mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 07:10:07 +00:00
8efecb0fca
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)
163 lines
5.9 KiB
C++
163 lines
5.9 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#include "../osd/clD3D11VertexBuffer.h"
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#include "../osd/error.h"
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#include <D3D11.h>
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#include <CL/cl_d3d11.h>
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdCLD3D11VertexBuffer::OsdCLD3D11VertexBuffer(int numElements, int numVertices,
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cl_context clContext, ID3D11Device *device)
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: _numElements(numElements), _numVertices(numVertices),
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_d3d11Buffer(NULL), _clMemory(NULL), _clQueue(NULL), _clMapped(false) {
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;
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}
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OsdCLD3D11VertexBuffer::~OsdCLD3D11VertexBuffer() {
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unmap();
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clReleaseMemObject(_clMemory);
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_d3d11Buffer->Release();
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}
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OsdCLD3D11VertexBuffer *
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OsdCLD3D11VertexBuffer::Create(int numElements, int numVertices,
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cl_context clContext, ID3D11Device *device) {
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OsdCLD3D11VertexBuffer *instance =
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new OsdCLD3D11VertexBuffer(numElements, numVertices, clContext, device);
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if (instance->allocate(clContext, device)) return instance;
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delete instance;
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return NULL;
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}
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void
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OsdCLD3D11VertexBuffer::UpdateData(const float *src, int startVertex, int numVertices, cl_command_queue queue) {
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size_t size = numVertices * _numElements * sizeof(float);
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size_t offset = startVertex * _numElements * sizeof(float);
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map(queue);
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clEnqueueWriteBuffer(queue, _clMemory, true, offset, size, src, 0, NULL, NULL);
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}
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cl_mem
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OsdCLD3D11VertexBuffer::BindCLBuffer(cl_command_queue queue) {
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map(queue);
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return _clMemory;
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}
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ID3D11Buffer *
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OsdCLD3D11VertexBuffer::BindD3D11Buffer(ID3D11DeviceContext *deviceContext) {
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unmap();
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return _d3d11Buffer;
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}
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bool
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OsdCLD3D11VertexBuffer::allocate(cl_context clContext, ID3D11Device *device) {
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D3D11_BUFFER_DESC hBufferDesc;
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hBufferDesc.ByteWidth = _numElements * _numVertices * sizeof(float);
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hBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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hBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_SHADER_RESOURCE;
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hBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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hBufferDesc.MiscFlags = 0;
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hBufferDesc.StructureByteStride = sizeof(float);
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HRESULT hr;
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hr = device->CreateBuffer(&hBufferDesc, NULL, &_d3d11Buffer);
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if(FAILED(hr)) {
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OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR, "Fail in CreateBuffer\n");
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return false;
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}
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// register d3d11buffer as cl memory
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cl_int err;
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_clMemory = clCreateFromD3D11BufferKHR(clContext, CL_MEM_READ_WRITE, _d3d11Buffer, &err);
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if (err != CL_SUCCESS) return false;
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return true;
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}
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void
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OsdCLD3D11VertexBuffer::map(cl_command_queue queue) {
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if (_clMapped) return;
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_clQueue = queue;
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clEnqueueAcquireD3D11ObjectsKHR(queue, 1, &_clMemory, 0, 0, 0);
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_clMapped = true;
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}
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void
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OsdCLD3D11VertexBuffer::unmap() {
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if (not _clMapped) return;
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clEnqueueReleaseD3D11ObjectsKHR(queue, 1, &_clMemory, 0, 0, 0);
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_clMapped = false;
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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