OpenSubdiv/opensubdiv/osd/clD3D11VertexBuffer.cpp
Takahito Tejima de0082ba95 Simplify Osd::MeshInterface.
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.
2015-04-27 11:27:05 -07:00

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//
// 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