OpenSubdiv/opensubdiv/osd/cudaD3D11VertexBuffer.cpp
Takahito Tejima 8efecb0fca Batching stuffs: generalized kernel batches, table/dispatcher refactoring, multiMeshFactory, drawContext, etc.
2 client APIs are changed.
- VertexBuffer::UpdateData() takes start vertex offset
- ComputeController::Refine() takes FarKernelBatchVector

Also, ComputeContext no longer holds farmesh.
Client can free farmesh after OsdComputeContext is created.
(but still need FarKernelBatchVector to apply subdivision kernels)
2013-03-07 17:50:15 -08:00

179 lines
6.1 KiB
C++

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#include "../osd/cudaD3D11VertexBuffer.h"
#include "../osd/error.h"
#include <D3D11.h>
#include <cuda_runtime.h>
#include <cuda_d3d11_interop.h>
#include <cassert>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdCudaD3D11VertexBuffer::OsdCudaD3D11VertexBuffer(int numElements,
int numVertices,
ID3D11Device *device)
: _numElements(numElements), _numVertices(numVertices),
_d3d11Buffer(NULL), _cudaBuffer(NULL), _cudaResource(NULL) {
}
OsdCudaD3D11VertexBuffer::~OsdCudaD3D11VertexBuffer() {
unmap();
cudaGraphicsUnregisterResource(_cudaResource);
_d3d11Buffer->Release();
}
OsdCudaD3D11VertexBuffer *
OsdCudaD3D11VertexBuffer::Create(int numElements, int numVertices,
ID3D11Device *device) {
OsdCudaD3D11VertexBuffer *instance =
new OsdCudaD3D11VertexBuffer(numElements, numVertices, device);
if (instance->allocate(device)) return instance;
delete instance;
return NULL;
}
void
OsdCudaD3D11VertexBuffer::UpdateData(const float *src, int startVertex, int numVertices, void *param) {
map();
cudaMemcpy((float*)_cudaBuffer + _numElements * startVertex,
src, _numElements * numVertices * sizeof(float),
cudaMemcpyHostToDevice);
}
int
OsdCudaD3D11VertexBuffer::GetNumElements() const {
return _numElements;
}
int
OsdCudaD3D11VertexBuffer::GetNumVertices() const {
return _numVertices;
}
float *
OsdCudaD3D11VertexBuffer::BindCudaBuffer() {
map();
return (float*)_cudaBuffer;
}
ID3D11Buffer *
OsdCudaD3D11VertexBuffer::BindD3D11Buffer(ID3D11DeviceContext *deviceContext) {
unmap();
return _d3d11Buffer;
}
bool
OsdCudaD3D11VertexBuffer::allocate(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 cuda resource
cudaError_t err = cudaGraphicsD3D11RegisterResource(
&_cudaResource, _d3d11Buffer, cudaGraphicsRegisterFlagsNone);
if (err != cudaSuccess) return false;
return true;
}
void
OsdCudaD3D11VertexBuffer::map() {
if (_cudaBuffer) return;
size_t num_bytes;
void *ptr;
cudaGraphicsMapResources(1, &_cudaResource, 0);
cudaGraphicsResourceGetMappedPointer(&ptr, &num_bytes, _cudaResource);
_cudaBuffer = ptr;
}
void
OsdCudaD3D11VertexBuffer::unmap() {
if (_cudaBuffer == NULL) return;
cudaGraphicsUnmapResources(1, &_cudaResource, 0);
_cudaBuffer = NULL;
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv