Esempio n. 1
0
bool
OsdCLKernelBundle::Compile(cl_context clContext,
                           int numVertexElements, int numVaryingElements) {

    cl_int ciErrNum;

    _numVertexElements = numVertexElements;
    _numVaryingElements = numVaryingElements;

    char constantDefine[256];
    snprintf(constantDefine, sizeof(constantDefine),
             "#define NUM_VERTEX_ELEMENTS %d\n"
             "#define NUM_VARYING_ELEMENTS %d\n",
             numVertexElements, numVaryingElements);

    const char *sources[] = { constantDefine, clSource };

    _clProgram = clCreateProgramWithSource(clContext, 2, sources, 0, &ciErrNum);
    CL_CHECK_ERROR(ciErrNum, "clCreateProgramWithSource\n");

    ciErrNum = clBuildProgram(_clProgram, 0, NULL, NULL, NULL, NULL);
    if (ciErrNum != CL_SUCCESS) {
        OsdError(OSD_CL_PROGRAM_BUILD_ERROR, "CLerr=%d", ciErrNum);

        cl_int numDevices = 0;
        clGetContextInfo(clContext, CL_CONTEXT_NUM_DEVICES,
                         sizeof(cl_uint), &numDevices, NULL);
        cl_device_id *devices = new cl_device_id[numDevices];
        clGetContextInfo(clContext, CL_CONTEXT_DEVICES,
                         sizeof(cl_device_id)*numDevices, devices, NULL);
        for (int i = 0; i < numDevices; ++i) {
            char cBuildLog[10240];
            clGetProgramBuildInfo(_clProgram, devices[i], CL_PROGRAM_BUILD_LOG,
                                  sizeof(cBuildLog), cBuildLog, NULL);
            OsdError(OSD_CL_PROGRAM_BUILD_ERROR, cBuildLog);
        }
        delete[] devices;
        return false;
    }

    _clBilinearEdge   = buildKernel(_clProgram, "computeBilinearEdge");
    _clBilinearVertex = buildKernel(_clProgram, "computeBilinearVertex");
    _clCatmarkFace    = buildKernel(_clProgram, "computeFace");
    _clCatmarkEdge    = buildKernel(_clProgram, "computeEdge");
    _clCatmarkVertexA = buildKernel(_clProgram, "computeVertexA");
    _clCatmarkVertexB = buildKernel(_clProgram, "computeVertexB");
    _clLoopEdge       = buildKernel(_clProgram, "computeEdge");
    _clLoopVertexA    = buildKernel(_clProgram, "computeVertexA");
    _clLoopVertexB    = buildKernel(_clProgram, "computeLoopVertexB");
    _clVertexEditAdd  = buildKernel(_clProgram, "editVertexAdd");

    return true;
}
Esempio n. 2
0
void
OsdCudaGLVertexBuffer::map() {

    if (_devicePtr) return;
    size_t num_bytes;
    void *ptr;

    cudaError_t err = cudaGraphicsMapResources(1, &_cudaResource, 0);
    if (err != cudaSuccess)
        OsdError(OSD_CUDA_GL_ERROR, "OsdCudaGLVertexBuffer::map failed.\n%s\n", cudaGetErrorString(err));
    err = cudaGraphicsResourceGetMappedPointer(&ptr, &num_bytes, _cudaResource);
    if (err != cudaSuccess)
        OsdError(OSD_CUDA_GL_ERROR, "OsdCudaGLVertexBuffer::map failed.\n%s\n", cudaGetErrorString(err));
    _devicePtr = ptr;
}
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;
}
Esempio n. 4
0
bool
OsdCLD3D11VertexBuffer::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)) {
        OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_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;
}
Esempio n. 5
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void
OsdD3D11VertexBuffer::UpdateData(const float *src, int startVertex, int numVertices,
                                 void *param) {

    ID3D11DeviceContext * pd3dDeviceContext =
        static_cast<ID3D11DeviceContext*>(param);
    assert(pd3dDeviceContext);

    D3D11_MAPPED_SUBRESOURCE resource;
    HRESULT hr = pd3dDeviceContext->Map(_uploadBuffer, 0,
                                        D3D11_MAP_WRITE_DISCARD, 0, &resource);

    if (FAILED(hr)) {
        OsdError(OSD_D3D11_BUFFER_MAP_ERROR, "Failed to map buffer\n");
        return;
    }

    int size = GetNumElements() * numVertices * sizeof(float);

    memcpy((float*)resource.pData + startVertex * _numElements, src, size);

    pd3dDeviceContext->Unmap(_uploadBuffer, 0);

    D3D11_BOX srcBox = { 0, 0, 0, size, 1, 1 };
    pd3dDeviceContext->CopySubresourceRegion(_buffer, 0, 0, 0, 0,
                                             _uploadBuffer, 0, &srcBox);
}
Esempio n. 6
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bool
OsdD3D11VertexBuffer::allocate(ID3D11Device *device) {

    D3D11_BUFFER_DESC hBufferDesc;
    hBufferDesc.ByteWidth = _numElements * _numVertices * sizeof(float);
    hBufferDesc.Usage = D3D11_USAGE_DEFAULT;
    hBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
    hBufferDesc.CPUAccessFlags = 0;
    hBufferDesc.MiscFlags = 0;
    hBufferDesc.StructureByteStride = sizeof(float);

    HRESULT hr = device->CreateBuffer(&hBufferDesc, NULL, &_buffer);
    if (FAILED(hr)) {
        OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR,
                 "Failed to create vertex buffer\n");
        return false;
    }

    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);

    hr = device->CreateBuffer(&hBufferDesc, NULL, &_uploadBuffer);
    if (FAILED(hr)) {
        OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR,
                 "Failed to create upload vertex buffer\n");
        return false;
    }

    D3D11_UNORDERED_ACCESS_VIEW_DESC uavd;
    ZeroMemory(&uavd, sizeof(uavd));
    uavd.Format = DXGI_FORMAT_R32_FLOAT;
    uavd.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
    uavd.Buffer.FirstElement = 0;
    uavd.Buffer.NumElements = _numElements * _numVertices;
    hr = device->CreateUnorderedAccessView(_buffer, &uavd, &_uav);
    if (FAILED(hr)) {
        OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR,
                 "Failed to create unordered access resource view\n");
        return false;
    }
    return true;
}
OsdCudaGLVertexBuffer *
OsdCudaGLVertexBuffer::Create(int numElements, int numVertices) {
    OsdCudaGLVertexBuffer *instance =
        new OsdCudaGLVertexBuffer(numElements, numVertices);
    if (instance->allocate()) return instance;
    OsdError(OSD_CUDA_GL_ERROR,"OsdCudaGLVertexBuffer::Create failed.\n");
    delete instance;
    return NULL;
}
Esempio n. 8
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void
OsdCudaGLVertexBuffer::unmap() {

    if (_devicePtr == NULL) return;
    cudaError_t err = cudaGraphicsUnmapResources(1, &_cudaResource, 0);
    if (err != cudaSuccess)
        OsdError(OSD_CUDA_GL_ERROR, "OsdCudaGLVertexBuffer::unmap failed.\n%s\n", cudaGetErrorString(err));
    _devicePtr = NULL;
}
Esempio n. 9
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static cl_kernel buildKernel(cl_program prog, const char * name) {

    cl_int ciErr;
    cl_kernel k = clCreateKernel(prog, name, &ciErr);

    if (ciErr != CL_SUCCESS) {
        OsdError(OSD_CL_KERNEL_CREATE_ERROR);
    }
    return k;
}
Esempio n. 10
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static ID3D11Buffer *
genTextureBuffer(ID3D11DeviceContext *deviceContext, int size, void const * data) {

    D3D11_BUFFER_DESC hBufferDesc;
    hBufferDesc.ByteWidth = size;
    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;
    ID3D11Buffer *buffer;
    ID3D11Device *device;
    deviceContext->GetDevice(&device);
    hr = device->CreateBuffer(&hBufferDesc, NULL, &buffer);
    if (FAILED(hr)) {
        OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR,
                 "Fail in CreateBuffer\n");
        return 0;
    }

    D3D11_MAPPED_SUBRESOURCE resource;
    hr = deviceContext->Map(buffer, 0,
                            D3D11_MAP_WRITE_DISCARD, 0, &resource);
    if (FAILED(hr)) {
        OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR,
                 "Fail in Map buffer\n");
        buffer->Release();
        return 0;
    }
    memcpy(resource.pData, data, size);
    deviceContext->Unmap(buffer, 0);

    return buffer;
}
ID3D11Buffer *
OsdCpuD3D11VertexBuffer::BindD3D11Buffer(ID3D11DeviceContext *deviceContext) {

    assert(deviceContext);

    D3D11_MAPPED_SUBRESOURCE resource;
    HRESULT hr = deviceContext->Map(_d3d11Buffer, 0,
                                    D3D11_MAP_WRITE_DISCARD, 0, &resource);

    if (FAILED(hr)) {
        OsdError(OSD_D3D11_BUFFER_MAP_ERROR, "Fail to map buffer\n");
        return NULL;
    }

    int size = _numElements * _numVertices * sizeof(float);

    memcpy(resource.pData, _cpuBuffer, size);

    deviceContext->Unmap(_d3d11Buffer, 0);

    return _d3d11Buffer;
}
bool
OsdCpuD3D11VertexBuffer::allocate(ID3D11Device *device) {

    _cpuBuffer = new float[_numElements * _numVertices];

    // XXX: should move this constructor to factory for error handling
    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);  // XXX ?

    HRESULT hr;
    hr = device->CreateBuffer(&hBufferDesc, NULL, &_d3d11Buffer);
    if (FAILED(hr)) {
        OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR,
                 "Fail in CreateBuffer\n");
        return false;
    }
    return true;
}