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

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C++

//
//
// Copyright 2013 Pixar
//
// Licensed under the terms set forth in the LICENSE.txt file available at
// https://opensubdiv.org/license.
//
#ifndef OPENSUBDIV3_OSD_CUDA_GL_VERTEX_BUFFER_H
#define OPENSUBDIV3_OSD_CUDA_GL_VERTEX_BUFFER_H
#include "../version.h"
#include <cstddef>
#include <cuda_runtime.h>
#include <cuda_gl_interop.h>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
/// \brief Concrete vertex buffer class for cuda subdivision and OpenGL drawing.
///
/// CudaGLVertexBuffer implements CudaVertexBufferInterface and
/// GLVertexBufferInterface.
///
/// The buffer interop between Cuda and GL is handled automatically when a
/// client calls BindCudaBuffer and BindVBO methods.
///
class CudaGLVertexBuffer {
public:
using ID = unsigned int; // GLuint resource ID
/// Creator. Returns NULL if error.
static CudaGLVertexBuffer * Create(int numElements, int numVertices,
void *deviceContext = NULL);
/// Destructor.
~CudaGLVertexBuffer();
/// 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,
void *deviceContext = NULL);
/// 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.
ID BindVBO(void *deviceContext = NULL);
protected:
/// Constructor.
CudaGLVertexBuffer(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;
ID _vbo;
void *_devicePtr;
struct cudaGraphicsResource *_cudaResource;
};
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OPENSUBDIV3_OSD_CUDA_GL_VERTEX_BUFFER_H