// // // 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 // // 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 #include "../version.h" #include #include #include "../osd/opengl.h" // needed before cuda_gl_interop.h #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Osd { /// \brief Concrete vertex buffer class for cuda subdivision and OpenGL drawing. /// /// CudaGLVertexBuffer implements CudaVertexBufferInterface and /// GLVertexBufferInterface. /// /// The buffer interop between Cuda and GL is handled automatically when a /// client calls BindCudaBuffer and BindVBO methods. /// class CudaGLVertexBuffer { public: /// Creator. Returns NULL if error. static CudaGLVertexBuffer * Create(int numElements, int numVertices, void *deviceContext = NULL); /// Destructor. ~CudaGLVertexBuffer(); /// 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; GLuint _vbo; void *_devicePtr; struct cudaGraphicsResource *_cudaResource; }; } // end namespace Osd } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif // OPENSUBDIV3_OSD_CUDA_GL_VERTEX_BUFFER_H