400 lines
15 KiB
C
400 lines
15 KiB
C
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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#ifndef PXCUDACONTEXTMANAGER_PXCUDACONTEXTMANAGER_H
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#define PXCUDACONTEXTMANAGER_PXCUDACONTEXTMANAGER_H
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#include "foundation/PxPreprocessor.h"
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#if PX_SUPPORT_GPU_PHYSX
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#include "foundation/PxSimpleTypes.h"
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#include "foundation/PxErrorCallback.h"
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#include "foundation/PxFlags.h"
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#include "task/PxTaskDefine.h"
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#include "cudamanager/PxCudaMemoryManager.h"
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/* Forward decl to avoid inclusion of cuda.h */
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typedef struct CUctx_st *CUcontext;
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typedef struct CUgraphicsResource_st *CUgraphicsResource;
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typedef int CUdevice;
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namespace physx
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{
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/** \brief Possible graphic/CUDA interoperability modes for context */
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struct PxCudaInteropMode
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{
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/**
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* \brief Possible graphic/CUDA interoperability modes for context
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*/
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enum Enum
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{
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NO_INTEROP = 0,
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D3D10_INTEROP,
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D3D11_INTEROP,
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OGL_INTEROP,
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COUNT
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};
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};
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struct PxCudaInteropRegisterFlag
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{
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enum Enum
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{
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eNONE = 0x00,
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eREAD_ONLY = 0x01,
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eWRITE_DISCARD = 0x02,
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eSURFACE_LDST = 0x04,
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eTEXTURE_GATHER = 0x08
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};
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};
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/**
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\brief collection of set bits defined in NxCudaInteropRegisterFlag.
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@see NxCudaInteropRegisterFlag
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*/
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typedef PxFlags<PxCudaInteropRegisterFlag::Enum, uint32_t> PxCudaInteropRegisterFlags;
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PX_FLAGS_OPERATORS(PxCudaInteropRegisterFlag::Enum, uint32_t)
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//! \brief Descriptor used to create a PxCudaContextManager
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class PxCudaContextManagerDesc
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{
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public:
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/**
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* \brief The CUDA context to manage
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*
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* If left NULL, the PxCudaContextManager will create a new context. If
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* graphicsDevice is also not NULL, this new CUDA context will be bound to
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* that graphics device, enabling the use of CUDA/Graphics interop features.
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*
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* If ctx is not NULL, the specified context must be applied to the thread
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* that is allocating the PxCudaContextManager at creation time (aka, it
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* cannot be popped). The PxCudaContextManager will take ownership of the
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* context until the manager is released. All access to the context must be
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* gated by lock acquisition.
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*
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* If the user provides a context for the PxCudaContextManager, the context
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* _must_ have either been created on the GPU ordinal returned by
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* PxGetSuggestedCudaDeviceOrdinal() or on your graphics device.
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*
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* It is perfectly acceptable to allocate device or host pinned memory from
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* the context outside the scope of the PxCudaMemoryManager, so long as you
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* manage its eventual cleanup.
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*/
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CUcontext *ctx;
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/**
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* \brief D3D device pointer or OpenGl context handle
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*
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* Only applicable when ctx is NULL, thus forcing a new context to be
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* created. In that case, the created context will be bound to this
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* graphics device.
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*/
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void *graphicsDevice;
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#if PX_SUPPORT_GPU_PHYSX
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/**
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* \brief Application-specific GUID
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*
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* If your application employs PhysX modules that use CUDA you need to use a GUID
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* so that patches for new architectures can be released for your game.You can obtain a GUID for your
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* application from Nvidia.
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*/
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const char* appGUID;
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#endif
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/**
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* \brief The CUDA/Graphics interop mode of this context
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*
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* If ctx is NULL, this value describes the nature of the graphicsDevice
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* pointer provided by the user. Else it describes the nature of the
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* context provided by the user.
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*/
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PxCudaInteropMode::Enum interopMode;
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/**
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* \brief Size of persistent memory
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*
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* This memory is allocated up front and stays allocated until the
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* PxCudaContextManager is released. Size is in bytes, has to be power of two
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* and bigger than the page size. Set to 0 to only use dynamic pages.
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*
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* Note: On Vista O/S and above, there is a per-memory allocation overhead
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* to every CUDA work submission, so we recommend that you carefully tune
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* this initial base memory size to closely approximate the amount of
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* memory your application will consume.
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Note: This is currently not used by PxSceneFlag::eENABLE_GPU_DYNAMICS. Memory allocation properties are configured
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for GPU rigid bodies using PxSceneDesc::gpuDynamicsConfig.
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*/
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uint32_t memoryBaseSize[PxCudaBufferMemorySpace::COUNT];
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/**
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* \brief Size of memory pages
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*
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* The memory manager will dynamically grow and shrink in blocks multiple of
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* this page size. Size has to be power of two and bigger than 0.
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Note: This is currently not used by PxSceneFlag::eENABLE_GPU_DYNAMICS. Memory allocation properties are configured
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for GPU rigid bodies using PxSceneDesc::gpuDynamicsConfig.
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*/
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uint32_t memoryPageSize[PxCudaBufferMemorySpace::COUNT];
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/**
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* \brief Maximum size of memory that the memory manager will allocate
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Note: This is currently not used by PxSceneFlag::eENABLE_GPU_DYNAMICS. Memory allocation properties are configured
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for GPU rigid bodies using PxSceneDesc::gpuDynamicsConfig.
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*/
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uint32_t maxMemorySize[PxCudaBufferMemorySpace::COUNT];
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PX_INLINE PxCudaContextManagerDesc()
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{
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ctx = NULL;
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interopMode = PxCudaInteropMode::NO_INTEROP;
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graphicsDevice = 0;
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#if PX_SUPPORT_GPU_PHYSX
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appGUID = NULL;
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#endif
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for(uint32_t i = 0; i < PxCudaBufferMemorySpace::COUNT; i++)
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{
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memoryBaseSize[i] = 0;
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memoryPageSize[i] = 2 * 1024*1024;
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maxMemorySize[i] = UINT32_MAX;
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}
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}
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};
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/**
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* \brief Manages memory, thread locks, and task scheduling for a CUDA context
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*
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* A PxCudaContextManager manages access to a single CUDA context, allowing it to
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* be shared between multiple scenes. Memory allocations are dynamic: starting
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* with an initial heap size and growing on demand by a configurable page size.
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* The context must be acquired from the manager before using any CUDA APIs.
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*
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* The PxCudaContextManager is based on the CUDA driver API and explictly does not
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* support the CUDA runtime API (aka, CUDART).
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*/
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class PxCudaContextManager
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{
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public:
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/**
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* \brief Acquire the CUDA context for the current thread
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*
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* Acquisitions are allowed to be recursive within a single thread.
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* You can acquire the context multiple times so long as you release
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* it the same count.
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*
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* The context must be acquired before using most CUDA functions.
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*/
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virtual void acquireContext() = 0;
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/**
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* \brief Release the CUDA context from the current thread
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*
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* The CUDA context should be released as soon as practically
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* possible, to allow other CPU threads to work efficiently.
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*/
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virtual void releaseContext() = 0;
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/**
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* \brief Return the CUcontext
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*/
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virtual CUcontext getContext() = 0;
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/**
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* \brief Return the PxCudaMemoryManager instance associated with this
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* CUDA context
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* Note: This is currently not used by PxSceneFlag::eENABLE_GPU_DYNAMICS. Memory allocation properties are configured
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* for GPU rigid bodies using PxSceneDesc::gpuDynamicsConfig.
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*/
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virtual PxCudaMemoryManager *getMemoryManager() = 0;
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/**
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* \brief Context manager has a valid CUDA context
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*
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* This method should be called after creating a PxCudaContextManager,
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* especially if the manager was responsible for allocating its own
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* CUDA context (desc.ctx == NULL).
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*/
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virtual bool contextIsValid() const = 0;
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/* Query CUDA context and device properties, without acquiring context */
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virtual bool supportsArchSM10() const = 0; //!< G80
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virtual bool supportsArchSM11() const = 0; //!< G92
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virtual bool supportsArchSM12() const = 0; //!< GT200
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virtual bool supportsArchSM13() const = 0; //!< GT260
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virtual bool supportsArchSM20() const = 0; //!< GF100
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virtual bool supportsArchSM30() const = 0; //!< GK100
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virtual bool supportsArchSM35() const = 0; //!< GK110
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virtual bool supportsArchSM50() const = 0; //!< GM100
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virtual bool supportsArchSM52() const = 0; //!< GM200
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virtual bool supportsArchSM60() const = 0; //!< GP100
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virtual bool isIntegrated() const = 0; //!< true if GPU is an integrated (MCP) part
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virtual bool canMapHostMemory() const = 0; //!< true if GPU map host memory to GPU (0-copy)
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virtual int getDriverVersion() const = 0; //!< returns cached value of cuGetDriverVersion()
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virtual size_t getDeviceTotalMemBytes() const = 0; //!< returns cached value of device memory size
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virtual int getMultiprocessorCount() const = 0; //!< returns cache value of SM unit count
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virtual unsigned int getClockRate() const = 0; //!< returns cached value of SM clock frequency
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virtual int getSharedMemPerBlock() const = 0; //!< returns total amount of shared memory available per block in bytes
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virtual int getSharedMemPerMultiprocessor() const = 0; //!< returns total amount of shared memory available per multiprocessor in bytes
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virtual unsigned int getMaxThreadsPerBlock() const = 0; //!< returns the maximum number of threads per block
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virtual const char *getDeviceName() const = 0; //!< returns device name retrieved from driver
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virtual CUdevice getDevice() const = 0; //!< returns device handle retrieved from driver
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virtual PxCudaInteropMode::Enum getInteropMode() const = 0; //!< interop mode the context was created with
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virtual void setUsingConcurrentStreams(bool) = 0; //!< turn on/off using concurrent streams for GPU work
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virtual bool getUsingConcurrentStreams() const = 0; //!< true if GPU work can run in concurrent streams
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/* End query methods that don't require context to be acquired */
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/**
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* \brief Register a rendering resource with CUDA
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*
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* This function is called to register render resources (allocated
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* from OpenGL) with CUDA so that the memory may be shared
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* between the two systems. This is only required for render
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* resources that are designed for interop use. In APEX, each
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* render resource descriptor that could support interop has a
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* 'registerInCUDA' boolean variable.
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*
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* The function must be called again any time your graphics device
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* is reset, to re-register the resource.
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*
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* Returns true if the registration succeeded. A registered
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* resource must be unregistered before it can be released.
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*
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* \param resource [OUT] the handle to the resource that can be used with CUDA
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* \param buffer [IN] GLuint buffer index to be mapped to cuda
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* \param flags [IN] cuda interop registration flags
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*/
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virtual bool registerResourceInCudaGL(CUgraphicsResource &resource, uint32_t buffer, PxCudaInteropRegisterFlags flags = PxCudaInteropRegisterFlags()) = 0;
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/**
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* \brief Register a rendering resource with CUDA
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*
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* This function is called to register render resources (allocated
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* from Direct3D) with CUDA so that the memory may be shared
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* between the two systems. This is only required for render
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* resources that are designed for interop use. In APEX, each
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* render resource descriptor that could support interop has a
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* 'registerInCUDA' boolean variable.
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*
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* The function must be called again any time your graphics device
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* is reset, to re-register the resource.
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*
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* Returns true if the registration succeeded. A registered
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* resource must be unregistered before it can be released.
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*
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* \param resource [OUT] the handle to the resource that can be used with CUDA
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* \param resourcePointer [IN] A pointer to either IDirect3DResource9, or ID3D10Device, or ID3D11Resource to be registered.
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* \param flags [IN] cuda interop registration flags
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*/
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virtual bool registerResourceInCudaD3D(CUgraphicsResource &resource, void *resourcePointer, PxCudaInteropRegisterFlags flags = PxCudaInteropRegisterFlags()) = 0;
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/**
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* \brief Unregister a rendering resource with CUDA
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*
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* If a render resource was successfully registered with CUDA using
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* the registerResourceInCuda***() methods, this function must be called
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* to unregister the resource before the it can be released.
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*/
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virtual bool unregisterResourceInCuda(CUgraphicsResource resource) = 0;
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/**
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* \brief Determine if the user has configured a dedicated PhysX GPU in the NV Control Panel
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* \note If using CUDA Interop, this will always return false
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* \returns 1 if there is a dedicated GPU
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* 0 if there is NOT a dedicated GPU
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* -1 if the routine is not implemented
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*/
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virtual int usingDedicatedGPU() const = 0;
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/**
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* \brief Release the PxCudaContextManager
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*
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* When the manager instance is released, it also releases its
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* PxCudaMemoryManager. Before the memory manager is released, it
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* frees all allocated memory pages. If the PxCudaContextManager
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* created the CUDA context it was responsible for, it also frees
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* that context.
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*
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* Do not release the PxCudaContextManager if there are any scenes
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* using it. Those scenes must be released first.
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*
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*/
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virtual void release() = 0;
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protected:
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/**
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* \brief protected destructor, use release() method
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*/
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virtual ~PxCudaContextManager() {}
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};
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/**
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* \brief Convenience class for holding CUDA lock within a scope
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*/
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class PxScopedCudaLock
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{
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public:
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/**
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* \brief ScopedCudaLock constructor
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*/
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PxScopedCudaLock(PxCudaContextManager& ctx) : mCtx(&ctx)
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{
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mCtx->acquireContext();
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}
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/**
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* \brief ScopedCudaLock destructor
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*/
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~PxScopedCudaLock()
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{
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mCtx->releaseContext();
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}
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protected:
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/**
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* \brief CUDA context manager pointer (initialized in the constructor)
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*/
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PxCudaContextManager* mCtx;
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};
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} // end physx namespace
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#endif // PX_SUPPORT_GPU_PHYSX
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#endif // PXCUDACONTEXTMANAGER_PXCUDACONTEXTMANAGER_H
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