mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 12:10:08 +00:00
de0082ba95
Removed OpenCL/D3D11 specialization and add DEVICE_CONTEXT as a template parameter. For the kernels which don't need a context object (e.g. CPU, OpenGL, cuda) just ignore the context, and for the kernels which use a context (e.g. OpenCL, DirectX) takes a context or a user-defined class as which encapsulates device contexts. Note that OpenCL requires two objects, cl_context and cl_command_queue. The user-defined class must provide GetContext() and GetCommandQueue() for strongly typed binding to osd VertexBuffers and ComputeContexts. Osd::Mesh and MeshInterface have been used as a handy harness to host multiple GPU kernels and graphics APIs. However it has CL/DirectX specializations and duplicates large amount of plubming code. With this change, glMesh.h and d3d11Mesh.h become just typedefs and all logic is put into mesh.h without specializations. Also cleaned up unused header files and code formatting.
139 lines
4.0 KiB
C++
Executable File
139 lines
4.0 KiB
C++
Executable File
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache 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, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "../osd/clD3D11VertexBuffer.h"
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#include <cassert>
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#include <D3D11.h>
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#include <CL/cl_d3d11.h>
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#include "../far/error.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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CLD3D11VertexBuffer::CLD3D11VertexBuffer(int numElements, int numVertices)
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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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CLD3D11VertexBuffer::~CLD3D11VertexBuffer() {
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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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CLD3D11VertexBuffer *
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CLD3D11VertexBuffer::Create(int numElements, int numVertices,
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cl_context clContext,
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ID3D11DeviceContext *deviceContext) {
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CLD3D11VertexBuffer *instance =
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new CLD3D11VertexBuffer(numElements, numVertices);
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ID3D11Device *device;
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deviceContext->GetDevice(&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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CLD3D11VertexBuffer::UpdateData(const float *src, int startVertex,
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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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CLD3D11VertexBuffer::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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CLD3D11VertexBuffer::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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CLD3D11VertexBuffer::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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Far::Error(Far::FAR_RUNTIME_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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CLD3D11VertexBuffer::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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CLD3D11VertexBuffer::unmap() {
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if (not _clMapped) return;
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clEnqueueReleaseD3D11ObjectsKHR(_clQueue, 1, &_clMemory, 0, 0, 0);
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_clMapped = false;
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}
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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