mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-26 21:40:07 +00:00
131 lines
3.9 KiB
C++
131 lines
3.9 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 "License");
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// you may not use this file except in compliance with the License
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// and the following modification to it: Section 6 Trademarks.
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// deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the
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// trade names, trademarks, service marks, or product names of the
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// Licensor and its affiliates, except as required for reproducing
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// the content of the NOTICE file.
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//
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// You may obtain a copy of the 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,
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// software distributed under the License is distributed on an
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// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
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// either express or implied. See the License for the specific
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// language governing permissions and limitations under the
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// License.
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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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