OpenSubdiv/opensubdiv/osd/clGLVertexBuffer.cpp
David G Yu 82988d04ad Updated EXT to ARB for GL direct_state_access
The ARB_direct_state_access API is more consistent with
the 4.5 and 4.6 core API and is also more widely supported.
2020-03-06 11:37:55 -08:00

153 lines
4.1 KiB
C++

//
// 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.
//
#include "glLoader.h"
#include "../osd/clGLVertexBuffer.h"
#include <cassert>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
CLGLVertexBuffer::CLGLVertexBuffer(int numElements,
int numVertices,
cl_context /* clContext */)
: _numElements(numElements), _numVertices(numVertices),
_vbo(0), _clQueue(0), _clMemory(0), _clMapped(false) {
// Initialize internal OpenGL loader library if necessary
OpenSubdiv::internal::GLLoader::libraryInitializeGL();
}
CLGLVertexBuffer::~CLGLVertexBuffer() {
unmap();
clReleaseMemObject(_clMemory);
glDeleteBuffers(1, &_vbo);
}
CLGLVertexBuffer *
CLGLVertexBuffer::Create(int numElements, int numVertices, cl_context clContext)
{
CLGLVertexBuffer *instance =
new CLGLVertexBuffer(numElements, numVertices, clContext);
if (instance->allocate(clContext)) return instance;
delete instance;
return NULL;
}
void
CLGLVertexBuffer::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
CLGLVertexBuffer::GetNumElements() const {
return _numElements;
}
int
CLGLVertexBuffer::GetNumVertices() const {
return _numVertices;
}
cl_mem
CLGLVertexBuffer::BindCLBuffer(cl_command_queue queue) {
map(queue);
return _clMemory;
}
GLuint
CLGLVertexBuffer::BindVBO(void * /*deviceContext*/) {
unmap();
return _vbo;
}
bool
CLGLVertexBuffer::allocate(cl_context clContext) {
assert(clContext);
// create GL buffer first
int size = _numElements * _numVertices * sizeof(float);
#if defined(GL_ARB_direct_state_access)
if (OSD_OPENGL_HAS(ARB_direct_state_access)) {
glCreateBuffers(1, &_vbo);
glNamedBufferData(_vbo, size, 0, GL_DYNAMIC_DRAW);
} else
#endif
{
GLint prev = 0;
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev);
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, size, 0, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, prev);
}
// 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
CLGLVertexBuffer::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
CLGLVertexBuffer::unmap() {
if (! _clMapped) return;
clEnqueueReleaseGLObjects(_clQueue, 1, &_clMemory, 0, 0, 0);
_clMapped = false;
}
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv