CLCREATEFROMD3D10TEX(3clc)

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version 1.0~svn33624 Β· 3 versions
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CLCREATEFROMD3D10TEX πŸ’… (that's the page name, and this is the OpenCL Manual bestie, 3clc section, we are SO in it)

okay so. sit down. hydrate. we're talking about clCreateFromD3D10Texture2DKHR and honestly it's giving "niche but iconic." no cap.


🌸 NAME 🌸

clCreateFromD3D10Texture2DKHR β€” creates an OpenCL 2D image object from a subresource of a Direct3D 10 2D texture. that's the whole vibe. one job. does it well.

cl_mem clCreateFromD3D10Texture2DKHR(cl_context context,
                                     cl_mem_flags flags,
                                     ID3D10Texture2D *resource,
                                     UINT subresource,
                                     cl_int *errcode_ret);

πŸŽ€ PARAMETERS πŸŽ€

  • context β€” a valid OpenCL context that was created from a Direct3D 10 device. yes it has to be that specific kind of context, don't try to sneak a different one in, she will know 🫢
  • flags β€” a bit-field that specifies usage information. it may be CL_MEM_READ_ONLY, CL_MEM_WRITE_ONLY, or CL_MEM_READ_WRITE. (the whole table situation for clCreateBuffer(3clc) has more info if you're nosy, and you should be.)
  • resource β€” a pointer to the Direct3D 10 2D texture you wanna share. the actual texture. the main character.
  • subresource β€” the subresource of resource that you're sharing. one slice of the cake, not the whole cake.
  • errcode_ret β€” an appropriate error code. if errcode_ret is NULL, no error code gets returned. silence. nothing. bye.

✨ NOTES ✨

the width, height and depth of the returned OpenCL 2D image object are determined by the width, height and depth of subresource subresource of resource. and the channel type and order of the returned OpenCL 2D image object are determined by the format of resource, as shown in of Direct3D 10 and corresponding OpenCL image formats of resource in clCreateFromD3D10Texture3DKHR(3clc). so basically the resource is in charge and the image object is just following orders πŸ’…

this call will increment the internal Direct3D reference count on resource. the internal Direct3D reference count on resource will be decremented when the OpenCL reference count on the returned OpenCL memory object drops to zero. it's a whole mutual-aid situation between the two reference counters. they keep each other honest.

general information about sharing memory objects with Direct3D 10 follows. buckle up.

the goal of this extension is to provide interoperability between OpenCL and Direct3D 10. this is designed to function analogously to the OpenGL interoperability. if this extension is supported by an implementation, the string "cl_khr_d3d10_sharing" will be present in the CL_PLATFORM_EXTENSIONS or CL_DEVICE_EXTENSIONS string described in the table of allowed values for param_name for clGetDeviceInfo(3clc). so that's your vibe check β€” go look for the string, iykyk.

as currently proposed, the interfaces for this extension would be provided in cl_d3d10.h.

this section discusses OpenCL functions that allow applications to use Direct3D 10 resources as OpenCL memory objects. this allows efficient sharing of data between OpenCL and Direct3D 10. the OpenCL API may be used to execute kernels that read and/or write memory objects that are also Direct3D 10 resources. an OpenCL image object may be created from a Direct3D 10 texture resource. an OpenCL buffer object may be created from a Direct3D 10 buffer resource. OpenCL memory objects may be created from Direct3D 10 objects if and only if the OpenCL context has been created from a Direct3D 10 device. if and only if. we said what we said. 🚨

πŸ’– Lifetime of Shared Objects

an OpenCL memory object created from a Direct3D 10 resource remains valid as long as the corresponding Direct3D 10 resource has not been deleted. if the Direct3D 10 resource is deleted through the Direct3D 10 API, subsequent use of the OpenCL memory object will result in undefined behavior, including but not limited to possible OpenCL errors, data corruption, and program termination. bestie. do not do that. delete the resource and it's over-over.

the successful creation of a cl_context against a Direct3D 10 device specified via the context create parameter CL_CONTEXT_D3D10_DEVICE_KHR will increment the internal Direct3D reference count on the specified Direct3D 10 device. the internal Direct3D reference count on that Direct3D 10 device will be decremented when the OpenCL reference count on the returned OpenCL context drops to zero. same energy, one level up. πŸ‘‘

the OpenCL context and corresponding command-queues are dependent on the existence of the Direct3D 10 device from which the OpenCL context was created. if the Direct3D 10 device is deleted through the Direct3D 10 API, subsequent use of the OpenCL context will result in undefined behavior, including but not limited to possible OpenCL errors, data corruption, and program termination. yes again. this is the scary part. respect it.


πŸ”₯ ERRORS πŸ”₯

returns CL_SUCCESS returns a valid non-zero OpenCL image object and errcode_ret is set to CL_SUCCESS if the image object is created successfully. otherwise, it returns a NULL value with one of the following error values returned in errcode_ret:

  • CL_INVALID_CONTEXT β€” if context is not a valid context. she doesn't know her. 🚫
  • CL_INVALID_VALUE β€” if values specified in flags are not valid or if subresource is not a valid subresource index for resource.
  • CL_INVALID_D3D10_RESOURCE_KHR β€” if resource is not a Direct3D 10 texture resource, if resource was created with the D3D10_USAGE flag D3D10_USAGE_IMMUTABLE, if a resource is a multisampled texture, if cl_mem from subresource subresource of resource has already been created using clCreateFromD3D10Texture2DKHR, or if context was not created against the same Direct3D 10 device from which resource was created.
  • CL_INVALID_IMAGE_FORMAT_DESCRIPTOR β€” if the Direct3D 10 texture format of resource is not a value listed in the table of Direct3D 10 and corresponding OpenCL image formats for clCreateFromD3D10Texture3DKHR(3clc), or if the Direct3D 10 texture format of resource does not map to a supported OpenCL image format.
  • CL_OUT_OF_HOST_MEMORY β€” if there is a failure to allocate resources required by the OpenCL implementation on the host. 😭

πŸ“œ SPECIFICATION πŸ“œ

OpenCL Specification[1] β€” that's the receipt, go check it.


πŸ¦‹ SEE ALSO πŸ¦‹

the whole friend group. go read them too, they're all part of the lore.


πŸ‘‘ AUTHORS πŸ‘‘

The Khronos Group. yes, the whole group. they ate and left no crumbs.


Copyright Β© 2007-2011 The Khronos Group Inc.

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and/or associated documentation files (the "Materials"), to deal in the Materials without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Materials, and to permit persons to whom the Materials are furnished to do so, subject to the condition that this copyright notice and permission notice shall be included in all copies or substantial portions of the Materials.


πŸ“Ž NOTES πŸ“Ž (the footnote kind, not the earlier kind, we contain multitudes)

  1. OpenCL Specification page 74, section 9.9.7.4 - Sharing Direct3D 10 Texture and Resources...

and that's the page!! πŸ’– brought to you by The Khronos Group, dated 01/14/2021, page CLCREATEFROMD3D10TEX(3clc) β€” stay hydrated, don't delete your Direct3D resources while OpenCL is still holding on, and go slay βœ¨πŸ¦‹πŸŽ€

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