25 #ifndef OPENSUBDIV3_OSD_D3D11_VERTEX_BUFFER_H 26 #define OPENSUBDIV3_OSD_D3D11_VERTEX_BUFFER_H 28 #include "../version.h" 32 struct ID3D11DeviceContext;
33 struct ID3D11UnorderedAccessView;
36 namespace OPENSUBDIV_VERSION {
50 ID3D11DeviceContext *deviceContext);
57 void UpdateData(
const float *src,
int startVertex,
int numVertices,
58 ID3D11DeviceContext *deviceContext);
70 ID3D11Buffer *
BindVBO(ID3D11DeviceContext *deviceContext) {
75 ID3D11UnorderedAccessView *
BindD3D11UAV(ID3D11DeviceContext *deviceContext);
87 ID3D11Buffer *_buffer;
88 ID3D11Buffer *_uploadBuffer;
89 ID3D11UnorderedAccessView *_uav;
95 using namespace OPENSUBDIV_VERSION;
99 #endif // OPENSUBDIV3_OSD_D3D11_VERTEX_BUFFER_H bool allocate(ID3D11Device *device)
ID3D11Buffer * BindD3D11Buffer(ID3D11DeviceContext *deviceContext)
Returns the D3D11 buffer object.
Concrete vertex buffer class for DirectX subdivision and DirectX drawing.
ID3D11Buffer * BindVBO(ID3D11DeviceContext *deviceContext)
Returns the D3D11 buffer object (for Osd::Mesh interface)
ID3D11UnorderedAccessView * BindD3D11UAV(ID3D11DeviceContext *deviceContext)
Returns the D3D11 UAV.
virtual ~D3D11VertexBuffer()
Destructor.
void UpdateData(const float *src, int startVertex, int numVertices, ID3D11DeviceContext *deviceContext)
int GetNumVertices() const
Returns how many vertices allocated in this vertex buffer.
D3D11VertexBuffer(int numElements, int numVertices)
Constructor.
int GetNumElements() const
Returns how many elements defined in this vertex buffer.
static D3D11VertexBuffer * Create(int numElements, int numVertices, ID3D11DeviceContext *deviceContext)
Creator. Returns NULL if error.