Add Chromium-only Blender WebEngine parity work
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135
blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/clGLVertexBuffer.cpp
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135
blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/clGLVertexBuffer.cpp
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//
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// Copyright 2013 Pixar
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//
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// Licensed under the terms set forth in the LICENSE.txt file available at
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// https://opensubdiv.org/license.
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//
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#include "glLoader.h"
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#include "../osd/clGLVertexBuffer.h"
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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CLGLVertexBuffer::CLGLVertexBuffer(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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// Initialize internal OpenGL loader library if necessary
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OpenSubdiv::internal::GLLoader::libraryInitializeGL();
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}
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CLGLVertexBuffer::~CLGLVertexBuffer() {
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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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CLGLVertexBuffer *
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CLGLVertexBuffer::Create(int numElements, int numVertices, cl_context clContext)
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{
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CLGLVertexBuffer *instance =
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new CLGLVertexBuffer(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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CLGLVertexBuffer::UpdateData(const float *src, int startVertex, int numVertices,
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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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CLGLVertexBuffer::GetNumElements() const {
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return _numElements;
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}
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int
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CLGLVertexBuffer::GetNumVertices() const {
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return _numVertices;
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}
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cl_mem
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CLGLVertexBuffer::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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CLGLVertexBuffer::ID
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CLGLVertexBuffer::BindVBO(void * /*deviceContext*/) {
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unmap();
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return _vbo;
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}
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bool
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CLGLVertexBuffer::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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#if defined(GL_ARB_direct_state_access)
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if (OSD_OPENGL_HAS(ARB_direct_state_access)) {
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glCreateBuffers(1, &_vbo);
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glNamedBufferData(_vbo, size, 0, GL_DYNAMIC_DRAW);
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} else
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#endif
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{
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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_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, prev);
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}
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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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CLGLVertexBuffer::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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CLGLVertexBuffer::unmap() {
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if (! _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 Osd
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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