vtk-m/vtkm/interop/TransferToOpenGL.h

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//============================================================================
// Copyright (c) Kitware, Inc.
// All rights reserved.
// See LICENSE.txt for details.
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//
// This software is distributed WITHOUT ANY WARRANTY; without even
// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the above copyright notice for more information.
//============================================================================
#ifndef vtk_m_interop_TransferToOpenGL_h
#define vtk_m_interop_TransferToOpenGL_h
#include <vtkm/cont/ArrayHandle.h>
#include <vtkm/cont/DeviceAdapter.h>
#include <vtkm/cont/ErrorBadValue.h>
#include <vtkm/cont/TryExecute.h>
#include <vtkm/interop/BufferState.h>
#include <vtkm/interop/internal/TransferToOpenGL.h>
#include <vtkm/cont/cuda/DeviceAdapterCuda.h>
#include <vtkm/cont/serial/DeviceAdapterSerial.h>
#include <vtkm/cont/tbb/DeviceAdapterTBB.h>
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namespace vtkm
{
namespace interop
{
namespace detail
{
struct TransferToOpenGL
{
template <typename DeviceAdapterTag, typename ValueType, typename StorageTag>
VTKM_CONT bool operator()(DeviceAdapterTag,
const vtkm::cont::ArrayHandle<ValueType, StorageTag>& handle,
BufferState& state) const
{
vtkm::interop::internal::TransferToOpenGL<ValueType, DeviceAdapterTag> toGL(state);
toGL.Transfer(handle);
return true;
}
};
}
/// \brief Manages transferring an ArrayHandle to opengl .
///
/// \c TransferToOpenGL manages to transfer the contents of an ArrayHandle
/// to OpenGL as efficiently as possible. Will use the given \p state to determine
/// what buffer handle to use, and the type to bind the buffer handle too.
/// Lastly state also holds on to per backend resources that allow for efficient
/// updating to open gl.
///
/// This function keeps the buffer as the active buffer of the input type.
///
///
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template <typename ValueType, class StorageTag, class DeviceAdapterTag>
VTKM_CONT void TransferToOpenGL(const vtkm::cont::ArrayHandle<ValueType, StorageTag>& handle,
BufferState& state,
DeviceAdapterTag)
{
vtkm::interop::internal::TransferToOpenGL<ValueType, DeviceAdapterTag> toGL(state);
toGL.Transfer(handle);
}
/// \brief Manages transferring an ArrayHandle to opengl .
///
/// \c TransferToOpenGL manages to transfer the contents of an ArrayHandle
/// to OpenGL as efficiently as possible. Will use the given \p state to determine
/// what buffer handle to use, and the type to bind the buffer handle too.
/// If the type of buffer hasn't been determined the transfer will use
/// deduceAndSetBufferType to do so. Lastly state also holds on to per backend resources
/// that allow for efficient updating to open gl
///
/// This function keeps the buffer as the active buffer of the input type.
///
/// This function will throw exceptions if the transfer wasn't possible
///
template <typename ValueType, typename StorageTag>
VTKM_CONT void TransferToOpenGL(const vtkm::cont::ArrayHandle<ValueType, StorageTag>& handle,
BufferState& state)
{
vtkm::cont::DeviceAdapterId devId = handle.GetDeviceAdapterId();
bool success = vtkm::cont::TryExecuteOnDevice(devId, detail::TransferToOpenGL{}, handle, state);
if (!success)
{
//Generally we are here because the devId is undefined
//or for some reason the last executed device is now disabled
success = vtkm::cont::TryExecute(detail::TransferToOpenGL{}, handle, state);
}
if (!success)
{
throw vtkm::cont::ErrorBadValue("Unknown device id.");
}
}
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}
}
#endif //vtk_m_interop_TransferToOpenGL_h