25 #ifndef OPENSUBDIV3_OSD_CPU_D3D11_VERTEX_BUFFER_H 26 #define OPENSUBDIV3_OSD_CPU_D3D11_VERTEX_BUFFER_H 28 #include "../version.h" 33 struct ID3D11DeviceContext;
36 namespace OPENSUBDIV_VERSION {
52 ID3D11DeviceContext *deviceContext);
59 void UpdateData(
const float *src,
int startVertex,
int numVertices,
60 void *deviceContext = NULL);
75 ID3D11Buffer *
BindVBO(ID3D11DeviceContext *deviceContext) {
88 ID3D11Buffer *_d3d11Buffer;
95 using namespace OPENSUBDIV_VERSION;
99 #endif // OPENSUBDIV3_OSD_CPU_D3D11_VERTEX_BUFFER_H CpuD3D11VertexBuffer(int numElements, int numVertices)
Constructor.
int GetNumElements() const
Returns how many elements defined in this vertex buffer.
Concrete vertex buffer class for Cpu subvision and DirectX drawing.
int GetNumVertices() const
Returns how many vertices allocated in this vertex buffer.
ID3D11Buffer * BindVBO(ID3D11DeviceContext *deviceContext)
Returns the D3D11 buffer object (for Osd::Mesh interface)
static CpuD3D11VertexBuffer * Create(int numElements, int numVertices, ID3D11DeviceContext *deviceContext)
Creator. Returns NULL if error.
ID3D11Buffer * BindD3D11Buffer(ID3D11DeviceContext *deviceContext)
Returns the D3D11 buffer object.
float * BindCpuBuffer()
Returns the address of CPU buffer.
virtual ~CpuD3D11VertexBuffer()
Destructor.
bool allocate(ID3D11Device *device)
void UpdateData(const float *src, int startVertex, int numVertices, void *deviceContext=NULL)