mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-22 19:50:08 +00:00
82a0513326
refactor CL/CUDA specific initialization stuffs into examples/common/clDeviceContext and cudaDeviceContext, and update examples to use those structs. also - remove CL/CUDA tests from osd_regression. The tests for those kernels will be covered by glImaging. - update cuda initialization to use the GL-interoperable device if available. - remove CL specialization from glShareTopology, following the same pattern as we took in the previous OsdGLMesh refactoring. (still something strange with XFB kernels though) - fix file permissions.
152 lines
4.2 KiB
C++
152 lines
4.2 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "../osd/cudaD3D11VertexBuffer.h"
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#include "../far/error.h"
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#include <D3D11.h>
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#include <cuda_runtime.h>
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#include <cuda_d3d11_interop.h>
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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CudaD3D11VertexBuffer::CudaD3D11VertexBuffer(int numElements, int numVertices)
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: _numElements(numElements), _numVertices(numVertices),
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_d3d11Buffer(NULL), _cudaBuffer(NULL), _cudaResource(NULL) {
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}
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CudaD3D11VertexBuffer::~CudaD3D11VertexBuffer() {
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unmap();
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cudaGraphicsUnregisterResource(_cudaResource);
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_d3d11Buffer->Release();
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}
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CudaD3D11VertexBuffer *
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CudaD3D11VertexBuffer::Create(int numElements, int numVertices,
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ID3D11DeviceContext *deviceContext) {
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CudaD3D11VertexBuffer *instance =
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new CudaD3D11VertexBuffer(numElements, numVertices);
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ID3D11Device *device;
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deviceContext->GetDevice(&device);
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if (instance->allocate(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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CudaD3D11VertexBuffer::UpdateData(const float *src,
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int startVertex, int numVertices,
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void * /*deviceContext*/) {
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map();
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cudaMemcpy((float*)_cudaBuffer + _numElements * startVertex,
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src, _numElements * numVertices * sizeof(float),
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cudaMemcpyHostToDevice);
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}
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int
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CudaD3D11VertexBuffer::GetNumElements() const {
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return _numElements;
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}
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int
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CudaD3D11VertexBuffer::GetNumVertices() const {
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return _numVertices;
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}
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float *
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CudaD3D11VertexBuffer::BindCudaBuffer() {
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map();
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return (float*)_cudaBuffer;
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}
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ID3D11Buffer *
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CudaD3D11VertexBuffer::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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CudaD3D11VertexBuffer::allocate(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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Far::Error(Far::FAR_RUNTIME_ERROR,
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"Fail in CreateBuffer\n");
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return false;
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}
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// register d3d11buffer as cuda resource
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cudaError_t err = cudaGraphicsD3D11RegisterResource(
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&_cudaResource, _d3d11Buffer, cudaGraphicsRegisterFlagsNone);
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if (err != cudaSuccess) return false;
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return true;
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}
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void
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CudaD3D11VertexBuffer::map() {
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if (_cudaBuffer) return;
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size_t num_bytes;
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void *ptr;
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cudaGraphicsMapResources(1, &_cudaResource, 0);
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cudaGraphicsResourceGetMappedPointer(&ptr, &num_bytes, _cudaResource);
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_cudaBuffer = ptr;
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}
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void
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CudaD3D11VertexBuffer::unmap() {
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if (_cudaBuffer == NULL) return;
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cudaGraphicsUnmapResources(1, &_cudaResource, 0);
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_cudaBuffer = NULL;
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}
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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