127 lines
3.6 KiB
C++
127 lines
3.6 KiB
C++
//
|
|
// Copyright 2013 Pixar
|
|
//
|
|
// Licensed under the terms set forth in the LICENSE.txt file available at
|
|
// https://opensubdiv.org/license.
|
|
//
|
|
|
|
#ifndef OPENSUBDIV3_OSD_CL_D3D11_VERTEX_BUFFER_H
|
|
#define OPENSUBDIV3_OSD_CL_D3D11_VERTEX_BUFFER_H
|
|
|
|
#include "../version.h"
|
|
#include "../osd/opencl.h"
|
|
|
|
struct ID3D11VertexShader;
|
|
struct ID3D11HullShader;
|
|
struct ID3D11DomainShader;
|
|
struct ID3D11GeometryShader;
|
|
struct ID3D11PixelShader;
|
|
|
|
struct ID3D11Buffer;
|
|
struct ID3D11ShaderResourceView;
|
|
struct ID3D11Device;
|
|
struct ID3D11DeviceContext;
|
|
|
|
namespace OpenSubdiv {
|
|
namespace OPENSUBDIV_VERSION {
|
|
|
|
namespace Osd {
|
|
|
|
///
|
|
/// \brief Concrete vertex buffer class for OpenCL subdivision and DirectX
|
|
/// drawing.
|
|
///
|
|
/// D3D11VertexBuffer implements CLVertexBufferInterface and
|
|
/// D3D11VertexBufferInterface.
|
|
///
|
|
/// An instance of this buffer class can be passed to D3D11ComputeEvaluator.
|
|
///
|
|
class CLD3D11VertexBuffer {
|
|
public:
|
|
/// Creator. Returns NULL if error.
|
|
static CLD3D11VertexBuffer * Create(int numElements, int numVertices,
|
|
cl_context clContext,
|
|
ID3D11DeviceContext *deviceContext);
|
|
|
|
/// template version for custom context (OpenCL) used by OsdMesh
|
|
template<typename DEVICE_CONTEXT>
|
|
static CLD3D11VertexBuffer * Create(int numElements, int numVertices,
|
|
DEVICE_CONTEXT context) {
|
|
return Create(numElements, numVertices,
|
|
context->GetContext(),
|
|
context->GetDeviceContext());
|
|
}
|
|
|
|
|
|
/// Destructor.
|
|
virtual ~CLD3D11VertexBuffer();
|
|
|
|
/// 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);
|
|
|
|
/// template version for custom context (OpenCL) used by OsdMesh
|
|
template<typename DEVICE_CONTEXT>
|
|
void UpdateData(const float *src, int startVertex, int numVertices,
|
|
DEVICE_CONTEXT context) {
|
|
UpdateData(src, startVertex, numVertices, context->GetCommandQueue());
|
|
}
|
|
|
|
/// 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);
|
|
|
|
/// Returns the D3D11 buffer object (for Osd::Mesh interface)
|
|
ID3D11Buffer *BindVBO(ID3D11DeviceContext *deviceContext) {
|
|
return BindD3D11Buffer(deviceContext);
|
|
}
|
|
|
|
/// template version for custom context (OpenCL) used by OsdMesh
|
|
template<typename DEVICE_CONTEXT>
|
|
ID3D11Buffer *BindVBO(DEVICE_CONTEXT context) {
|
|
return BindD3D11Buffer(context->GetDeviceContext());
|
|
}
|
|
|
|
protected:
|
|
/// Constructor.
|
|
CLD3D11VertexBuffer(int numElements, int numVertices);
|
|
|
|
/// 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 Osd
|
|
|
|
} // end namespace OPENSUBDIV_VERSION
|
|
using namespace OPENSUBDIV_VERSION;
|
|
|
|
} // end namespace OpenSubdiv
|
|
|
|
#endif // OPENSUBDIV3_OSD_CL_D3D11_VERTEX_BUFFER_H
|