OpenSubdiv/opensubdiv/osd/clD3D11VertexBuffer.cpp
Takahito Tejima 51a45b598d Updating EULA
2013-07-18 14:19:50 -07:00

131 lines
3.9 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License
// and the following modification to it: Section 6 Trademarks.
// deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the
// trade names, trademarks, service marks, or product names of the
// Licensor and its affiliates, except as required for reproducing
// the content of the NOTICE file.
//
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing,
// software distributed under the License is distributed on an
// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
// either express or implied. See the License for the specific
// language governing permissions and limitations under the
// License.
//
#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