Add Chromium-only Blender WebEngine parity work
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blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/cudaGLVertexBuffer.h
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blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/cudaGLVertexBuffer.h
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//
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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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#ifndef OPENSUBDIV3_OSD_CUDA_GL_VERTEX_BUFFER_H
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#define OPENSUBDIV3_OSD_CUDA_GL_VERTEX_BUFFER_H
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#include "../version.h"
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#include <cstddef>
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#include <cuda_runtime.h>
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#include <cuda_gl_interop.h>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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/// \brief Concrete vertex buffer class for cuda subdivision and OpenGL drawing.
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///
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/// CudaGLVertexBuffer implements CudaVertexBufferInterface and
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/// GLVertexBufferInterface.
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///
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/// The buffer interop between Cuda and GL is handled automatically when a
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/// client calls BindCudaBuffer and BindVBO methods.
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///
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class CudaGLVertexBuffer {
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public:
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using ID = unsigned int; // GLuint resource ID
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/// Creator. Returns NULL if error.
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static CudaGLVertexBuffer * Create(int numElements, int numVertices,
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void *deviceContext = NULL);
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/// Destructor.
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~CudaGLVertexBuffer();
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/// This method is meant to be used in client code in order to provide
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/// coarse vertices data to Osd.
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void UpdateData(const float *src, int startVertex, int numVertices,
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void *deviceContext = NULL);
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/// Returns how many elements defined in this vertex buffer.
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int GetNumElements() const;
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/// Returns how many vertices allocated in this vertex buffer.
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int GetNumVertices() const;
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/// Returns cuda memory. GL buffer will be mapped to cuda resource
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/// if necessary.
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float * BindCudaBuffer();
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/// Returns the GL buffer object. If the buffer is mapped as a cuda
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/// resource, it will be unmapped back to GL.
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ID BindVBO(void *deviceContext = NULL);
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protected:
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/// Constructor.
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CudaGLVertexBuffer(int numElements, int numVertices);
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/// Allocates VBO for this buffer and register as a cuda resource.
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/// Returns true if success.
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bool allocate();
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/// Acquire a cuda resource from GL.
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void map();
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/// Release a cuda resource to GL.
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void unmap();
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private:
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int _numElements;
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int _numVertices;
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ID _vbo;
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void *_devicePtr;
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struct cudaGraphicsResource *_cudaResource;
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};
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OPENSUBDIV3_OSD_CUDA_GL_VERTEX_BUFFER_H
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