Synchronize changes from branches/GpuClothAMD to trunk

Main improvements are: GPU cloth collision detection against a capsule shape
,OpenCL-OpenGL interoperability (keeping data buffers on GPU), and bug fixes
Thanks to Lee Howes
This commit is contained in:
erwin.coumans
2011-02-27 09:07:07 +00:00
parent ec1bd45f4f
commit d52f58edd8
37 changed files with 3267 additions and 2481 deletions

View File

@@ -68,6 +68,9 @@ protected:
buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
buffer_desc.ByteWidth = m_CPUBuffer->size() * sizeof(ElementType);
// At a minimum the buffer must exist
if( buffer_desc.ByteWidth == 0 )
buffer_desc.ByteWidth = sizeof(ElementType);
buffer_desc.StructureByteStride = sizeof(ElementType);
hr = m_d3dDevice->CreateBuffer(&buffer_desc, NULL, &m_Buffer);
if( FAILED( hr ) )
@@ -82,6 +85,8 @@ protected:
srvbuffer_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvbuffer_desc.Buffer.ElementWidth = m_CPUBuffer->size();
if( srvbuffer_desc.Buffer.ElementWidth == 0 )
srvbuffer_desc.Buffer.ElementWidth = 1;
hr = m_d3dDevice->CreateShaderResourceView(m_Buffer, &srvbuffer_desc, &m_SRV);
if( FAILED( hr ) )
return (hr==S_OK);
@@ -93,6 +98,8 @@ protected:
srvbuffer_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvbuffer_desc.Buffer.ElementWidth = m_CPUBuffer->size();
if( srvbuffer_desc.Buffer.ElementWidth == 0 )
srvbuffer_desc.Buffer.ElementWidth = 1;
hr = m_d3dDevice->CreateShaderResourceView(m_Buffer, &srvbuffer_desc, &m_SRV);
if( FAILED( hr ) )
return (hr==S_OK);
@@ -104,6 +111,8 @@ protected:
uavbuffer_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
uavbuffer_desc.Buffer.NumElements = m_CPUBuffer->size();
if( uavbuffer_desc.Buffer.NumElements == 0 )
uavbuffer_desc.Buffer.NumElements = 1;
hr = m_d3dDevice->CreateUnorderedAccessView(m_Buffer, &uavbuffer_desc, &m_UAV);
if( FAILED( hr ) )
return (hr==S_OK);
@@ -173,7 +182,8 @@ public:
*/
bool moveToGPU()
{
if( (m_CPUBuffer->size() != m_gpuSize) )
// Reallocate if GPU size is too small
if( (m_CPUBuffer->size() > m_gpuSize ) )
m_onGPU = false;
if( !m_onGPU && m_CPUBuffer->size() > 0 )
{
@@ -192,16 +202,20 @@ public:
}
}
D3D11_BOX destRegion;
destRegion.left = 0;
destRegion.front = 0;
destRegion.top = 0;
destRegion.bottom = 1;
destRegion.back = 1;
destRegion.right = (m_CPUBuffer->size())*sizeof(ElementType);
m_d3dDeviceContext->UpdateSubresource(m_Buffer, 0, &destRegion, &((*m_CPUBuffer)[0]), 0, 0);
if( m_gpuSize > 0 )
{
D3D11_BOX destRegion;
destRegion.left = 0;
destRegion.front = 0;
destRegion.top = 0;
destRegion.bottom = 1;
destRegion.back = 1;
destRegion.right = (m_CPUBuffer->size())*sizeof(ElementType);
m_d3dDeviceContext->UpdateSubresource(m_Buffer, 0, &destRegion, &((*m_CPUBuffer)[0]), 0, 0);
m_onGPU = true;
}
m_onGPU = true;
}
return true;