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| author | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
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| committer | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
| commit | 79b3462799c28af8ba586349bd671b1b56e72353 (patch) | |
| tree | 3b06e36c390254c0dc7f3733a0d32af213d87293 /src/FFT_Simulation_Manager_CUDA_impl.h | |
| download | waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip | |
Initial commit with PS4 and XBone stuff trimmed.
Diffstat (limited to 'src/FFT_Simulation_Manager_CUDA_impl.h')
| -rw-r--r-- | src/FFT_Simulation_Manager_CUDA_impl.h | 161 |
1 files changed, 161 insertions, 0 deletions
diff --git a/src/FFT_Simulation_Manager_CUDA_impl.h b/src/FFT_Simulation_Manager_CUDA_impl.h new file mode 100644 index 0000000..11ca0f4 --- /dev/null +++ b/src/FFT_Simulation_Manager_CUDA_impl.h @@ -0,0 +1,161 @@ +// 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 |