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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PxShared/include/cudamanager/PxCudaContextManager.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef PXCUDACONTEXTMANAGER_PXCUDACONTEXTMANAGER_H
+#define PXCUDACONTEXTMANAGER_PXCUDACONTEXTMANAGER_H
+
+#include "foundation/PxPreprocessor.h"
+
+#if PX_SUPPORT_GPU_PHYSX
+
+#include "foundation/PxSimpleTypes.h"
+#include "foundation/PxErrorCallback.h"
+#include "foundation/PxFlags.h"
+#include "task/PxTaskDefine.h"
+#include "cudamanager/PxCudaMemoryManager.h"
+
+/* Forward decl to avoid inclusion of cuda.h */
+typedef struct CUctx_st *CUcontext;
+typedef struct CUgraphicsResource_st *CUgraphicsResource;
+
+namespace physx
+{
+
+class PxGpuDispatcher;
+
+
+/** \brief Possible graphic/CUDA interoperability modes for context */
+struct PxCudaInteropMode
+{
+ /**
+ * \brief Possible graphic/CUDA interoperability modes for context
+ */
+ enum Enum
+ {
+ NO_INTEROP = 0,
+ D3D10_INTEROP,
+ D3D11_INTEROP,
+ OGL_INTEROP,
+
+ COUNT
+ };
+};
+
+struct PxCudaInteropRegisterFlag
+{
+ enum Enum
+ {
+ eNONE = 0x00,
+ eREAD_ONLY = 0x01,
+ eWRITE_DISCARD = 0x02,
+ eSURFACE_LDST = 0x04,
+ eTEXTURE_GATHER = 0x08
+ };
+};
+
+/**
+\brief collection of set bits defined in NxCudaInteropRegisterFlag.
+
+@see NxCudaInteropRegisterFlag
+*/
+typedef PxFlags<PxCudaInteropRegisterFlag::Enum, uint32_t> PxCudaInteropRegisterFlags;
+PX_FLAGS_OPERATORS(PxCudaInteropRegisterFlag::Enum, uint32_t)
+
+//! \brief Descriptor used to create a PxCudaContextManager
+class PxCudaContextManagerDesc
+{
+public:
+ /**
+ * \brief The CUDA context to manage
+ *
+ * If left NULL, the PxCudaContextManager will create a new context. If
+ * graphicsDevice is also not NULL, this new CUDA context will be bound to
+ * that graphics device, enabling the use of CUDA/Graphics interop features.
+ *
+ * If ctx is not NULL, the specified context must be applied to the thread
+ * that is allocating the PxCudaContextManager at creation time (aka, it
+ * cannot be popped). The PxCudaContextManager will take ownership of the
+ * context until the manager is released. All access to the context must be
+ * gated by lock acquisition.
+ *
+ * If the user provides a context for the PxCudaContextManager, the context
+ * _must_ have either been created on the GPU ordinal returned by
+ * PxGetSuggestedCudaDeviceOrdinal() or on your graphics device.
+ *
+ * It is perfectly acceptable to allocate device or host pinned memory from
+ * the context outside the scope of the PxCudaMemoryManager, so long as you
+ * manage its eventual cleanup.
+ */
+ CUcontext *ctx;
+
+ /**
+ * \brief D3D device pointer or OpenGl context handle
+ *
+ * Only applicable when ctx is NULL, thus forcing a new context to be
+ * created. In that case, the created context will be bound to this
+ * graphics device.
+ */
+ void *graphicsDevice;
+
+#if PX_SUPPORT_GPU_PHYSX
+ /**
+ * \brief Application-specific GUID
+ *
+ * If your application employs PhysX modules that use CUDA you need to use a GUID
+ * so that patches for new architectures can be released for your game.You can obtain a GUID for your
+ * application from Nvidia.
+ */
+ const char* appGUID;
+#endif
+ /**
+ * \brief The CUDA/Graphics interop mode of this context
+ *
+ * If ctx is NULL, this value describes the nature of the graphicsDevice
+ * pointer provided by the user. Else it describes the nature of the
+ * context provided by the user.
+ */
+ PxCudaInteropMode::Enum interopMode;
+
+
+ /**
+ * \brief Size of persistent memory
+ *
+ * This memory is allocated up front and stays allocated until the
+ * PxCudaContextManager is released. Size is in bytes, has to be power of two
+ * and bigger than the page size. Set to 0 to only use dynamic pages.
+ *
+ * Note: On Vista O/S and above, there is a per-memory allocation overhead
+ * to every CUDA work submission, so we recommend that you carefully tune
+ * this initial base memory size to closely approximate the amount of
+ * memory your application will consume.
+
+ Note: This is currently not used by PxSceneFlag::eENABLE_GPU_DYNAMICS. Memory allocation properties are configured
+ for GPU rigid bodies using PxSceneDesc::gpuDynamicsConfig.
+ */
+ uint32_t memoryBaseSize[PxCudaBufferMemorySpace::COUNT];
+
+ /**
+ * \brief Size of memory pages
+ *
+ * The memory manager will dynamically grow and shrink in blocks multiple of
+ * this page size. Size has to be power of two and bigger than 0.
+
+ Note: This is currently not used by PxSceneFlag::eENABLE_GPU_DYNAMICS. Memory allocation properties are configured
+ for GPU rigid bodies using PxSceneDesc::gpuDynamicsConfig.
+ */
+ uint32_t memoryPageSize[PxCudaBufferMemorySpace::COUNT];
+
+ /**
+ * \brief Maximum size of memory that the memory manager will allocate
+
+ Note: This is currently not used by PxSceneFlag::eENABLE_GPU_DYNAMICS. Memory allocation properties are configured
+ for GPU rigid bodies using PxSceneDesc::gpuDynamicsConfig.
+ */
+ uint32_t maxMemorySize[PxCudaBufferMemorySpace::COUNT];
+
+ PX_INLINE PxCudaContextManagerDesc()
+ {
+ ctx = NULL;
+ interopMode = PxCudaInteropMode::NO_INTEROP;
+ graphicsDevice = 0;
+#if PX_SUPPORT_GPU_PHYSX
+ appGUID = NULL;
+#endif
+ for(uint32_t i = 0; i < PxCudaBufferMemorySpace::COUNT; i++)
+ {
+ memoryBaseSize[i] = 0;
+ memoryPageSize[i] = 2 * 1024*1024;
+ maxMemorySize[i] = UINT32_MAX;
+ }
+ }
+};
+
+
+/**
+ * \brief Manages memory, thread locks, and task scheduling for a CUDA context
+ *
+ * A PxCudaContextManager manages access to a single CUDA context, allowing it to
+ * be shared between multiple scenes. Memory allocations are dynamic: starting
+ * with an initial heap size and growing on demand by a configurable page size.
+ * The context must be acquired from the manager before using any CUDA APIs.
+ *
+ * The PxCudaContextManager is based on the CUDA driver API and explictly does not
+ * support the CUDA runtime API (aka, CUDART).
+ *
+ * To enable CUDA use by an APEX scene, a PxCudaContextManager must be created
+ * (supplying your own CUDA context, or allowing a new context to be allocated
+ * for you), the PxGpuDispatcher for that context is retrieved via the
+ * getGpuDispatcher() method, and this is assigned to the TaskManager that is
+ * given to the scene via its NxApexSceneDesc.
+ */
+class PxCudaContextManager
+{
+public:
+ /**
+ * \brief Acquire the CUDA context for the current thread
+ *
+ * Acquisitions are allowed to be recursive within a single thread.
+ * You can acquire the context multiple times so long as you release
+ * it the same count.
+ *
+ * The context must be acquired before using most CUDA functions.
+ *
+ * It is not necessary to acquire the CUDA context inside GpuTask
+ * launch functions, because the PxGpuDispatcher will have already
+ * acquired the context for its worker thread. However it is not
+ * harmfull to (re)acquire the context in code that is shared between
+ * GpuTasks and non-task functions.
+ */
+ virtual void acquireContext() = 0;
+
+ /**
+ * \brief Release the CUDA context from the current thread
+ *
+ * The CUDA context should be released as soon as practically
+ * possible, to allow other CPU threads (including the
+ * PxGpuDispatcher) to work efficiently.
+ */
+ virtual void releaseContext() = 0;
+
+ /**
+ * \brief Return the PxCudaMemoryManager instance associated with this
+ * CUDA context
+ * Note: This is currently not used by PxSceneFlag::eENABLE_GPU_DYNAMICS. Memory allocation properties are configured
+ * for GPU rigid bodies using PxSceneDesc::gpuDynamicsConfig.
+ */
+ virtual PxCudaMemoryManager *getMemoryManager() = 0;
+
+ /**
+ * \brief Return the PxGpuDispatcher instance associated with this
+ * CUDA context
+ */
+ virtual class physx::PxGpuDispatcher *getGpuDispatcher() = 0;
+
+ /**
+ * \brief Context manager has a valid CUDA context
+ *
+ * This method should be called after creating a PxCudaContextManager,
+ * especially if the manager was responsible for allocating its own
+ * CUDA context (desc.ctx == NULL). If it returns false, there is
+ * no point in assigning this manager's PxGpuDispatcher to a
+ * TaskManager as it will be unable to execute GpuTasks.
+ */
+ virtual bool contextIsValid() const = 0;
+
+ /* Query CUDA context and device properties, without acquiring context */
+
+ virtual bool supportsArchSM10() const = 0; //!< G80
+ virtual bool supportsArchSM11() const = 0; //!< G92
+ virtual bool supportsArchSM12() const = 0; //!< GT200
+ virtual bool supportsArchSM13() const = 0; //!< GT260
+ virtual bool supportsArchSM20() const = 0; //!< GF100
+ virtual bool supportsArchSM30() const = 0; //!< GK100
+ virtual bool supportsArchSM35() const = 0; //!< GK110
+ virtual bool supportsArchSM50() const = 0; //!< GM100
+ virtual bool supportsArchSM52() const = 0; //!< GM200
+ virtual bool supportsArchSM60() const = 0; //!< GP100
+ virtual bool isIntegrated() const = 0; //!< true if GPU is an integrated (MCP) part
+ virtual bool canMapHostMemory() const = 0; //!< true if GPU map host memory to GPU (0-copy)
+ virtual int getDriverVersion() const = 0; //!< returns cached value of cuGetDriverVersion()
+ virtual size_t getDeviceTotalMemBytes() const = 0; //!< returns cached value of device memory size
+ virtual int getMultiprocessorCount() const = 0; //!< returns cache value of SM unit count
+ virtual unsigned int getClockRate() const = 0; //!< returns cached value of SM clock frequency
+ virtual int getSharedMemPerBlock() const = 0; //!< returns total amount of shared memory available per block in bytes
+ virtual int getSharedMemPerMultiprocessor() const = 0; //!< returns total amount of shared memory available per multiprocessor in bytes
+ virtual unsigned int getMaxThreadsPerBlock() const = 0; //!< returns the maximum number of threads per block
+ virtual const char *getDeviceName() const = 0; //!< returns device name retrieved from driver
+ virtual PxCudaInteropMode::Enum getInteropMode() const = 0; //!< interop mode the context was created with
+
+ virtual void setUsingConcurrentStreams(bool) = 0; //!< turn on/off using concurrent streams for GPU work
+ virtual bool getUsingConcurrentStreams() const = 0; //!< true if GPU work can run in concurrent streams
+ /* End query methods that don't require context to be acquired */
+
+ /**
+ * \brief Register a rendering resource with CUDA
+ *
+ * This function is called to register render resources (allocated
+ * from OpenGL) with CUDA so that the memory may be shared
+ * between the two systems. This is only required for render
+ * resources that are designed for interop use. In APEX, each
+ * render resource descriptor that could support interop has a
+ * 'registerInCUDA' boolean variable.
+ *
+ * The function must be called again any time your graphics device
+ * is reset, to re-register the resource.
+ *
+ * Returns true if the registration succeeded. A registered
+ * resource must be unregistered before it can be released.
+ *
+ * \param resource [OUT] the handle to the resource that can be used with CUDA
+ * \param buffer [IN] GLuint buffer index to be mapped to cuda
+ * \param flags [IN] cuda interop registration flags
+ */
+ virtual bool registerResourceInCudaGL(CUgraphicsResource &resource, uint32_t buffer, PxCudaInteropRegisterFlags flags = PxCudaInteropRegisterFlags()) = 0;
+
+ /**
+ * \brief Register a rendering resource with CUDA
+ *
+ * This function is called to register render resources (allocated
+ * from Direct3D) with CUDA so that the memory may be shared
+ * between the two systems. This is only required for render
+ * resources that are designed for interop use. In APEX, each
+ * render resource descriptor that could support interop has a
+ * 'registerInCUDA' boolean variable.
+ *
+ * The function must be called again any time your graphics device
+ * is reset, to re-register the resource.
+ *
+ * Returns true if the registration succeeded. A registered
+ * resource must be unregistered before it can be released.
+ *
+ * \param resource [OUT] the handle to the resource that can be used with CUDA
+ * \param resourcePointer [IN] A pointer to either IDirect3DResource9, or ID3D10Device, or ID3D11Resource to be registered.
+ * \param flags [IN] cuda interop registration flags
+ */
+ virtual bool registerResourceInCudaD3D(CUgraphicsResource &resource, void *resourcePointer, PxCudaInteropRegisterFlags flags = PxCudaInteropRegisterFlags()) = 0;
+
+ /**
+ * \brief Unregister a rendering resource with CUDA
+ *
+ * If a render resource was successfully registered with CUDA using
+ * the registerResourceInCuda***() methods, this function must be called
+ * to unregister the resource before the it can be released.
+ */
+ virtual bool unregisterResourceInCuda(CUgraphicsResource resource) = 0;
+
+ /**
+ * \brief Determine if the user has configured a dedicated PhysX GPU in the NV Control Panel
+ * \note If using CUDA Interop, this will always return false
+ * \returns 1 if there is a dedicated GPU
+ * 0 if there is NOT a dedicated GPU
+ * -1 if the routine is not implemented
+ */
+ virtual int usingDedicatedGPU() const = 0;
+
+ /**
+ * \brief Release the PxCudaContextManager
+ *
+ * When the manager instance is released, it also releases its
+ * PxGpuDispatcher instance and PxCudaMemoryManager. Before the memory
+ * manager is released, it frees all allocated memory pages. If the
+ * PxCudaContextManager created the CUDA context it was responsible
+ * for, it also frees that context.
+ *
+ * Do not release the PxCudaContextManager if there are any scenes
+ * using its PxGpuDispatcher. Those scenes must be released first
+ * since there is no safe way to remove a PxGpuDispatcher from a
+ * TaskManager once the TaskManager has been given to a scene.
+ *
+ */
+ virtual void release() = 0;
+
+protected:
+
+ /**
+ * \brief protected destructor, use release() method
+ */
+ virtual ~PxCudaContextManager() {}
+};
+
+/**
+ * \brief Convenience class for holding CUDA lock within a scope
+ */
+class PxScopedCudaLock
+{
+public:
+ /**
+ * \brief ScopedCudaLock constructor
+ */
+ PxScopedCudaLock(PxCudaContextManager& ctx) : mCtx(&ctx)
+ {
+ mCtx->acquireContext();
+ }
+
+ /**
+ * \brief ScopedCudaLock destructor
+ */
+ ~PxScopedCudaLock()
+ {
+ mCtx->releaseContext();
+ }
+
+protected:
+
+ /**
+ * \brief CUDA context manager pointer (initialized in the constructor)
+ */
+ PxCudaContextManager* mCtx;
+};
+
+} // end physx namespace
+
+#endif // PX_SUPPORT_GPU_PHYSX
+#endif // PXCUDACONTEXTMANAGER_PXCUDACONTEXTMANAGER_H