OpenSubdiv/opensubdiv/osd/clD3D11VertexBuffer.cpp
Takahito Tejima 82a0513326 cleanup CL/CUDA example harnesses.
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.
2015-04-28 15:46:37 -07:00

139 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 <cassert>
#include <D3D11.h>
#include <CL/cl_d3d11.h>
#include "../far/error.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
CLD3D11VertexBuffer::CLD3D11VertexBuffer(int numElements, int numVertices)
: _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,
ID3D11DeviceContext *deviceContext) {
CLD3D11VertexBuffer *instance =
new CLD3D11VertexBuffer(numElements, numVertices);
ID3D11Device *device;
deviceContext->GetDevice(&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