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// cuda-texture.h
#pragma once
#include "cuda-base.h"
#include "cuda-context.h"
namespace gfx
{
#ifdef GFX_ENABLE_CUDA
using namespace Slang;
namespace cuda
{
class TextureResourceImpl : public TextureResource
{
public:
TextureResourceImpl(const TextureResource::Desc& desc)
: TextureResource(desc)
{
}
~TextureResourceImpl();
uint64_t getBindlessHandle();
// The texObject is for reading 'texture' like things. This is an opaque type, that's backed by
// a long long
CUtexObject m_cudaTexObj = CUtexObject();
// The surfObj is for reading/writing 'texture like' things, but not for sampling.
CUsurfObject m_cudaSurfObj = CUsurfObject();
CUarray m_cudaArray = CUarray();
CUmipmappedArray m_cudaMipMappedArray = CUmipmappedArray();
void* m_cudaExternalMemory = nullptr;
RefPtr<CUDAContext> m_cudaContext;
virtual SLANG_NO_THROW Result SLANG_MCALL
getNativeResourceHandle(InteropHandle* outHandle) override;
};
} // namespace cuda
#endif
} // namespace gfx
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