OpenSubdiv/opensubdiv/osd/cudaComputeController.h

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//
// Copyright 2013 Pixar
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//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
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//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
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//
// You may obtain a copy of the Apache License at
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//
// http://www.apache.org/licenses/LICENSE-2.0
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//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
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//
#ifndef OSD_CUDA_COMPUTE_CONTROLLER_H
#define OSD_CUDA_COMPUTE_CONTROLLER_H
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#include "../version.h"
#include "../far/kernelBatchDispatcher.h"
#include "../osd/cudaComputeContext.h"
#include "../osd/vertexDescriptor.h"
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namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
/// \brief Compute controller for launching CUDA subdivision kernels.
///
/// CudaComputeController is a compute controller class to launch
/// Cuda subdivision kernels. It requires CudaVertexBufferInterface
/// as arguments of Refine function.
///
/// Controller entities execute requests from Context instances that they share
/// common interfaces with. Controllers are attached to discrete compute devices
/// and share the devices resources with Context entities.
///
class CudaComputeController {
public:
typedef CudaComputeContext ComputeContext;
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/// Constructor.
CudaComputeController();
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/// Destructor.
~CudaComputeController();
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/// Execute subdivision kernels and apply to given vertex buffers.
///
/// @param context The CudaContext to apply refinement operations to
///
/// @param batches Vector of batches of vertices organized by operative
/// kernel
///
/// @param vertexBuffer Vertex-interpolated data buffer
///
/// @param vertexDesc The descriptor of vertex elements to be refined.
/// if it's null, all primvars in the vertex buffer
/// will be refined.
///
/// @param varyingBuffer Vertex-interpolated data buffer
///
/// @param varyingDesc The descriptor of varying elements to be refined.
/// if it's null, all primvars in the vertex buffer
/// will be refined.
///
template<class VERTEX_BUFFER, class VARYING_BUFFER>
void Compute( CudaComputeContext const * context,
Far::KernelBatchVector const & batches,
VERTEX_BUFFER * vertexBuffer,
VARYING_BUFFER * varyingBuffer,
VertexBufferDescriptor const * vertexDesc=NULL,
VertexBufferDescriptor const * varyingDesc=NULL ){
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if (batches.empty()) return;
bind(vertexBuffer, varyingBuffer, vertexDesc, varyingDesc);
Far::KernelBatchDispatcher::Apply(this, context, batches, /*maxlevel*/ -1);
unbind();
}
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/// Execute subdivision kernels and apply to given vertex buffers.
///
/// @param context The CudaContext to apply refinement operations to
///
/// @param batches Vector of batches of vertices organized by operative
/// kernel
///
/// @param vertexBuffer Vertex-interpolated data buffer
///
template<class VERTEX_BUFFER>
void Compute(CudaComputeContext const * context,
Far::KernelBatchVector const & batches,
VERTEX_BUFFER *vertexBuffer) {
Compute<VERTEX_BUFFER>(context, batches, vertexBuffer, (VERTEX_BUFFER*)0);
}
/// Waits until all running subdivision kernels finish.
void Synchronize();
protected:
friend class Far::KernelBatchDispatcher;
void ApplyStencilTableKernel(Far::KernelBatch const &batch,
ComputeContext const *context) const;
template<class VERTEX_BUFFER, class VARYING_BUFFER>
void bind( VERTEX_BUFFER * vertexBuffer,
VARYING_BUFFER * varyingBuffer,
VertexBufferDescriptor const * vertexDesc,
VertexBufferDescriptor const * varyingDesc ) {
// if the vertex buffer descriptor is specified, use it.
// otherwise, assumes the data is tightly packed in the vertex buffer.
if (vertexDesc) {
_currentBindState.vertexDesc = *vertexDesc;
} else {
int numElements = vertexBuffer ? vertexBuffer->GetNumElements() : 0;
_currentBindState.vertexDesc =
VertexBufferDescriptor(0, numElements, numElements);
}
if (varyingDesc) {
_currentBindState.varyingDesc = *varyingDesc;
} else {
int numElements = varyingBuffer ? varyingBuffer->GetNumElements() : 0;
_currentBindState.varyingDesc =
VertexBufferDescriptor(0, numElements, numElements);
}
_currentBindState.vertexBuffer = vertexBuffer ?
static_cast<float*>(vertexBuffer->BindCudaBuffer()) : 0;
_currentBindState.varyingBuffer = varyingBuffer ?
static_cast<float*>(varyingBuffer->BindCudaBuffer()) : 0;
}
/// Unbinds any previously bound vertex and varying data buffers.
void unbind() {
_currentBindState.Reset();
}
private:
// Bind state is a transitional state during refinement.
// It doesn't take an ownership of the vertex buffers.
struct BindState {
BindState() : vertexBuffer(NULL), varyingBuffer(NULL) {}
void Reset() {
vertexBuffer = varyingBuffer = NULL;
vertexDesc.Reset();
varyingDesc.Reset();
}
float *GetVertexBufferAtOffset() const {
return vertexBuffer ? vertexBuffer + vertexDesc.offset : 0;
}
float *GetVaryingBufferAtOffset() const {
return varyingBuffer ? varyingBuffer + varyingDesc.offset : 0;
}
float * vertexBuffer, // cuda buffers
* varyingBuffer;
VertexBufferDescriptor vertexDesc,
varyingDesc;
};
BindState _currentBindState;
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};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
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#endif // OSD_CUDA_COMPUTE_CONTROLLER_H