OpenSubdiv/opensubdiv/osd/clD3D11VertexBuffer.cpp
Takahito Tejima 8efecb0fca Batching stuffs: generalized kernel batches, table/dispatcher refactoring, multiMeshFactory, drawContext, etc.
2 client APIs are changed.
- VertexBuffer::UpdateData() takes start vertex offset
- ComputeController::Refine() takes FarKernelBatchVector

Also, ComputeContext no longer holds farmesh.
Client can free farmesh after OsdComputeContext is created.
(but still need FarKernelBatchVector to apply subdivision kernels)
2013-03-07 17:50:15 -08:00

163 lines
5.9 KiB
C++

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#include "../osd/clD3D11VertexBuffer.h"
#include "../osd/error.h"
#include <D3D11.h>
#include <CL/cl_d3d11.h>
#include <cassert>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdCLD3D11VertexBuffer::OsdCLD3D11VertexBuffer(int numElements, int numVertices,
cl_context clContext, ID3D11Device *device)
: _numElements(numElements), _numVertices(numVertices),
_d3d11Buffer(NULL), _clMemory(NULL), _clQueue(NULL), _clMapped(false) {
;
}
OsdCLD3D11VertexBuffer::~OsdCLD3D11VertexBuffer() {
unmap();
clReleaseMemObject(_clMemory);
_d3d11Buffer->Release();
}
OsdCLD3D11VertexBuffer *
OsdCLD3D11VertexBuffer::Create(int numElements, int numVertices,
cl_context clContext, ID3D11Device *device) {
OsdCLD3D11VertexBuffer *instance =
new OsdCLD3D11VertexBuffer(numElements, numVertices, clContext, device);
if (instance->allocate(clContext, device)) return instance;
delete instance;
return NULL;
}
void
OsdCLD3D11VertexBuffer::UpdateData(const float *src, int startVertex, int numVertices, cl_command_queue queue) {
size_t size = numVertices * _numElements * sizeof(float);
size_t offset = startVertex * _numElements * sizeof(float);
map(queue);
clEnqueueWriteBuffer(queue, _clMemory, true, offset, size, src, 0, NULL, NULL);
}
cl_mem
OsdCLD3D11VertexBuffer::BindCLBuffer(cl_command_queue queue) {
map(queue);
return _clMemory;
}
ID3D11Buffer *
OsdCLD3D11VertexBuffer::BindD3D11Buffer(ID3D11DeviceContext *deviceContext) {
unmap();
return _d3d11Buffer;
}
bool
OsdCLD3D11VertexBuffer::allocate(cl_context clContext, 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 cl memory
cl_int err;
_clMemory = clCreateFromD3D11BufferKHR(clContext, CL_MEM_READ_WRITE, _d3d11Buffer, &err);
if (err != CL_SUCCESS) return false;
return true;
}
void
OsdCLD3D11VertexBuffer::map(cl_command_queue queue) {
if (_clMapped) return;
_clQueue = queue;
clEnqueueAcquireD3D11ObjectsKHR(queue, 1, &_clMemory, 0, 0, 0);
_clMapped = true;
}
void
OsdCLD3D11VertexBuffer::unmap() {
if (not _clMapped) return;
clEnqueueReleaseD3D11ObjectsKHR(queue, 1, &_clMemory, 0, 0, 0);
_clMapped = false;
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv