OpenSubdiv/opensubdiv/osd/cudaGLVertexBuffer.h

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//
//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
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//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#ifndef OPENSUBDIV3_OSD_CUDA_GL_VERTEX_BUFFER_H
#define OPENSUBDIV3_OSD_CUDA_GL_VERTEX_BUFFER_H
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#include "../version.h"
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#include <cstddef>
#include <cuda_runtime.h>
#include "../osd/opengl.h" // needed before cuda_gl_interop.h
#include <cuda_gl_interop.h>
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namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
/// \brief Concrete vertex buffer class for cuda subdivision and OpenGL drawing.
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///
/// CudaGLVertexBuffer implements CudaVertexBufferInterface and
/// GLVertexBufferInterface.
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///
/// The buffer interop between Cuda and GL is handled automatically when a
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/// client calls BindCudaBuffer and BindVBO methods.
///
class CudaGLVertexBuffer {
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public:
/// Creator. Returns NULL if error.
static CudaGLVertexBuffer * Create(int numElements, int numVertices,
void *deviceContext = NULL);
/// Destructor.
~CudaGLVertexBuffer();
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/// This method is meant to be used in client code in order to provide
/// coarse vertices data to Osd.
void UpdateData(const float *src, int startVertex, int numVertices,
void *deviceContext = NULL);
/// Returns how many elements defined in this vertex buffer.
int GetNumElements() const;
/// Returns how many vertices allocated in this vertex buffer.
int GetNumVertices() const;
/// Returns cuda memory. GL buffer will be mapped to cuda resource
/// if necessary.
float * BindCudaBuffer();
/// Returns the GL buffer object. If the buffer is mapped as a cuda
/// resource, it will be unmapped back to GL.
GLuint BindVBO(void *deviceContext = NULL);
protected:
/// Constructor.
CudaGLVertexBuffer(int numElements, int numVertices);
/// Allocates VBO for this buffer and register as a cuda resource.
/// Returns true if success.
bool allocate();
/// Acquire a cuda resource from GL.
void map();
/// Release a cuda resource to GL.
void unmap();
private:
int _numElements;
int _numVertices;
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GLuint _vbo;
void *_devicePtr;
struct cudaGraphicsResource *_cudaResource;
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};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
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#endif // OPENSUBDIV3_OSD_CUDA_GL_VERTEX_BUFFER_H