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flexExt.cpp
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// 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
// NVIDIA Corporation.
//
// Copyright (c) 2013-2020 NVIDIA Corporation. All rights reserved.
#include "core/core.h"
#include "core/maths.h"
#include "include/NvFlex.h"
#include "include/NvFlexExt.h"
#include "src/dx/context/context.h"
#include "src/dx/context/device.h"
#include "flexExt_dx_common.h"
#include "shaders\flexExt.UpdateForceFields.h"
struct NvFlexExtForceFieldCallback
{
NvFlexExtForceFieldCallback(NvFlexSolver* solver) : mSolver(solver)
{
// force fields
mMaxForceFields = 0;
mNumForceFields = 0;
mForceFieldsGpu = NULL;
mDevice = NULL;
mContext = NULL;
NvFlexLibrary* lib = NvFlexGetSolverLibrary(solver);
NvFlexGetDeviceAndContext(lib, (void**)&mDevice, (void**)&mContext);
{
// force field shader
NvFlex::ComputeShaderDesc desc{};
desc.cs = (void*)g_flexExt_UpdateForceFields;
desc.cs_length = sizeof(g_flexExt_UpdateForceFields);
desc.label = L"NvFlexExtForceFieldCallback";
desc.NvAPI_Slot = 0;
mShaderUpdateForceFields = mContext->createComputeShader(&desc);
}
{
// constant buffer
NvFlex::ConstantBufferDesc desc;
desc.stride = sizeof(int);
desc.dim = 4;
desc.uploadAccess = true;
mConstantBuffer = mContext->createConstantBuffer(&desc);
}
}
~NvFlexExtForceFieldCallback()
{
// force fields
delete mForceFieldsGpu;
delete mConstantBuffer;
delete mShaderUpdateForceFields;
}
NvFlex::Buffer* mForceFieldsGpu;
// DX Specific
NvFlex::ComputeShader* mShaderUpdateForceFields;
NvFlex::ConstantBuffer* mConstantBuffer;
int mMaxForceFields;
int mNumForceFields;
// D3D device and context wrappers for the solver library
NvFlex::Device* mDevice;
NvFlex::Context* mContext;
NvFlexSolver* mSolver;
};
NvFlexExtForceFieldCallback* NvFlexExtCreateForceFieldCallback(NvFlexSolver* solver)
{
return new NvFlexExtForceFieldCallback(solver);
}
void NvFlexExtDestroyForceFieldCallback(NvFlexExtForceFieldCallback* callback)
{
delete callback;
}
void ApplyForceFieldsCallback(NvFlexSolverCallbackParams params)
{
// callbacks always have the correct CUDA device set so we can safely launch kernels without acquiring
NvFlexExtForceFieldCallback* c = (NvFlexExtForceFieldCallback*)params.userData;
if (params.numActive && c->mNumForceFields)
{
const unsigned int numThreadsPerBlock = 256;
const unsigned int kNumBlocks = (params.numActive + numThreadsPerBlock - 1) / numThreadsPerBlock;
NvFlex::Buffer* particles = (NvFlex::Buffer*)params.particles;
NvFlex::Buffer* velocities = (NvFlex::Buffer*)params.velocities;
// Init constant buffer
{
FlexExtConstParams constBuffer;
constBuffer.kNumParticles = params.numActive;
constBuffer.kNumForceFields = c->mNumForceFields;
constBuffer.kDt = params.dt;
memcpy(c->mContext->map(c->mConstantBuffer), &constBuffer, sizeof(FlexExtConstParams));
c->mContext->unmap(c->mConstantBuffer);
}
{
NvFlex::DispatchParams params = {};
params.shader = c->mShaderUpdateForceFields;
params.readWrite[0] = velocities->getResourceRW();
params.readOnly[0] = particles->getResource();
params.readOnly[1] = c->mForceFieldsGpu->getResource();
params.gridDim = { kNumBlocks , 1, 1 };
params.rootConstantBuffer = c->mConstantBuffer;
c->mContext->dispatch(¶ms);
}
}
}
void NvFlexExtSetForceFields(NvFlexExtForceFieldCallback* c, const NvFlexExtForceField* forceFields, int numForceFields)
{
// re-alloc if necessary
if (numForceFields > c->mMaxForceFields)
{
delete c->mForceFieldsGpu;
NvFlex::BufferDesc desc {};
desc.dim = numForceFields;
desc.stride = sizeof(NvFlexExtForceField);
desc.bufferType = NvFlex::eBuffer | NvFlex::eUAV_SRV | NvFlex::eStructured | NvFlex::eStage;
desc.format = NvFlexFormat::eNvFlexFormat_unknown;
desc.data = NULL;
c->mForceFieldsGpu = c->mContext->createBuffer(&desc);
c->mMaxForceFields = numForceFields;
}
c->mNumForceFields = numForceFields;
if (numForceFields > 0)
{
// update staging buffer
void* dstPtr = c->mContext->map(c->mForceFieldsGpu, NvFlex::eMapWrite);
memcpy(dstPtr, forceFields, numForceFields*sizeof(NvFlexExtForceField));
c->mContext->unmap(c->mForceFieldsGpu);
// upload to device buffer
c->mContext->upload(c->mForceFieldsGpu, 0, numForceFields*sizeof(NvFlexExtForceField));
}
NvFlexSolverCallback callback;
callback.function = ApplyForceFieldsCallback;
callback.userData = c;
// register a callback to calculate the forces at the end of the time-step
NvFlexRegisterSolverCallback(c->mSolver, callback, eNvFlexStageUpdateEnd);
}