPU buffer. float * BindCpuBuffer(); /// Returns the D3D11 buffer object. ID3D11Buffer *BindD3D11Buffer(ID3D11DeviceContext *deviceContext); /// Returns the D3D11 buffer object (for Osd::Mesh interface) ID3D11Buffer *BindVBO(ID3D11DeviceContext *deviceContext) { return BindD3D11Buffer(deviceContext); } protected: /// Constructor. CpuD3D11VertexBuffer(int numElements, int numVertices); bool allocate(ID3D11Device *device); private: int _numElements; int _numVertices; ID3D11Buffer *_d3d11Buffer; float *_cpuBuffer; }; } // end namespace Osd } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OPENSUBDIV3_OSD_CPU_D3D11_VERTEX_BUFFER_H