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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_DIRECTCOMPUTE_IMPL_H
#define _NVWAVEWORKS_FFT_SIMULATION_DIRECTCOMPUTE_IMPL_H
#include "FFT_Simulation.h"
#ifdef SUPPORT_DIRECTCOMPUTE
class NVWaveWorks_FFT_Simulation_Manager_DirectCompute_Impl;
template<class T> class CircularFIFO;
class NVWaveWorks_FFT_Simulation_DirectCompute_Impl : public NVWaveWorks_FFT_Simulation
{
public:
NVWaveWorks_FFT_Simulation_DirectCompute_Impl(NVWaveWorks_FFT_Simulation_Manager_DirectCompute_Impl* pManager, const GFSDK_WaveWorks_Detailed_Simulation_Params::Cascade& params);
~NVWaveWorks_FFT_Simulation_DirectCompute_Impl();
// Mandatory NVWaveWorks_FFT_Simulation interface
HRESULT initD3D11(ID3D11Device* pD3DDevice);
HRESULT initNoGraphics() { return S_OK; }
HRESULT reinit(const GFSDK_WaveWorks_Detailed_Simulation_Params::Cascade& params);
HRESULT addDisplacements(const gfsdk_float2* inSamplePoints, gfsdk_float4* outDisplacements, UINT numSamples);
HRESULT addArchivedDisplacements(float coord, const gfsdk_float2* inSamplePoints, gfsdk_float4* outDisplacements, UINT numSamples);
HRESULT getTimings(NVWaveWorks_FFT_Simulation_Timings&) const;
gfsdk_U64 getDisplacementMapVersion() const { return m_DisplacementMapVersion; }
ID3D11ShaderResourceView** GetDisplacementMapD3D11();
GLuint GetDisplacementMapGL2();
HRESULT kick(Graphics_Context* pGC, double dSimTime, gfsdk_U64 kickID);
HRESULT collectSingleReadbackResult(bool blocking);
bool getReadbackCursor(gfsdk_U64* pKickID);
bool hasReadbacksInFlight() const;
HRESULT canCollectSingleReadbackResultWithoutBlocking();
HRESULT resetReadbacks();
HRESULT archiveDisplacements();
private:
NVWaveWorks_FFT_Simulation_Manager_DirectCompute_Impl* m_pManager;
GFSDK_WaveWorks_Detailed_Simulation_Params::Cascade m_params;
unsigned int m_resolution; // m_params.fft_resolution
unsigned int m_half_resolution_plus_one;
bool m_avoid_frame_depedencies; // if SLI, currently always true (performance issue)
bool m_GaussAndOmegaInitialised;
bool m_H0Dirty;
HRESULT allocateAllResources();
void releaseAllResources();
void releaseAll();
HRESULT initGaussAndOmega();
void updateConstantBuffer(double simTime) const;
enum { NumReadbackSlots = 4 }; // 2 in-flight, one usable, one active
enum { NumTimerSlots = 4 }; // 2 in-flight, one usable, one active
int m_active_readback_slot; // i.e. not in-flight
int m_end_inflight_readback_slots; // the first in-flight slot is always the one after active
bool m_ReadbackInitialised;
gfsdk_U64 m_readback_kickIDs[NumReadbackSlots];
gfsdk_U64 m_DisplacementMapVersion;
HRESULT consumeAvailableReadbackSlot(int& slot, gfsdk_U64 kickID);
HRESULT waitForAllInFlightReadbacks();
float m_timer_results[NumTimerSlots];
gfsdk_U64 m_timer_kickIDs[NumReadbackSlots];
int m_active_timer_slot; // i.e. not in-flight
int m_end_inflight_timer_slots; // the first in-flight slot is always the one after active
HRESULT consumeAvailableTimerSlot(int& slot, gfsdk_U64 kickID);
HRESULT waitForAllInFlightTimers();
void add_displacements_float16_d3d11( ID3D11Texture2D* buffer,
const gfsdk_float2* inSamplePoints,
gfsdk_float4* outDisplacements,
UINT numSamples,
float multiplier
);
HRESULT addArchivedDisplacementsD3D11( float coord,
const gfsdk_float2* inSamplePoints,
gfsdk_float4* outDisplacements,
UINT numSamples
);
// D3D API handling
nv_water_d3d_api m_d3dAPI;
struct D3D11Objects
{
ID3D11Device* m_device;
ID3D11DeviceContext* m_context;
// The Gauss distribution used to generated H0 (size: N x N).
ID3D11Buffer* m_buffer_Gauss;
// Angular frequency (size: N/2+1 x N/2+1).
ID3D11Buffer* m_buffer_Omega;
// Initial height field H(0) generated by Phillips spectrum & Gauss distribution (size: N+1 x N+1).
ID3D11Buffer* m_buffer_H0;
// Height field H(t) in frequency domain, updated each frame (size: N/2+1 x N).
ID3D11Buffer* m_buffer_Ht;
// Choppy fields Dx(t) and Dy(t), updated each frame (size: N/2+1 x N).
ID3D11Buffer* m_buffer_Dt;
// Displacement/choppy field (size: N x N).
ID3D11Texture2D* m_texture_Displacement;
// per-frame constants (todo: only time is updated every frame, worth splitting?)
ID3D11Buffer* m_buffer_constants;
ID3D11ShaderResourceView* m_srv_Gauss;
ID3D11ShaderResourceView* m_srv_H0;
ID3D11ShaderResourceView* m_srv_Ht;
ID3D11ShaderResourceView* m_srv_Dt;
ID3D11ShaderResourceView* m_srv_Omega;
ID3D11ShaderResourceView* m_srv_Displacement; // (ABGR32F)
ID3D11UnorderedAccessView* m_uav_H0;
ID3D11UnorderedAccessView* m_uav_Ht;
ID3D11UnorderedAccessView* m_uav_Dt;
ID3D11UnorderedAccessView* m_uav_Displacement;
// readback staging
ID3D11Texture2D* m_readback_buffers[NumReadbackSlots];
ID3D11Query* m_readback_queries[NumReadbackSlots];
ID3D11Texture2D* m_active_readback_buffer;
struct ReadbackFIFOSlot
{
gfsdk_U64 kickID;
ID3D11Texture2D* buffer;
};
CircularFIFO<ReadbackFIFOSlot>* m_pReadbackFIFO;
// timers
ID3D11Query* m_frequency_queries[NumTimerSlots];
ID3D11Query* m_start_queries[NumTimerSlots];
ID3D11Query* m_end_queries[NumTimerSlots];
// Shaders
ID3D11ComputeShader* m_update_h0_shader;
ID3D11ComputeShader* m_row_shader;
ID3D11ComputeShader* m_column_shader;
};
union
{
D3D11Objects _11;
} m_d3d;
};
#endif // SUPPORT_DIRECTCOMPUTE
#endif // _NVWAVEWORKS_FFT_SIMULATION_DIRECTCOMPUTE_IMPL_H
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