OpenSubdiv/opensubdiv/osd/cudaGLVertexBuffer.h
Takahito Tejima 51a45b598d Updating EULA
2013-07-18 14:19:50 -07:00

100 lines
3.0 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License
// and the following modification to it: Section 6 Trademarks.
// 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 for reproducing
// the content of the NOTICE file.
//
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing,
// software distributed under the License is distributed on an
// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
// either express or implied. See the License for the specific
// language governing permissions and limitations under the
// License.
//
#ifndef OSD_CUDA_GL_VERTEX_BUFFER_H
#define OSD_CUDA_GL_VERTEX_BUFFER_H
#include "../version.h"
#include "../osd/opengl.h"
#include <cuda_runtime.h>
#include <cuda_gl_interop.h>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
/// \brief Concrete vertex buffer class for cuda subvision and OpenGL drawing.
///
/// OsdCudaGLVertexBuffer implements OsdCudaVertexBufferInterface and
/// OsdGLVertexBufferInterface.
///
/// The buffer interop between Cuda and GL is handled automatically when a
/// client calls BindCudaBuffer and BindVBO methods.
///
class OsdCudaGLVertexBuffer {
public:
/// Creator. Returns NULL if error.
static OsdCudaGLVertexBuffer * Create(int numElements, int numVertices);
/// Destructor.
~OsdCudaGLVertexBuffer();
/// 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);
/// 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();
protected:
/// Constructor.
OsdCudaGLVertexBuffer(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 OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_CUDA_GL_VERTEX_BUFFER_H