OpenSubdiv/opensubdiv/osd/clEvaluator.cpp

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Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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//
// Copyright 2015 Pixar
//
// 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:
//
// 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.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// 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.
//
#include "../osd/clEvaluator.h"
#include <sstream>
#include <string>
#include <vector>
#include <cstdio>
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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#include "../osd/opencl.h"
#include "../far/error.h"
#include "../far/stencilTable.h"
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
static const char *clSource =
#include "clKernel.gen.h"
;
static const char *patchBasisSource =
#include "patchBasisCommon.gen.h"
;
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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// ----------------------------------------------------------------------------
template <class T> cl_mem
createCLBuffer(std::vector<T> const & src, cl_context clContext) {
if (src.empty()) {
return NULL;
}
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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cl_int errNum = 0;
cl_mem devicePtr = clCreateBuffer(clContext,
CL_MEM_READ_WRITE|CL_MEM_COPY_HOST_PTR,
src.size()*sizeof(T),
(void*)(&src.at(0)),
&errNum);
if (errNum != CL_SUCCESS) {
Far::Error(Far::FAR_RUNTIME_ERROR, "clCreateBuffer: %d", errNum);
}
return devicePtr;
}
// ----------------------------------------------------------------------------
CLStencilTable::CLStencilTable(Far::StencilTable const *stencilTable,
cl_context clContext) {
_numStencils = stencilTable->GetNumStencils();
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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if (_numStencils > 0) {
_sizes = createCLBuffer(stencilTable->GetSizes(), clContext);
_offsets = createCLBuffer(stencilTable->GetOffsets(), clContext);
_indices = createCLBuffer(stencilTable->GetControlIndices(),
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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clContext);
_weights = createCLBuffer(stencilTable->GetWeights(), clContext);
_duWeights = _dvWeights = NULL;
_duuWeights = _duvWeights = _dvvWeights = NULL;
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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} else {
_sizes = _offsets = _indices = _weights = NULL;
_duWeights = _dvWeights = NULL;
_duuWeights = _duvWeights = _dvvWeights = NULL;
}
}
CLStencilTable::CLStencilTable(Far::LimitStencilTable const *limitStencilTable,
cl_context clContext) {
_numStencils = limitStencilTable->GetNumStencils();
if (_numStencils > 0) {
_sizes = createCLBuffer(limitStencilTable->GetSizes(), clContext);
_offsets = createCLBuffer(limitStencilTable->GetOffsets(), clContext);
_indices = createCLBuffer(limitStencilTable->GetControlIndices(),
clContext);
_weights = createCLBuffer(limitStencilTable->GetWeights(), clContext);
_duWeights = createCLBuffer(
limitStencilTable->GetDuWeights(), clContext);
_dvWeights = createCLBuffer(
limitStencilTable->GetDvWeights(), clContext);
_duuWeights = createCLBuffer(
limitStencilTable->GetDuuWeights(), clContext);
_duvWeights = createCLBuffer(
limitStencilTable->GetDuvWeights(), clContext);
_dvvWeights = createCLBuffer(
limitStencilTable->GetDvvWeights(), clContext);
} else {
_sizes = _offsets = _indices = _weights = NULL;
_duWeights = _dvWeights = NULL;
_duuWeights = _duvWeights = _dvvWeights = NULL;
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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}
}
CLStencilTable::~CLStencilTable() {
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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if (_sizes) clReleaseMemObject(_sizes);
if (_offsets) clReleaseMemObject(_offsets);
if (_indices) clReleaseMemObject(_indices);
if (_weights) clReleaseMemObject(_weights);
if (_duWeights) clReleaseMemObject(_duWeights);
if (_dvWeights) clReleaseMemObject(_dvWeights);
if (_duuWeights) clReleaseMemObject(_duuWeights);
if (_duvWeights) clReleaseMemObject(_duvWeights);
if (_dvvWeights) clReleaseMemObject(_dvvWeights);
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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}
// ---------------------------------------------------------------------------
CLEvaluator::CLEvaluator(cl_context context, cl_command_queue queue)
: _clContext(context), _clCommandQueue(queue),
_program(NULL), _stencilKernel(NULL), _stencilDerivKernel(NULL),
_patchKernel(NULL) {
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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}
CLEvaluator::~CLEvaluator() {
if (_stencilKernel) clReleaseKernel(_stencilKernel);
if (_stencilDerivKernel) clReleaseKernel(_stencilDerivKernel);
if (_patchKernel) clReleaseKernel(_patchKernel);
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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if (_program) clReleaseProgram(_program);
}
bool
CLEvaluator::Compile(BufferDescriptor const &srcDesc,
BufferDescriptor const &dstDesc,
BufferDescriptor const & /*duDesc*/,
BufferDescriptor const & /*dvDesc*/,
BufferDescriptor const & /*duuDesc*/,
BufferDescriptor const & /*duvDesc*/,
BufferDescriptor const & /*dvvDesc*/) {
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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if (srcDesc.length > dstDesc.length) {
Far::Error(Far::FAR_RUNTIME_ERROR,
"srcDesc length must be less than or equal to "
"dstDesc length.\n");
return false;
}
cl_int errNum;
std::ostringstream defines;
defines << "#define LENGTH " << srcDesc.length << "\n"
<< "#define SRC_STRIDE " << srcDesc.stride << "\n"
<< "#define DST_STRIDE " << dstDesc.stride << "\n"
<< "#define OSD_PATCH_BASIS_OPENCL\n";
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
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std::string defineStr = defines.str();
const char *sources[] = { defineStr.c_str(), patchBasisSource, clSource };
_program = clCreateProgramWithSource(_clContext, 3, sources, 0, &errNum);
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
if (errNum != CL_SUCCESS) {
Far::Error(Far::FAR_RUNTIME_ERROR,
"clCreateProgramWithSource (%d)", errNum);
}
errNum = clBuildProgram(_program, 0, NULL, NULL, NULL, NULL);
if (errNum != CL_SUCCESS) {
Far::Error(Far::FAR_RUNTIME_ERROR, "clBuildProgram (%d) \n", errNum);
cl_int numDevices = 0;
clGetContextInfo(
_clContext, CL_CONTEXT_NUM_DEVICES,
sizeof(cl_uint), &numDevices, NULL);
cl_device_id *devices = new cl_device_id[numDevices];
clGetContextInfo(_clContext, CL_CONTEXT_DEVICES,
sizeof(cl_device_id)*numDevices, devices, NULL);
for (int i = 0; i < numDevices; ++i) {
char cBuildLog[10240];
clGetProgramBuildInfo(
_program, devices[i],
CL_PROGRAM_BUILD_LOG, sizeof(cBuildLog), cBuildLog, NULL);
Far::Error(Far::FAR_RUNTIME_ERROR, cBuildLog);
}
delete[] devices;
return false;
}
_stencilKernel = clCreateKernel(_program, "computeStencils", &errNum);
if (errNum != CL_SUCCESS) {
Far::Error(Far::FAR_RUNTIME_ERROR, "buildKernel (%d)\n", errNum);
return false;
}
_stencilDerivKernel = clCreateKernel(_program,
"computeStencilsDerivatives", &errNum);
if (errNum != CL_SUCCESS) {
Far::Error(Far::FAR_RUNTIME_ERROR, "buildKernel (%d)\n", errNum);
return false;
}
_patchKernel = clCreateKernel(_program, "computePatches", &errNum);
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
if (errNum != CL_SUCCESS) {
Far::Error(Far::FAR_RUNTIME_ERROR, "buildKernel (%d)\n", errNum);
return false;
}
return true;
}
bool
CLEvaluator::EvalStencils(cl_mem src, BufferDescriptor const &srcDesc,
cl_mem dst, BufferDescriptor const &dstDesc,
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
cl_mem sizes,
cl_mem offsets,
cl_mem indices,
cl_mem weights,
int start, int end,
unsigned int numStartEvents,
const cl_event* startEvents,
cl_event* endEvent) const {
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
if (end <= start) return true;
size_t globalWorkSize = (size_t)(end - start);
clSetKernelArg(_stencilKernel, 0, sizeof(cl_mem), &src);
clSetKernelArg(_stencilKernel, 1, sizeof(int), &srcDesc.offset);
clSetKernelArg(_stencilKernel, 2, sizeof(cl_mem), &dst);
clSetKernelArg(_stencilKernel, 3, sizeof(int), &dstDesc.offset);
clSetKernelArg(_stencilKernel, 4, sizeof(cl_mem), &sizes);
clSetKernelArg(_stencilKernel, 5, sizeof(cl_mem), &offsets);
clSetKernelArg(_stencilKernel, 6, sizeof(cl_mem), &indices);
clSetKernelArg(_stencilKernel, 7, sizeof(cl_mem), &weights);
clSetKernelArg(_stencilKernel, 8, sizeof(int), &start);
clSetKernelArg(_stencilKernel, 9, sizeof(int), &end);
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
cl_int errNum = clEnqueueNDRangeKernel(
_clCommandQueue, _stencilKernel, 1, NULL,
&globalWorkSize, NULL, numStartEvents, startEvents, endEvent);
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
if (errNum != CL_SUCCESS) {
Far::Error(Far::FAR_RUNTIME_ERROR,
"ApplyStencilKernel (%d) ", errNum);
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
return false;
}
if (endEvent == NULL)
{
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
clFinish(_clCommandQueue);
}
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
return true;
}
bool
CLEvaluator::EvalStencils(cl_mem src, BufferDescriptor const &srcDesc,
cl_mem dst, BufferDescriptor const &dstDesc,
cl_mem du, BufferDescriptor const &duDesc,
cl_mem dv, BufferDescriptor const &dvDesc,
cl_mem sizes,
cl_mem offsets,
cl_mem indices,
cl_mem weights,
cl_mem duWeights,
cl_mem dvWeights,
int start, int end,
unsigned int numStartEvents,
const cl_event* startEvents,
cl_event* endEvent) const {
if (end <= start) return true;
size_t globalWorkSize = (size_t)(end - start);
BufferDescriptor empty;
clSetKernelArg(_stencilDerivKernel, 0, sizeof(cl_mem), &src);
clSetKernelArg(_stencilDerivKernel, 1, sizeof(int), &srcDesc.offset);
clSetKernelArg(_stencilDerivKernel, 2, sizeof(cl_mem), &dst);
clSetKernelArg(_stencilDerivKernel, 3, sizeof(int), &dstDesc.offset);
clSetKernelArg(_stencilDerivKernel, 4, sizeof(cl_mem), &du);
clSetKernelArg(_stencilDerivKernel, 5, sizeof(int), &duDesc.offset);
clSetKernelArg(_stencilDerivKernel, 6, sizeof(int), &duDesc.stride);
clSetKernelArg(_stencilDerivKernel, 7, sizeof(cl_mem), &dv);
clSetKernelArg(_stencilDerivKernel, 8, sizeof(int), &dvDesc.offset);
clSetKernelArg(_stencilDerivKernel, 9, sizeof(int), &dvDesc.stride);
clSetKernelArg(_stencilDerivKernel, 10, sizeof(cl_mem), NULL);
clSetKernelArg(_stencilDerivKernel, 11, sizeof(int), &empty.offset);
clSetKernelArg(_stencilDerivKernel, 12, sizeof(int), &empty.stride);
clSetKernelArg(_stencilDerivKernel, 13, sizeof(cl_mem), NULL);
clSetKernelArg(_stencilDerivKernel, 14, sizeof(int), &empty.offset);
clSetKernelArg(_stencilDerivKernel, 15, sizeof(int), &empty.stride);
clSetKernelArg(_stencilDerivKernel, 16, sizeof(cl_mem), NULL);
clSetKernelArg(_stencilDerivKernel, 17, sizeof(int), &empty.offset);
clSetKernelArg(_stencilDerivKernel, 18, sizeof(int), &empty.stride);
clSetKernelArg(_stencilDerivKernel, 19, sizeof(cl_mem), &sizes);
clSetKernelArg(_stencilDerivKernel, 20, sizeof(cl_mem), &offsets);
clSetKernelArg(_stencilDerivKernel, 21, sizeof(cl_mem), &indices);
clSetKernelArg(_stencilDerivKernel, 22, sizeof(cl_mem), &weights);
clSetKernelArg(_stencilDerivKernel, 23, sizeof(cl_mem), &duWeights);
clSetKernelArg(_stencilDerivKernel, 24, sizeof(cl_mem), &dvWeights);
clSetKernelArg(_stencilDerivKernel, 25, sizeof(cl_mem), NULL);
clSetKernelArg(_stencilDerivKernel, 26, sizeof(cl_mem), NULL);
clSetKernelArg(_stencilDerivKernel, 27, sizeof(cl_mem), NULL);
clSetKernelArg(_stencilDerivKernel, 28, sizeof(int), &start);
clSetKernelArg(_stencilDerivKernel, 29, sizeof(int), &end);
cl_int errNum = clEnqueueNDRangeKernel(
_clCommandQueue, _stencilDerivKernel, 1, NULL,
&globalWorkSize, NULL, numStartEvents, startEvents, endEvent);
if (errNum != CL_SUCCESS) {
Far::Error(Far::FAR_RUNTIME_ERROR,
"ApplyStencilKernel (%d) ", errNum);
return false;
}
if (endEvent == NULL) {
clFinish(_clCommandQueue);
}
return true;
}
bool
CLEvaluator::EvalStencils(cl_mem src, BufferDescriptor const &srcDesc,
cl_mem dst, BufferDescriptor const &dstDesc,
cl_mem du, BufferDescriptor const &duDesc,
cl_mem dv, BufferDescriptor const &dvDesc,
cl_mem duu, BufferDescriptor const &duuDesc,
cl_mem duv, BufferDescriptor const &duvDesc,
cl_mem dvv, BufferDescriptor const &dvvDesc,
cl_mem sizes,
cl_mem offsets,
cl_mem indices,
cl_mem weights,
cl_mem duWeights,
cl_mem dvWeights,
cl_mem duuWeights,
cl_mem duvWeights,
cl_mem dvvWeights,
int start, int end,
unsigned int numStartEvents,
const cl_event* startEvents,
cl_event* endEvent) const {
if (end <= start) return true;
size_t globalWorkSize = (size_t)(end - start);
clSetKernelArg(_stencilDerivKernel, 0, sizeof(cl_mem), &src);
clSetKernelArg(_stencilDerivKernel, 1, sizeof(int), &srcDesc.offset);
clSetKernelArg(_stencilDerivKernel, 2, sizeof(cl_mem), &dst);
clSetKernelArg(_stencilDerivKernel, 3, sizeof(int), &dstDesc.offset);
clSetKernelArg(_stencilDerivKernel, 4, sizeof(cl_mem), &du);
clSetKernelArg(_stencilDerivKernel, 5, sizeof(int), &duDesc.offset);
clSetKernelArg(_stencilDerivKernel, 6, sizeof(int), &duDesc.stride);
clSetKernelArg(_stencilDerivKernel, 7, sizeof(cl_mem), &dv);
clSetKernelArg(_stencilDerivKernel, 8, sizeof(int), &dvDesc.offset);
clSetKernelArg(_stencilDerivKernel, 9, sizeof(int), &dvDesc.stride);
clSetKernelArg(_stencilDerivKernel, 10, sizeof(cl_mem), &duu);
clSetKernelArg(_stencilDerivKernel, 11, sizeof(int), &duuDesc.offset);
clSetKernelArg(_stencilDerivKernel, 12, sizeof(int), &duuDesc.stride);
clSetKernelArg(_stencilDerivKernel, 13, sizeof(cl_mem), &duv);
clSetKernelArg(_stencilDerivKernel, 14, sizeof(int), &duvDesc.offset);
clSetKernelArg(_stencilDerivKernel, 15, sizeof(int), &duvDesc.stride);
clSetKernelArg(_stencilDerivKernel, 16, sizeof(cl_mem), &dvv);
clSetKernelArg(_stencilDerivKernel, 17, sizeof(int), &dvvDesc.offset);
clSetKernelArg(_stencilDerivKernel, 18, sizeof(int), &dvvDesc.stride);
clSetKernelArg(_stencilDerivKernel, 19, sizeof(cl_mem), &sizes);
clSetKernelArg(_stencilDerivKernel, 20, sizeof(cl_mem), &offsets);
clSetKernelArg(_stencilDerivKernel, 21, sizeof(cl_mem), &indices);
clSetKernelArg(_stencilDerivKernel, 22, sizeof(cl_mem), &weights);
clSetKernelArg(_stencilDerivKernel, 23, sizeof(cl_mem), &duWeights);
clSetKernelArg(_stencilDerivKernel, 24, sizeof(cl_mem), &dvWeights);
clSetKernelArg(_stencilDerivKernel, 25, sizeof(cl_mem), &duuWeights);
clSetKernelArg(_stencilDerivKernel, 26, sizeof(cl_mem), &duvWeights);
clSetKernelArg(_stencilDerivKernel, 27, sizeof(cl_mem), &dvvWeights);
clSetKernelArg(_stencilDerivKernel, 28, sizeof(int), &start);
clSetKernelArg(_stencilDerivKernel, 29, sizeof(int), &end);
cl_int errNum = clEnqueueNDRangeKernel(
_clCommandQueue, _stencilDerivKernel, 1, NULL,
&globalWorkSize, NULL, numStartEvents, startEvents, endEvent);
if (errNum != CL_SUCCESS) {
Far::Error(Far::FAR_RUNTIME_ERROR,
"ApplyStencilKernel (%d) ", errNum);
return false;
}
if (endEvent == NULL) {
clFinish(_clCommandQueue);
}
return true;
}
bool
CLEvaluator::EvalPatches(cl_mem src, BufferDescriptor const &srcDesc,
cl_mem dst, BufferDescriptor const &dstDesc,
cl_mem du, BufferDescriptor const &duDesc,
cl_mem dv, BufferDescriptor const &dvDesc,
int numPatchCoords,
cl_mem patchCoordsBuffer,
cl_mem patchArrayBuffer,
cl_mem patchIndexBuffer,
cl_mem patchParamBuffer,
unsigned int numStartEvents,
const cl_event* startEvents,
cl_event* endEvent) const {
size_t globalWorkSize = (size_t)(numPatchCoords);
BufferDescriptor empty;
clSetKernelArg(_patchKernel, 0, sizeof(cl_mem), &src);
clSetKernelArg(_patchKernel, 1, sizeof(int), &srcDesc.offset);
clSetKernelArg(_patchKernel, 2, sizeof(cl_mem), &dst);
clSetKernelArg(_patchKernel, 3, sizeof(int), &dstDesc.offset);
clSetKernelArg(_patchKernel, 4, sizeof(cl_mem), &du);
clSetKernelArg(_patchKernel, 5, sizeof(int), &duDesc.offset);
clSetKernelArg(_patchKernel, 6, sizeof(int), &duDesc.stride);
clSetKernelArg(_patchKernel, 7, sizeof(cl_mem), &dv);
clSetKernelArg(_patchKernel, 8, sizeof(int), &dvDesc.offset);
clSetKernelArg(_patchKernel, 9, sizeof(int), &dvDesc.stride);
clSetKernelArg(_patchKernel, 10, sizeof(cl_mem), NULL);
clSetKernelArg(_patchKernel, 11, sizeof(int), &empty.offset);
clSetKernelArg(_patchKernel, 12, sizeof(int), &empty.stride);
clSetKernelArg(_patchKernel, 13, sizeof(cl_mem), NULL);
clSetKernelArg(_patchKernel, 14, sizeof(int), &empty.offset);
clSetKernelArg(_patchKernel, 15, sizeof(int), &empty.stride);
clSetKernelArg(_patchKernel, 16, sizeof(cl_mem), NULL);
clSetKernelArg(_patchKernel, 17, sizeof(int), &empty.offset);
clSetKernelArg(_patchKernel, 18, sizeof(int), &empty.stride);
clSetKernelArg(_patchKernel, 19, sizeof(cl_mem), &patchCoordsBuffer);
clSetKernelArg(_patchKernel, 20, sizeof(cl_mem), &patchArrayBuffer);
clSetKernelArg(_patchKernel, 21, sizeof(cl_mem), &patchIndexBuffer);
clSetKernelArg(_patchKernel, 22, sizeof(cl_mem), &patchParamBuffer);
cl_int errNum = clEnqueueNDRangeKernel(
_clCommandQueue, _patchKernel, 1, NULL,
&globalWorkSize, NULL, numStartEvents, startEvents, endEvent);
if (errNum != CL_SUCCESS) {
Far::Error(Far::FAR_RUNTIME_ERROR,
"ApplyPatchKernel (%d) ", errNum);
return false;
}
if (endEvent == NULL) {
clFinish(_clCommandQueue);
}
return true;
}
bool
CLEvaluator::EvalPatches(cl_mem src, BufferDescriptor const &srcDesc,
cl_mem dst, BufferDescriptor const &dstDesc,
cl_mem du, BufferDescriptor const &duDesc,
cl_mem dv, BufferDescriptor const &dvDesc,
cl_mem duu, BufferDescriptor const &duuDesc,
cl_mem duv, BufferDescriptor const &duvDesc,
cl_mem dvv, BufferDescriptor const &dvvDesc,
int numPatchCoords,
cl_mem patchCoordsBuffer,
cl_mem patchArrayBuffer,
cl_mem patchIndexBuffer,
cl_mem patchParamBuffer,
unsigned int numStartEvents,
const cl_event* startEvents,
cl_event* endEvent) const {
size_t globalWorkSize = (size_t)(numPatchCoords);
clSetKernelArg(_patchKernel, 0, sizeof(cl_mem), &src);
clSetKernelArg(_patchKernel, 1, sizeof(int), &srcDesc.offset);
clSetKernelArg(_patchKernel, 2, sizeof(cl_mem), &dst);
clSetKernelArg(_patchKernel, 3, sizeof(int), &dstDesc.offset);
clSetKernelArg(_patchKernel, 4, sizeof(cl_mem), &du);
clSetKernelArg(_patchKernel, 5, sizeof(int), &duDesc.offset);
clSetKernelArg(_patchKernel, 6, sizeof(int), &duDesc.stride);
clSetKernelArg(_patchKernel, 7, sizeof(cl_mem), &dv);
clSetKernelArg(_patchKernel, 8, sizeof(int), &dvDesc.offset);
clSetKernelArg(_patchKernel, 9, sizeof(int), &dvDesc.stride);
clSetKernelArg(_patchKernel, 10, sizeof(cl_mem), &duu);
clSetKernelArg(_patchKernel, 11, sizeof(int), &duuDesc.offset);
clSetKernelArg(_patchKernel, 12, sizeof(int), &duuDesc.stride);
clSetKernelArg(_patchKernel, 13, sizeof(cl_mem), &duv);
clSetKernelArg(_patchKernel, 14, sizeof(int), &duvDesc.offset);
clSetKernelArg(_patchKernel, 15, sizeof(int), &duvDesc.stride);
clSetKernelArg(_patchKernel, 16, sizeof(cl_mem), &dvv);
clSetKernelArg(_patchKernel, 17, sizeof(int), &dvvDesc.offset);
clSetKernelArg(_patchKernel, 18, sizeof(int), &dvvDesc.stride);
clSetKernelArg(_patchKernel, 19, sizeof(cl_mem), &patchCoordsBuffer);
clSetKernelArg(_patchKernel, 20, sizeof(cl_mem), &patchArrayBuffer);
clSetKernelArg(_patchKernel, 21, sizeof(cl_mem), &patchIndexBuffer);
clSetKernelArg(_patchKernel, 22, sizeof(cl_mem), &patchParamBuffer);
cl_int errNum = clEnqueueNDRangeKernel(
_clCommandQueue, _patchKernel, 1, NULL,
&globalWorkSize, NULL, numStartEvents, startEvents, endEvent);
if (errNum != CL_SUCCESS) {
Far::Error(Far::FAR_RUNTIME_ERROR,
"ApplyPatchKernel (%d) ", errNum);
return false;
}
if (endEvent == NULL) {
clFinish(_clCommandQueue);
}
return true;
}
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
/* static */
void
CLEvaluator::Synchronize(cl_command_queue clCommandQueue) {
clFinish(clCommandQueue);
}
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv