/// <summary> /// Creates a CUDA mipmapped array from an existing mipmap array handle. /// </summary> /// <param name="handle">handle to wrap</param> /// <param name="format">Array format of the wrapped array. Cannot be gathered through CUDA API.</param> /// <param name="numChannels">Number of channels of wrapped array.</param> public CudaMipmappedArray(CUmipmappedArray handle, CUArrayFormat format, CudaMipmappedArrayNumChannels numChannels) { _mipmappedArray = handle; _arrayDescriptor = new CUDAArray3DDescriptor(); _arrayDescriptor.Format = format; _arrayDescriptor.NumChannels = (uint)numChannels; _isOwner = false; }
/// <summary> /// Creates a CUDA mipmapped array according to <c>descriptor</c>. <para/> /// Width, Height, and Depth are the width, height, and depth of the CUDA array (in elements); the following /// types of CUDA arrays can be allocated:<para/> /// – A 1D mipmapped array is allocated if Height and Depth extents are both zero.<para/> /// – A 2D mipmapped array is allocated if only Depth extent is zero.<para/> /// – A 3D mipmapped array is allocated if all three extents are non-zero.<para/> /// – A 1D layered CUDA mipmapped array is allocated if only Height is zero and the <see cref="CUDAArray3DFlags.Layered"/> /// flag is set. Each layer is a 1D array. The number of layers is determined by the depth extent.<para/> /// – A 2D layered CUDA mipmapped array is allocated if all three extents are non-zero and the <see cref="CUDAArray3DFlags.Layered"/> /// flag is set. Each layer is a 2D array. The number of layers is determined by the depth extent.<para/> /// – A cubemap CUDA mipmapped array is allocated if all three extents are non-zero and the <see cref="CUDAArray3DFlags.Cubemap"/> /// flag is set. Width must be equal to Height, and Depth must be six. A /// cubemap is a special type of 2D layered CUDA array, where the six layers represent the six faces of a /// cube. The order of the six layers in memory is the same as that listed in CUarray_cubemap_face.<para/> /// – A cubemap layered CUDA mipmapped array is allocated if all three extents are non-zero, and both, /// <see cref="CUDAArray3DFlags.Cubemap"/> and <see cref="CUDAArray3DFlags.Layered"/> flags are set. Width must be equal /// to Height, and Depth must be a multiple of six. A cubemap layered CUDA array is a special type of /// 2D layered CUDA array that consists of a collection of cubemaps. The first six layers represent the first /// cubemap, the next six layers form the second cubemap, and so on.<para/> /// Flags may be set to:<para/> /// – <see cref="CUDAArray3DFlags.Layered"/> to enable creation of layered CUDA mipmapped arrays. If this flag is set, /// Depth specifies the number of layers, not the depth of a 3D array.<para/> /// – <see cref="CUDAArray3DFlags.Cubemap"/> to enable creation of mipmapped cubemaps. If this flag is set, Width /// must be equal to Height, and Depth must be six. If the CUDA_ARRAY3D_LAYERED flag is also set, /// then Depth must be a multiple of six.<para/> /// – <see cref="CUDAArray3DFlags.TextureGather"/> to indicate that the CUDA mipmapped array will be used for /// texture gather. Texture gather can only be performed on 2D CUDA mipmapped arrays. /// </summary> /// <param name="descriptor">mipmapped array descriptor</param> /// <param name="numMipmapLevels">Number of mipmap levels. This value is clamped to the range [1, 1 + floor(log2(max(width, height, depth)))]</param> public CudaMipmappedArray(CUDAArray3DDescriptor descriptor, uint numMipmapLevels) { _mipmappedArray = new CUmipmappedArray(); _arrayDescriptor = descriptor; res = DriverAPINativeMethods.ArrayManagement.cuMipmappedArrayCreate(ref _mipmappedArray, ref _arrayDescriptor, numMipmapLevels); Debug.WriteLine(String.Format("{0:G}, {1}: {2}", DateTime.Now, "cuMipmappedArrayCreate", res)); if (res != CUResult.Success) { throw new CudaException(res); } _isOwner = true; }
/// <summary> /// Returns a CUmipmappedArray handle through which the subresource of the mapped graphics resource resource which /// corresponds to array index <c>arrayIndex</c> and mipmap level <c>mipLevel</c> may be accessed. The pointer value in <c>CUmipmappedArray</c> /// may change every time that <c>resource</c> is mapped.<para/> /// If the resource is not a texture then it cannot be accessed via an array and <see cref="CUResult.ErrorNotMappedAsArray"/> /// exception is thrwon. If <c>arrayIndex</c> is not a valid array index for the resource then <see cref="CUResult.ErrorInvalidValue"/> /// exception is thrwon. If <c>mipLevel</c> is not a valid mipmap level for the resource then <see cref="CUResult.ErrorInvalidValue"/> /// exception is thrwon. If the resource is not mapped then <see cref="CUResult.ErrorNotMapped"/> exception is thrwon. /// </summary> /// <returns></returns> public CUmipmappedArray GetMappedCUMipmappedArray() { if (disposed) { throw new ObjectDisposedException(this.ToString()); } CUmipmappedArray array = new CUmipmappedArray(); res = DriverAPINativeMethods.GraphicsInterop.cuGraphicsResourceGetMappedMipmappedArray(ref array, _cudaResource); Debug.Write(""); //Line(String.Format("{0:G}, {1}: {2}", DateTime.Now, "cuGraphicsResourceGetMappedMipmappedArray", res)); if (res != CUResult.Success) { throw new CudaException(res); } return(array); }
/// <summary> /// Creates a CUDA mipmapped array according to <c>descriptor</c>. <para/> /// Width, Height, and Depth are the width, height, and depth of the CUDA array (in elements); the following /// types of CUDA arrays can be allocated:<para/> /// – A 1D mipmapped array is allocated if Height and Depth extents are both zero.<para/> /// – A 2D mipmapped array is allocated if only Depth extent is zero.<para/> /// – A 3D mipmapped array is allocated if all three extents are non-zero.<para/> /// – A 1D layered CUDA mipmapped array is allocated if only Height is zero and the <see cref="CUDAArray3DFlags.Layered"/> /// flag is set. Each layer is a 1D array. The number of layers is determined by the depth extent. /// – A 2D layered CUDA mipmapped array is allocated if all three extents are non-zero and the <see cref="CUDAArray3DFlags.Layered"/> /// flag is set. Each layer is a 2D array. The number of layers is determined by the depth extent. /// – A cubemap CUDA mipmapped array is allocated if all three extents are non-zero and the <see cref="CUDAArray3DFlags.Cubemap"/> /// flag is set. Width must be equal to Height, and Depth must be six. A /// cubemap is a special type of 2D layered CUDA array, where the six layers represent the six faces of a /// cube. The order of the six layers in memory is the same as that listed in CUarray_cubemap_face. /// – A cubemap layered CUDA mipmapped array is allocated if all three extents are non-zero, and both, /// <see cref="CUDAArray3DFlags.Cubemap"/> and <see cref="CUDAArray3DFlags.Layered"/> flags are set. Width must be equal /// to Height, and Depth must be a multiple of six. A cubemap layered CUDA array is a special type of /// 2D layered CUDA array that consists of a collection of cubemaps. The first six layers represent the first /// cubemap, the next six layers form the second cubemap, and so on. /// </summary> /// <param name="format">Array format</param> /// <param name="width">Array width. See general description.</param> /// <param name="height">Array height. See general description.</param> /// <param name="depth">Array depth or layer count. See general description.</param> /// <param name="numChannels">number of channels</param> /// <param name="flags">Flags may be set to:<para/> /// – <see cref="CUDAArray3DFlags.Layered"/> to enable creation of layered CUDA mipmapped arrays. If this flag is set, /// Depth specifies the number of layers, not the depth of a 3D array.<para/> /// – <see cref="CUDAArray3DFlags.Cubemap"/> to enable creation of mipmapped cubemaps. If this flag is set, Width /// must be equal to Height, and Depth must be six. If the CUDA_ARRAY3D_LAYERED flag is also set, /// then Depth must be a multiple of six.<para/> /// – <see cref="CUDAArray3DFlags.TextureGather"/> to indicate that the CUDA mipmapped array will be used for /// texture gather. Texture gather can only be performed on 2D CUDA mipmapped arrays.</param> /// <param name="numMipmapLevels">Number of mipmap levels. This value is clamped to the range [1, 1 + floor(log2(max(width, height, depth)))]</param> public CudaMipmappedArray(CUArrayFormat format, SizeT width, SizeT height, SizeT depth, CudaMipmappedArrayNumChannels numChannels, CUDAArray3DFlags flags, uint numMipmapLevels) { _mipmappedArray = new CUmipmappedArray(); _arrayDescriptor = new CUDAArray3DDescriptor(); _arrayDescriptor.Width = width; _arrayDescriptor.Height = height; _arrayDescriptor.Depth = depth; _arrayDescriptor.NumChannels = (uint)numChannels; _arrayDescriptor.Flags = flags; _arrayDescriptor.Format = format; res = DriverAPINativeMethods.ArrayManagement.cuMipmappedArrayCreate(ref _mipmappedArray, ref _arrayDescriptor, numMipmapLevels); Debug.WriteLine(String.Format("{0:G}, {1}: {2}", DateTime.Now, "cuMipmappedArrayCreate", res)); if (res != CUResult.Success) { throw new CudaException(res); } _isOwner = true; }
/// <summary> /// Returns a CudaMipmappedArray through which the subresource of the mapped graphics resource resource which /// corresponds to array index <c>arrayIndex</c> and mipmap level <c>mipLevel</c> may be accessed. The pointer value in <c>CudaMipmappedArray</c> /// may change every time that <c>resource</c> is mapped.<para/> /// If the resource is not a texture then it cannot be accessed via an array and <see cref="CUResult.ErrorNotMappedAsArray"/> /// exception is thrwon. If <c>arrayIndex</c> is not a valid array index for the resource then <see cref="CUResult.ErrorInvalidValue"/> /// exception is thrwon. If <c>mipLevel</c> is not a valid mipmap level for the resource then <see cref="CUResult.ErrorInvalidValue"/> /// exception is thrwon. If the resource is not mapped then <see cref="CUResult.ErrorNotMapped"/> exception is thrwon. /// </summary> /// <returns></returns> public CudaMipmappedArray GetMappedMipmappedArray(CUArrayFormat format, CudaMipmappedArrayNumChannels numChannels) { if (disposed) { throw new ObjectDisposedException(this.ToString()); } CUmipmappedArray array = new CUmipmappedArray(); res = DriverAPINativeMethods.GraphicsInterop.cuGraphicsResourceGetMappedMipmappedArray(ref array, _cudaResource); Debug.WriteLine(String.Format("{0:G}, {1}: {2}", DateTime.Now, "cuGraphicsResourceGetMappedMipmappedArray", res)); if (res != CUResult.Success) { throw new CudaException(res); } CudaMipmappedArray retVar = new CudaMipmappedArray(array, format, numChannels); return(retVar); }