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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
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| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PxShared/include/cudamanager/PxCudaContextManager.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PxShared/include/cudamanager/PxCudaContextManager.h')
| -rw-r--r-- | PxShared/include/cudamanager/PxCudaContextManager.h | 418 |
1 files changed, 418 insertions, 0 deletions
diff --git a/PxShared/include/cudamanager/PxCudaContextManager.h b/PxShared/include/cudamanager/PxCudaContextManager.h new file mode 100644 index 00000000..8e84b3b4 --- /dev/null +++ b/PxShared/include/cudamanager/PxCudaContextManager.h @@ -0,0 +1,418 @@ +// 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 |