Add Chromium-only Blender WebEngine parity work
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134
blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/cudaD3D11VertexBuffer.cpp
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134
blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/cudaD3D11VertexBuffer.cpp
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//
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// Copyright 2013 Pixar
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//
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// Licensed under the terms set forth in the LICENSE.txt file available at
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// https://opensubdiv.org/license.
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//
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#include "../osd/cudaD3D11VertexBuffer.h"
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#include "../far/error.h"
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#include <D3D11.h>
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#include <cuda_runtime.h>
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#include <cuda_d3d11_interop.h>
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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CudaD3D11VertexBuffer::CudaD3D11VertexBuffer(int numElements, int numVertices)
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: _numElements(numElements), _numVertices(numVertices),
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_d3d11Buffer(NULL), _cudaBuffer(NULL), _cudaResource(NULL) {
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}
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CudaD3D11VertexBuffer::~CudaD3D11VertexBuffer() {
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unmap();
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cudaGraphicsUnregisterResource(_cudaResource);
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_d3d11Buffer->Release();
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}
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CudaD3D11VertexBuffer *
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CudaD3D11VertexBuffer::Create(int numElements, int numVertices,
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ID3D11DeviceContext *deviceContext) {
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CudaD3D11VertexBuffer *instance =
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new CudaD3D11VertexBuffer(numElements, numVertices);
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ID3D11Device *device;
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deviceContext->GetDevice(&device);
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if (instance->allocate(device)) return instance;
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delete instance;
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return NULL;
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}
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void
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CudaD3D11VertexBuffer::UpdateData(const float *src,
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int startVertex, int numVertices,
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void * /*deviceContext*/) {
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map();
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cudaMemcpy((float*)_cudaBuffer + _numElements * startVertex,
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src, _numElements * numVertices * sizeof(float),
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cudaMemcpyHostToDevice);
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}
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int
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CudaD3D11VertexBuffer::GetNumElements() const {
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return _numElements;
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}
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int
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CudaD3D11VertexBuffer::GetNumVertices() const {
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return _numVertices;
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}
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float *
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CudaD3D11VertexBuffer::BindCudaBuffer() {
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map();
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return (float*)_cudaBuffer;
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}
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ID3D11Buffer *
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CudaD3D11VertexBuffer::BindD3D11Buffer(ID3D11DeviceContext *deviceContext) {
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unmap();
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return _d3d11Buffer;
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}
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bool
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CudaD3D11VertexBuffer::allocate(ID3D11Device *device) {
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D3D11_BUFFER_DESC hBufferDesc;
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hBufferDesc.ByteWidth = _numElements * _numVertices * sizeof(float);
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hBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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hBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_SHADER_RESOURCE;
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hBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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hBufferDesc.MiscFlags = 0;
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hBufferDesc.StructureByteStride = sizeof(float);
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HRESULT hr;
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hr = device->CreateBuffer(&hBufferDesc, NULL, &_d3d11Buffer);
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if(FAILED(hr)) {
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Far::Error(Far::FAR_RUNTIME_ERROR,
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"Fail in CreateBuffer\n");
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return false;
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}
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// register d3d11buffer as cuda resource
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cudaError_t err = cudaGraphicsD3D11RegisterResource(
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&_cudaResource, _d3d11Buffer, cudaGraphicsRegisterFlagsNone);
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if (err != cudaSuccess) return false;
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return true;
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}
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void
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CudaD3D11VertexBuffer::map() {
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if (_cudaBuffer) return;
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size_t num_bytes;
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void *ptr;
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cudaGraphicsMapResources(1, &_cudaResource, 0);
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cudaGraphicsResourceGetMappedPointer(&ptr, &num_bytes, _cudaResource);
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_cudaBuffer = ptr;
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}
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void
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CudaD3D11VertexBuffer::unmap() {
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if (_cudaBuffer == NULL) return;
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cudaGraphicsUnmapResources(1, &_cudaResource, 0);
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_cudaBuffer = NULL;
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}
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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