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authorJason Maskell <[email protected]>2016-05-09 10:39:54 +0200
committerJason Maskell <[email protected]>2016-05-09 10:39:54 +0200
commit79b3462799c28af8ba586349bd671b1b56e72353 (patch)
tree3b06e36c390254c0dc7f3733a0d32af213d87293 /src/FFT_Simulation_Manager_CUDA_impl.h
downloadwaveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz
waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip
Initial commit with PS4 and XBone stuff trimmed.
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+// This code contains NVIDIA Confidential Information and is disclosed
+// under the Mutual Non-Disclosure Agreement.
+//
+// Notice
+// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
+// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
+//
+// 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. No third party distribution is allowed unless
+// expressly authorized by NVIDIA. 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 � 2008- 2013 NVIDIA Corporation. All rights reserved.
+//
+// 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.
+//
+
+#ifndef _NVWAVEWORKS_FFT_SIMULATION_MANAGER_CUDA_IMPL_H
+#define _NVWAVEWORKS_FFT_SIMULATION_MANAGER_CUDA_IMPL_H
+
+#include "FFT_Simulation_Manager.h"
+#include "Sim_Array.h"
+
+class NVWaveWorks_FFT_Simulation_CUDA_Impl;
+
+class NVWaveWorks_FFT_Simulation_Manager_CUDA_Impl : public NVWaveWorks_FFT_Simulation_Manager
+{
+public:
+
+ NVWaveWorks_FFT_Simulation_Manager_CUDA_Impl();
+ ~NVWaveWorks_FFT_Simulation_Manager_CUDA_Impl();
+
+ virtual HRESULT initD3D9(IDirect3DDevice9* pD3DDevice);
+ virtual HRESULT initD3D10(ID3D10Device* pD3DDevice);
+ virtual HRESULT initD3D11(ID3D11Device* pD3DDevice);
+ virtual HRESULT initGL2(void* pGLContext);
+ virtual HRESULT initNoGraphics();
+
+ // Mandatory NVWaveWorks_FFT_Simulation_Manager interface
+ NVWaveWorks_FFT_Simulation* createSimulation(const GFSDK_WaveWorks_Detailed_Simulation_Params::Cascade& params);
+ void releaseSimulation(NVWaveWorks_FFT_Simulation* pSimulation);
+ HRESULT beforeReinit(const GFSDK_WaveWorks_Detailed_Simulation_Params& params, bool reinitOnly);
+ HRESULT kick(Graphics_Context* pGC, double dSimTime, gfsdk_U64& kickID);
+ bool getStagingCursor(gfsdk_U64* pKickID);
+ AdvanceCursorResult advanceStagingCursor(bool block);
+ bool getReadbackCursor(gfsdk_U64* pKickID);
+ AdvanceCursorResult advanceReadbackCursor(bool block);
+ WaitCursorResult waitStagingCursor();
+ HRESULT archiveDisplacements();
+ HRESULT getTimings(GFSDK_WaveWorks_Simulation_Manager_Timings& timings);
+
+ // Hooks used by cascade members
+ unsigned int GetActiveCudaDeviceIndex() const { return m_activeCudaDeviceIndex; }
+ unsigned int GetNumCudaDevices() const { return m_numCudaDevices; }
+
+ struct CudaDeviceInfo
+ {
+#ifdef SUPPORT_CUDA
+ // Device IDs
+ int m_cudaDevice;
+
+ // device memory for all cascades
+ void* m_device_constants;
+ void* m_constants_address;
+ size_t m_constants_size;
+
+ // Streams
+ cudaStream_t m_kernel_stream;
+ cudaStream_t m_readback_stream;
+#endif
+ };
+
+ const CudaDeviceInfo& GetCudaDeviceInfo(unsigned int ix) const { return m_pCudaDeviceInfos[ix]; }
+ HRESULT beforeReallocateSimulation();
+
+private:
+
+ Sim_Array<NVWaveWorks_FFT_Simulation_CUDA_Impl> m_Simulations;
+
+ gfsdk_U64 m_NextKickID;
+
+ bool m_StagingCursorIsValid;
+ gfsdk_U64 m_StagingCursorKickID;
+
+ unsigned int m_numCudaDevices;
+ unsigned int m_activeCudaDeviceIndex;
+ CudaDeviceInfo* m_pCudaDeviceInfos;
+
+ bool m_cudaResourcesInitialised;
+
+ void releaseAll();
+
+ HRESULT releaseCudaResources();
+ HRESULT allocateCudaResources();
+
+ HRESULT checkForReadbackResults();
+
+ HRESULT mapInteropResources(const CudaDeviceInfo& cdi);
+ HRESULT unmapInteropResources(const CudaDeviceInfo& cdi);
+
+ // D3D API handling
+ nv_water_d3d_api m_d3dAPI;
+
+#if WAVEWORKS_ENABLE_D3D9
+ struct D3D9Objects
+ {
+ IDirect3DDevice9* m_pd3d9Device;
+ };
+#endif
+
+#if WAVEWORKS_ENABLE_D3D10
+ struct D3D10Objects
+ {
+ ID3D10Device* m_pd3d10Device;
+ };
+#endif
+
+#if WAVEWORKS_ENABLE_D3D11
+ struct D3D11Objects
+ {
+ ID3D11Device* m_pd3d11Device;
+ };
+#endif
+#if WAVEWORKS_ENABLE_GL
+ struct GL2Objects
+ {
+ void* m_pGLContext;
+ };
+#endif
+ union
+ {
+#if WAVEWORKS_ENABLE_D3D9
+ D3D9Objects _9;
+#endif
+
+#if WAVEWORKS_ENABLE_D3D10
+ D3D10Objects _10;
+#endif
+
+#if WAVEWORKS_ENABLE_D3D11
+ D3D11Objects _11;
+#endif
+
+#if WAVEWORKS_ENABLE_GL
+ GL2Objects _GL2;
+#endif
+ } m_d3d;
+};
+
+#endif // _NVWAVEWORKS_FFT_SIMULATION_MANAGER_CUDA_IMPL_H