mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-12 03:50:09 +00:00
0ff7b15711
- make sure we don't get conflicting enums (CODE_ERROR) - fix template specialization for Far::TopologyRefinerFactory in regression/common/vtr_utils - fix remaining error reporting code around osd
134 lines
4.0 KiB
C++
134 lines
4.0 KiB
C++
//
|
|
// Copyright 2013 Pixar
|
|
//
|
|
// Licensed under the Apache License, Version 2.0 (the "Apache License")
|
|
// with the following modification; you may not use this file except in
|
|
// compliance with the Apache License and the following modification to it:
|
|
// Section 6. Trademarks. is 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 to comply with Section 4(c) of
|
|
// the License and to reproduce the content of the NOTICE file.
|
|
//
|
|
// You may obtain a copy of the Apache License at
|
|
//
|
|
// http://www.apache.org/licenses/LICENSE-2.0
|
|
//
|
|
// Unless required by applicable law or agreed to in writing, software
|
|
// distributed under the Apache License with the above modification is
|
|
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
|
|
// KIND, either express or implied. See the Apache License for the specific
|
|
// language governing permissions and limitations under the Apache License.
|
|
//
|
|
|
|
#include "../osd/clD3D11VertexBuffer.h"
|
|
#include "../far/error.h"
|
|
|
|
#include <D3D11.h>
|
|
#include <CL/cl_d3d11.h>
|
|
#include <cassert>
|
|
|
|
namespace OpenSubdiv {
|
|
namespace OPENSUBDIV_VERSION {
|
|
|
|
namespace Osd {
|
|
|
|
CLD3D11VertexBuffer::CLD3D11VertexBuffer(int numElements, int numVertices,
|
|
cl_context clContext, ID3D11Device *device)
|
|
: _numElements(numElements), _numVertices(numVertices),
|
|
_d3d11Buffer(NULL), _clMemory(NULL), _clQueue(NULL), _clMapped(false) {
|
|
;
|
|
}
|
|
|
|
CLD3D11VertexBuffer::~CLD3D11VertexBuffer() {
|
|
|
|
unmap();
|
|
clReleaseMemObject(_clMemory);
|
|
_d3d11Buffer->Release();
|
|
}
|
|
|
|
CLD3D11VertexBuffer *
|
|
CLD3D11VertexBuffer::Create(int numElements, int numVertices,
|
|
cl_context clContext, ID3D11Device *device) {
|
|
CLD3D11VertexBuffer *instance =
|
|
new CLD3D11VertexBuffer(numElements, numVertices, clContext, device);
|
|
if (instance->allocate(clContext, device)) return instance;
|
|
delete instance;
|
|
return NULL;
|
|
}
|
|
|
|
void
|
|
CLD3D11VertexBuffer::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
|
|
CLD3D11VertexBuffer::BindCLBuffer(cl_command_queue queue) {
|
|
|
|
map(queue);
|
|
return _clMemory;
|
|
}
|
|
|
|
ID3D11Buffer *
|
|
CLD3D11VertexBuffer::BindD3D11Buffer(ID3D11DeviceContext *deviceContext) {
|
|
|
|
unmap();
|
|
return _d3d11Buffer;
|
|
}
|
|
|
|
bool
|
|
CLD3D11VertexBuffer::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)) {
|
|
Far::Error(Far::FAR_RUNTIME_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
|
|
CLD3D11VertexBuffer::map(cl_command_queue queue) {
|
|
|
|
if (_clMapped) return;
|
|
_clQueue = queue;
|
|
clEnqueueAcquireD3D11ObjectsKHR(queue, 1, &_clMemory, 0, 0, 0);
|
|
_clMapped = true;
|
|
}
|
|
|
|
void
|
|
CLD3D11VertexBuffer::unmap() {
|
|
|
|
if (not _clMapped) return;
|
|
clEnqueueReleaseD3D11ObjectsKHR(_clQueue, 1, &_clMemory, 0, 0, 0);
|
|
_clMapped = false;
|
|
}
|
|
|
|
|
|
} // end namespace Osd
|
|
|
|
} // end namespace OPENSUBDIV_VERSION
|
|
} // end namespace OpenSubdiv
|
|
|