OpenSubdiv/opensubdiv/osd/cudaGLVertexBuffer.h
2013-05-17 10:21:38 -07:00

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#ifndef OSD_CUDA_GL_VERTEX_BUFFER_H
#define OSD_CUDA_GL_VERTEX_BUFFER_H
#include "../version.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