// // Copyright (C) Pixar. All rights reserved. // // This license governs use of the accompanying software. If you // use the software, you accept this license. If you do not accept // the license, do not use the software. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and // "distribution" have the same meaning here as under U.S. // copyright law. A "contribution" is the original software, or // any additions or changes to the software. // A "contributor" is any person or entity that distributes its // contribution under this license. // "Licensed patents" are a contributor's patent claims that read // directly on its contribution. // // 2. 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You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #include "../osd/clGLVertexBuffer.h" #include "../osd/opengl.h" #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { OsdCLGLVertexBuffer::OsdCLGLVertexBuffer(int numElements, int numVertices, cl_context clContext) : _numElements(numElements), _numVertices(numVertices), _vbo(0), _clQueue(0), _clMemory(0), _clMapped(false) { } OsdCLGLVertexBuffer::~OsdCLGLVertexBuffer() { unmap(); clReleaseMemObject(_clMemory); glDeleteBuffers(1, &_vbo); } OsdCLGLVertexBuffer * OsdCLGLVertexBuffer::Create(int numElements, int numVertices, cl_context clContext) { OsdCLGLVertexBuffer *instance = new OsdCLGLVertexBuffer(numElements, numVertices, clContext); if (instance->allocate(clContext)) return instance; delete instance; return NULL; } void OsdCLGLVertexBuffer::UpdateData(const float *src, int startVertex, int numVertices, cl_command_queue queue) { size_t size = numVertices * _numElements * sizeof(float); size_t offset = startVertex * _numElements * sizeof(float); map(queue); clEnqueueWriteBuffer(queue, _clMemory, true, offset, size, src, 0, NULL, NULL); } int OsdCLGLVertexBuffer::GetNumElements() const { return _numElements; } int OsdCLGLVertexBuffer::GetNumVertices() const { return _numVertices; } cl_mem OsdCLGLVertexBuffer::BindCLBuffer(cl_command_queue queue) { map(queue); return _clMemory; } GLuint OsdCLGLVertexBuffer::BindVBO() { unmap(); return _vbo; } bool OsdCLGLVertexBuffer::allocate(cl_context clContext) { assert(clContext); // create GL buffer first int size = _numElements * _numVertices * sizeof(float); GLint prev = 0; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev); glGenBuffers(1, &_vbo); glBindBuffer(GL_ARRAY_BUFFER, _vbo); glBufferData(GL_ARRAY_BUFFER, size, 0, GL_STREAM_DRAW); glBindBuffer(GL_ARRAY_BUFFER, prev); if (glGetError() != GL_NO_ERROR) return false; // register vbo as cl memory cl_int err; _clMemory = clCreateFromGLBuffer(clContext, CL_MEM_READ_WRITE, _vbo, &err); if (err != CL_SUCCESS) return false; return true; } void OsdCLGLVertexBuffer::map(cl_command_queue queue) { if (_clMapped) return; // XXX: what if another queue is given? _clQueue = queue; clEnqueueAcquireGLObjects(queue, 1, &_clMemory, 0, 0, 0); _clMapped = true; } void OsdCLGLVertexBuffer::unmap() { if (not _clMapped) return; clEnqueueReleaseGLObjects(_clQueue, 1, &_clMemory, 0, 0, 0); _clMapped = false; } } // end namespace OPENSUBDIV_VERSION } // end namespace OpenSubdiv