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workinf_Blender_Wasm/blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/clGLVertexBuffer.h
2026-08-12 04:47:48 -04:00

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//
// Copyright 2013 Pixar
//
// Licensed under the terms set forth in the LICENSE.txt file available at
// https://opensubdiv.org/license.
//
#ifndef OPENSUBDIV3_OSD_CL_GL_VERTEX_BUFFER_H
#define OPENSUBDIV3_OSD_CL_GL_VERTEX_BUFFER_H
#include "../version.h"
#include "../osd/opencl.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
///
/// \brief Concrete vertex buffer class for OpenCL subdivision and OpenGL drawing.
///
/// CLGLVertexBuffer implements CLVertexBufferInterface and
/// GLVertexBufferInterface.
///
/// The buffer interop between OpenCL and GL is handled automatically when a
/// client calls BindCLBuffer and BindVBO methods.
///
class CLGLVertexBuffer {
public:
using ID = unsigned int; // GLuint resource ID
/// Creator. Returns NULL if error.
static CLGLVertexBuffer * Create(int numElements,
int numVertices,
cl_context clContext);
template <typename DEVICE_CONTEXT>
static CLGLVertexBuffer * Create(int numElements, int numVertices,
DEVICE_CONTEXT context) {
return Create(numElements, numVertices, context->GetContext());
}
/// Destructor.
~CLGLVertexBuffer();
/// 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,
cl_command_queue clQueue);
template<typename DEVICE_CONTEXT>
void UpdateData(const float *src, int startVertex, int numVertices,
DEVICE_CONTEXT context) {
UpdateData(src, startVertex, numVertices, context->GetCommandQueue());
}
/// 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 the CL memory object. GL buffer will be mapped to CL memory
/// space if necessary.
cl_mem BindCLBuffer(cl_command_queue queue);
/// Returns the GL buffer object. If the buffer is mapped to CL memory
/// space, it will be unmapped back to GL.
ID BindVBO(void *deviceContext = NULL);
protected:
/// Constructor.
CLGLVertexBuffer(int numElements, int numVertices, cl_context clContext);
/// Allocates VBO for this buffer and register as a CL resource.
/// Returns true if success.
bool allocate(cl_context clContext);
/// Acquires a resource from GL.
void map(cl_command_queue queue);
/// Releases a resource to GL.
void unmap();
private:
int _numElements;
int _numVertices;
ID _vbo;
cl_command_queue _clQueue;
cl_mem _clMemory;
bool _clMapped;
};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OPENSUBDIV3_OSD_CL_GL_VERTEX_BUFFER_H