genesis-3d_engine/Engine/ExtIncludes/physX3/windows/pxtask/PxCudaContextManager.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

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15 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// 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.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, 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. 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
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
#ifndef PX_CUDA_CONTEXT_MANAGER_H
#define PX_CUDA_CONTEXT_MANAGER_H
#include "pxtask/PxCudaMemoryManager.h"
/* Forward decl to avoid inclusion of cuda.h */
typedef struct CUctx_st *CUcontext;
typedef struct CUgraphicsResource_st *CUgraphicsResource;
#ifndef PX_DOXYGEN
namespace physx
{
#endif
class PxProfileZoneManager;
namespace pxtask
{
/** \brief Possible graphic/CUDA interoperability modes for context */
struct CudaInteropMode
{
/**
* \brief Possible graphic/CUDA interoperability modes for context
*/
enum Enum
{
NO_INTEROP = 0,
D3D9_INTEROP,
D3D10_INTEROP,
D3D11_INTEROP,
OGL_INTEROP,
COUNT
};
};
//! \brief Descriptor used to create a CudaContextManager
class CudaContextManagerDesc
{
public:
/**
* \brief The CUDA context to manage
*
* If left NULL, the CudaContextManager will create a new context. If
* graphicsDevice is also not NULL, this new CUDA context will be bound to
* that graphics device, enabling the use of CUDA/Graphics interop features.
*
* If ctx is not NULL, the specified context must be applied to the thread
* that is allocating the CudaContextManager at creation time (aka, it
* cannot be popped). The CudaContextManager will take ownership of the
* context until the manager is released. All access to the context must be
* gated by lock acquisition.
*
* If the user provides a context for the CudaContextManager, the context
* _must_ have either been created on the GPU ordinal returned by
* getSuggestedCudaDeviceOrdinal() or on your graphics device.
*
* It is perfectly acceptable to allocate device or host pinned memory from
* the context outside the scope of the CudaMemoryManager, so long as you
* manage its eventual cleanup.
*/
CUcontext *ctx;
/**
* \brief D3D device pointer or OpenGl context handle
*
* Only applicable when ctx is NULL, thus forcing a new context to be
* created. In that case, the created context will be bound to this
* graphics device.
*/
void *graphicsDevice;
#if defined(PX_WINDOWS)
/**
* \brief Application-specific GUID
*
* If your application employs PhysX modules that use CUDA you need to use a GUID
* so that patches for new architectures can be released for your game.You can obtain a GUID for your
* application from Nvidia.
*/
const char* appGUID;
#endif
/**
* \brief The CUDA/Graphics interop mode of this context
*
* If ctx is NULL, this value describes the nature of the graphicsDevice
* pointer provided by the user. Else it describes the nature of the
* context provided by the user.
*/
CudaInteropMode::Enum interopMode;
/**
* \brief Size of persistent memory
*
* This memory is allocated up front and stays allocated until the
* CudaContextManager is released. Size is in bytes, has to be power of two
* and bigger than the page size. Set to 0 to only use dynamic pages.
*
* Note: On Vista O/S and above, there is a per-memory allocation overhead
* to every CUDA work submission, so we recommend that you carefully tune
* this initial base memory size to closely approximate the ammount of
* memory your application will consume.
*/
PxU32 memoryBaseSize[CudaBufferMemorySpace::COUNT];
/**
* \brief Size of memory pages
*
* The memory manager will dynamically grow and shrink in blocks multiple of
* this page size. Size has to be power of two and bigger than 0.
*/
PxU32 memoryPageSize[CudaBufferMemorySpace::COUNT];
/**
* \brief Maximum size of memory that the memory manager will allocate
*/
PxU32 maxMemorySize[CudaBufferMemorySpace::COUNT];
PX_INLINE CudaContextManagerDesc()
{
ctx = NULL;
interopMode = CudaInteropMode::NO_INTEROP;
graphicsDevice = 0;
#if defined(PX_WINDOWS)
appGUID = NULL;
#endif
for(PxU32 i = 0; i < CudaBufferMemorySpace::COUNT; i++)
{
memoryBaseSize[i] = 0;
memoryPageSize[i] = 2 * 1024*1024;
maxMemorySize[i] = PX_MAX_U32;
}
}
};
/**
* \brief Manages memory, thread locks, and task scheduling for a CUDA context
*
* A CudaContextManager manages access to a single CUDA context, allowing it to
* be shared between multiple scenes. Memory allocations are dynamic: starting
* with an initial heap size and growing on demand by a configurable page size.
* The context must be acquired from the manager before using any CUDA APIs.
*
* The CudaContextManager is based on the CUDA driver API and explictly does not
* support the the CUDA runtime API (aka, CUDART).
*
* To enable CUDA use by an APEX scene, a CudaContextManager must be created
* (supplying your own CUDA context, or allowing a new context to be allocated
* for you), the GpuDispatcher for that context is retrieved via the
* getGpuDispatcher() method, and this is assigned to the TaskManager that is
* given to the scene via its NxApexSceneDesc.
*/
class CudaContextManager
{
public:
/**
* \brief Acquire the CUDA context for the current thread
*
* Acquisitions are allowed to be recursive within a single thread.
* You can acquire the context multiple times so long as you release
* it the same count.
*
* The context must be acquired before using most CUDA functions.
*
* It is not necessary to acquire the CUDA context inside GpuTask
* launch functions, because the GpuDispatcher will have already
* acquired the context for its worker thread. However it is not
* harmfull to (re)acquire the context in code that is shared between
* GpuTasks and non-task functions.
*/
virtual void acquireContext() = 0;
/**
* \brief Release the CUDA context from the current thread
*
* The CUDA context should be released as soon as practically
* possible, to allow other CPU threads (including the
* GpuDispatcher) to work efficiently.
*/
virtual void releaseContext() = 0;
/**
* \brief Return the CudaMemoryManager instance associated with this
* CUDA context
*/
virtual CudaMemoryManager *getMemoryManager() = 0;
/**
* \brief Return the GpuDispatcher instance associated with this
* CUDA context
*/
virtual class GpuDispatcher *getGpuDispatcher() = 0;
/**
* \brief Context manager has a valid CUDA context
*
* This method should be called after creating a CudaContextManager,
* especially if the manager was responsible for allocating its own
* CUDA context (desc.ctx == NULL). If it returns false, there is
* no point in assigning this manager's GpuDispatcher to a
* TaskManager as it will be unable to execute GpuTasks.
*/
virtual bool contextIsValid() const = 0;
/* Query CUDA context and device properties, without acquiring context */
virtual bool supportsArchSM10() const = 0; //!< G80
virtual bool supportsArchSM11() const = 0; //!< G92
virtual bool supportsArchSM12() const = 0; //!< GT200
virtual bool supportsArchSM13() const = 0; //!< GT260
virtual bool supportsArchSM20() const = 0; //!< GF100
virtual bool supportsArchSM30() const = 0; //!< GK100
virtual bool supportsArchSM35() const = 0; //!< GK110
virtual bool isIntegrated() const = 0; //!< true if GPU is an integrated (MCP) part
virtual bool hasDMAEngines() const = 0; //!< true if GPU can overlap kernels and copies
virtual bool canMapHostMemory() const = 0; //!< true if GPU map host memory to GPU (0-copy)
virtual int getDriverVersion() const = 0; //!< returns cached value of cuGetDriverVersion()
virtual size_t getDeviceTotalMemBytes() const = 0; //!< returns cached value of device memory size
virtual int getMultiprocessorCount() const = 0; //!< returns cache value of SM unit count
virtual unsigned int getClockRate() const = 0; //!< returns cached value of SM clock frequency
virtual int getSharedMemPerBlock() const = 0; //!< returns total amount of shared memory available per block in bytes
virtual const char *getDeviceName() const = 0; //!< returns device name retrieved from driver
virtual CudaInteropMode::Enum getInteropMode() const = 0; //!< interop mode the context was created with
virtual void setUsingConcurrentStreams(bool) = 0; //!< turn on/off using concurrent streams for GPU work
virtual bool getUsingConcurrentStreams() const = 0; //!< true if GPU work can run in concurrent streams
/* End query methods that don't require context to be acquired */
/**
* \brief Register a rendering resource with CUDA
*
* This function is called to register render resources (allocated
* from OpenGL) with CUDA so that the memory may be shared
* between the two systems. This is only required for render
* resources that are designed for interop use. In APEX, each
* render resource descriptor that could support interop has a
* 'registerInCUDA' boolean variable.
*
* The function must be called again any time your graphics device
* is reset, to re-register the resource.
*
* Returns true if the registration succeeded. A registered
* resource must be unregistered before it can be released.
*
* \param resource [OUT] the handle to the resource that can be used with CUDA
* \param buffer [IN] GLuint buffer index to be mapped to cuda
*/
virtual bool registerResourceInCudaGL(CUgraphicsResource &resource, PxU32 buffer) = 0;
/**
* \brief Register a rendering resource with CUDA
*
* This function is called to register render resources (allocated
* from Direct3D) with CUDA so that the memory may be shared
* between the two systems. This is only required for render
* resources that are designed for interop use. In APEX, each
* render resource descriptor that could support interop has a
* 'registerInCUDA' boolean variable.
*
* The function must be called again any time your graphics device
* is reset, to re-register the resource.
*
* Returns true if the registration succeeded. A registered
* resource must be unregistered before it can be released.
*
* \param resource [OUT] the handle to the resource that can be used with CUDA
* \param resourcePointer [IN] A pointer to either IDirect3DResource9, or ID3D10Device, or ID3D11Resource to be registered.
*/
virtual bool registerResourceInCudaD3D(CUgraphicsResource &resource, void *resourcePointer) = 0;
/**
* \brief Unregister a rendering resource with CUDA
*
* If a render resource was successfully registered with CUDA using
* the registerResourceInCuda***() methods, this function must be called
* to unregister the resource before the it can be released.
*/
virtual bool unregisterResourceInCuda(CUgraphicsResource resource) = 0;
/**
* \brief Determine if the user has configured a dedicated PhysX GPU in the NV Control Panel
* \note If using CUDA Interop, this will always return false
* \returns 1 if there is a dedicated PhysX GPU
* \returns 0 if there is NOT a dedicated PhysX GPU
* \returns -1 if the routine is not implemented
*/
virtual int usingDedicatedPhysXGPU() const = 0;
/**
* \brief Release the CudaContextManager
*
* When the manager instance is released, it also releases its
* GpuDispatcher instance and CudaMemoryManager. Before the memory
* manager is released, it frees all allocated memory pages. If the
* CudaContextManager created the CUDA context it was responsible
* for, it also frees that context.
*
* Do not release the CudaContextManager if there are any scenes
* using its GpuDispatcher. Those scenes must be released first
* since there is no safe way to remove a GpuDispatcher from a
* TaskManager once the TaskManager has been given to a scene.
*
*/
virtual void release() = 0;
protected:
/**
* \brief protected destructor, use release() method
*/
virtual ~CudaContextManager() {};
};
/**
* \brief Convenience class for holding CUDA lock within a scope
*/
class ScopedCudaLock
{
public:
/**
* \brief ScopedCudaLock constructor
*/
ScopedCudaLock(CudaContextManager& ctx) : mCtx(&ctx)
{
mCtx->acquireContext();
}
/**
* \brief ScopedCudaLock destructor
*/
~ScopedCudaLock()
{
mCtx->releaseContext();
}
protected:
/**
* \brief CUDA context manager pointer (initialized in the the constructor)
*/
CudaContextManager* mCtx;
};
/**
* \brief Ask the NVIDIA control panel which GPU has been selected for use by
* PhysX. Returns -1 if no PhysX capable GPU is found or GPU PhysX has
* been disabled.
*/
int getSuggestedCudaDeviceOrdinal(PxErrorCallback& errc);
/**
* \brief Allocate a CUDA Context manager, complete with heaps and task dispatcher.
* You only need one CUDA context manager per GPU device you intend to use for
* CUDA tasks. If mgr is NULL, no profiling of CUDA code will be possible.
*/
CudaContextManager* createCudaContextManager(PxFoundation& foundation, const CudaContextManagerDesc& desc, physx::PxProfileZoneManager* mgr);
/**
* \brief get handle of physx GPU module
*/
#if defined(PX_WINDOWS)
void* loadPhysxGPUModule(const char* appGUID = NULL);
#else
void* loadPhysxGPUModule();
#endif
} // end pxtask namespace
#ifndef PX_DOXYGEN
} // end physx namespace
#endif
#endif