OpenSubdiv/opensubdiv/osd/clGLVertexBuffer.cpp
2012-12-20 10:25:41 -08:00

180 lines
5.6 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
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// the license, do not use the software.
//
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// any additions or changes to the software.
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// rights to use any contributor's name, logo, or trademarks.
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#if defined(__APPLE__)
#include <OpenGL/gl3.h>
#else
#include <GL/glew.h>
#endif
#include "../osd/clGLVertexBuffer.h"
#include <cassert>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdCLGLVertexBuffer::OsdCLGLVertexBuffer(int numElements,
int numVertices,
cl_context clContext)
: _numElements(numElements), _numVertices(numVertices),
_vbo(0), _clMemory(0), _clQueue(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 numVertices,
cl_command_queue queue) {
size_t size = _numVertices * _numElements * sizeof(float);
map(queue);
clEnqueueWriteBuffer(queue, _clMemory, true, 0, 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