// 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 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 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_D3D11 struct D3D11Objects { ID3D11Device* m_pd3d11Device; }; #endif #if WAVEWORKS_ENABLE_GL struct GL2Objects { void* m_pGLContext; }; #endif union { #if WAVEWORKS_ENABLE_D3D11 D3D11Objects _11; #endif #if WAVEWORKS_ENABLE_GL GL2Objects _GL2; #endif } m_d3d; }; #endif // _NVWAVEWORKS_FFT_SIMULATION_MANAGER_CUDA_IMPL_H