mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-02 00:00:07 +00:00
142 lines
3.6 KiB
C++
142 lines
3.6 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License
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// and the following modification to it: Section 6 Trademarks.
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// deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the
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// trade names, trademarks, service marks, or product names of the
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// Licensor and its affiliates, except as required for reproducing
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// the content of the NOTICE file.
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//
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing,
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// software distributed under the License is distributed on an
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// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
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// either express or implied. See the License for the specific
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// language governing permissions and limitations under the
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// License.
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//
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#include "../osd/clGLVertexBuffer.h"
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#include "../osd/opengl.h"
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdCLGLVertexBuffer::OsdCLGLVertexBuffer(int numElements,
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int numVertices,
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cl_context clContext)
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: _numElements(numElements), _numVertices(numVertices),
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_vbo(0), _clQueue(0), _clMemory(0), _clMapped(false) {
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}
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OsdCLGLVertexBuffer::~OsdCLGLVertexBuffer() {
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unmap();
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clReleaseMemObject(_clMemory);
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glDeleteBuffers(1, &_vbo);
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}
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OsdCLGLVertexBuffer *
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OsdCLGLVertexBuffer::Create(int numElements, int numVertices, cl_context clContext)
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{
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OsdCLGLVertexBuffer *instance =
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new OsdCLGLVertexBuffer(numElements, numVertices, clContext);
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if (instance->allocate(clContext)) return instance;
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delete instance;
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return NULL;
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}
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void
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OsdCLGLVertexBuffer::UpdateData(const float *src, int startVertex, int numVertices, cl_command_queue queue) {
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size_t size = numVertices * _numElements * sizeof(float);
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size_t offset = startVertex * _numElements * sizeof(float);
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map(queue);
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clEnqueueWriteBuffer(queue, _clMemory, true, offset, size, src, 0, NULL, NULL);
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}
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int
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OsdCLGLVertexBuffer::GetNumElements() const {
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return _numElements;
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}
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int
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OsdCLGLVertexBuffer::GetNumVertices() const {
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return _numVertices;
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}
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cl_mem
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OsdCLGLVertexBuffer::BindCLBuffer(cl_command_queue queue) {
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map(queue);
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return _clMemory;
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}
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GLuint
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OsdCLGLVertexBuffer::BindVBO() {
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unmap();
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return _vbo;
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}
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bool
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OsdCLGLVertexBuffer::allocate(cl_context clContext) {
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assert(clContext);
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// create GL buffer first
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int size = _numElements * _numVertices * sizeof(float);
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GLint prev = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev);
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glGenBuffers(1, &_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, size, 0, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, prev);
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if (glGetError() != GL_NO_ERROR) return false;
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// register vbo as cl memory
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cl_int err;
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_clMemory = clCreateFromGLBuffer(clContext,
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CL_MEM_READ_WRITE, _vbo, &err);
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if (err != CL_SUCCESS) return false;
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return true;
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}
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void
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OsdCLGLVertexBuffer::map(cl_command_queue queue) {
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if (_clMapped) return; // XXX: what if another queue is given?
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_clQueue = queue;
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clEnqueueAcquireGLObjects(queue, 1, &_clMemory, 0, 0, 0);
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_clMapped = true;
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}
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void
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OsdCLGLVertexBuffer::unmap() {
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if (not _clMapped) return;
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clEnqueueReleaseGLObjects(_clQueue, 1, &_clMemory, 0, 0, 0);
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_clMapped = false;
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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