// // Copyright (C) Pixar. All rights reserved. // // This license governs use of the accompanying software. If you // use the software, you accept this license. If you do not accept // the license, do not use the software. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and // "distribution" have the same meaning here as under U.S. // copyright law. A "contribution" is the original software, or // any additions or changes to the software. // A "contributor" is any person or entity that distributes its // contribution under this license. // "Licensed patents" are a contributor's patent claims that read // directly on its contribution. // // 2. 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You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #include "../osd/cudaD3D11VertexBuffer.h" #include "../osd/error.h" #include #include #include #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { OsdCudaD3D11VertexBuffer::OsdCudaD3D11VertexBuffer(int numElements, int numVertices, ID3D11Device *device) : _numElements(numElements), _numVertices(numVertices), _d3d11Buffer(NULL), _cudaBuffer(NULL), _cudaResource(NULL) { } OsdCudaD3D11VertexBuffer::~OsdCudaD3D11VertexBuffer() { unmap(); cudaGraphicsUnregisterResource(_cudaResource); _d3d11Buffer->Release(); } OsdCudaD3D11VertexBuffer * OsdCudaD3D11VertexBuffer::Create(int numElements, int numVertices, ID3D11Device *device) { OsdCudaD3D11VertexBuffer *instance = new OsdCudaD3D11VertexBuffer(numElements, numVertices, device); if (instance->allocate(device)) return instance; delete instance; return NULL; } void OsdCudaD3D11VertexBuffer::UpdateData(const float *src, int startVertex, int numVertices, void *param) { map(); cudaMemcpy((float*)_cudaBuffer + _numElements * startVertex, src, _numElements * numVertices * sizeof(float), cudaMemcpyHostToDevice); } int OsdCudaD3D11VertexBuffer::GetNumElements() const { return _numElements; } int OsdCudaD3D11VertexBuffer::GetNumVertices() const { return _numVertices; } float * OsdCudaD3D11VertexBuffer::BindCudaBuffer() { map(); return (float*)_cudaBuffer; } ID3D11Buffer * OsdCudaD3D11VertexBuffer::BindD3D11Buffer(ID3D11DeviceContext *deviceContext) { unmap(); return _d3d11Buffer; } bool OsdCudaD3D11VertexBuffer::allocate(ID3D11Device *device) { D3D11_BUFFER_DESC hBufferDesc; hBufferDesc.ByteWidth = _numElements * _numVertices * sizeof(float); hBufferDesc.Usage = D3D11_USAGE_DYNAMIC; hBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_SHADER_RESOURCE; hBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; hBufferDesc.MiscFlags = 0; hBufferDesc.StructureByteStride = sizeof(float); HRESULT hr; hr = device->CreateBuffer(&hBufferDesc, NULL, &_d3d11Buffer); if(FAILED(hr)) { OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR, "Fail in CreateBuffer\n"); return false; } // register d3d11buffer as cuda resource cudaError_t err = cudaGraphicsD3D11RegisterResource( &_cudaResource, _d3d11Buffer, cudaGraphicsRegisterFlagsNone); if (err != cudaSuccess) return false; return true; } void OsdCudaD3D11VertexBuffer::map() { if (_cudaBuffer) return; size_t num_bytes; void *ptr; cudaGraphicsMapResources(1, &_cudaResource, 0); cudaGraphicsResourceGetMappedPointer(&ptr, &num_bytes, _cudaResource); _cudaBuffer = ptr; } void OsdCudaD3D11VertexBuffer::unmap() { if (_cudaBuffer == NULL) return; cudaGraphicsUnmapResources(1, &_cudaResource, 0); _cudaBuffer = NULL; } } // end namespace OPENSUBDIV_VERSION } // end namespace OpenSubdiv