mirror of
https://gitlab.kitware.com/vtk/vtk-m
synced 2024-09-19 18:45:43 +00:00
188 lines
6.2 KiB
C++
188 lines
6.2 KiB
C++
//============================================================================
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// Copyright (c) Kitware, Inc.
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// All rights reserved.
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// See LICENSE.txt for details.
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// This software is distributed WITHOUT ANY WARRANTY; without even
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// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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// PURPOSE. See the above copyright notice for more information.
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//
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// Copyright 2014 Sandia Corporation.
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// Copyright 2014 UT-Battelle, LLC.
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// Copyright 2014 Los Alamos National Security.
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//
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// Under the terms of Contract DE-AC04-94AL85000 with Sandia Corporation,
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// the U.S. Government retains certain rights in this software.
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//
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// Under the terms of Contract DE-AC52-06NA25396 with Los Alamos National
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// Laboratory (LANL), the U.S. Government retains certain rights in
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// this software.
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//============================================================================
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#ifndef vtk_m_opengl_internal_TransferToOpenGL_h
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#define vtk_m_opengl_internal_TransferToOpenGL_h
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#include <vtkm/cont/ArrayHandle.h>
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#include <vtkm/cont/StorageBasic.h>
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#include <vtkm/cont/DeviceAdapterAlgorithm.h>
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#include <vtkm/opengl/internal/OpenGLHeaders.h>
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#include <vtkm/opengl/BufferState.h>
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namespace vtkm {
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namespace opengl {
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namespace internal {
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namespace detail
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{
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template<class ValueType, class StorageTag, class DeviceAdapterTag>
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VTKM_CONT_EXPORT
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void CopyFromHandle(
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vtkm::cont::ArrayHandle<ValueType, StorageTag>& handle,
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vtkm::opengl::BufferState& state,
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DeviceAdapterTag)
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{
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//Generic implementation that will work no matter what. We copy the data
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//in the given handle to a temporary handle using the basic storage tag.
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//We then ensure the data is available in the control environment by
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//synchronizing the control array. Last, we steal the array and pass the
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//iterator to the rendering system
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const vtkm::Id numberOfValues = handle.GetNumberOfValues();
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const GLsizeiptr size =
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static_cast<GLsizeiptr>(sizeof(ValueType)) *
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static_cast<GLsizeiptr>(numberOfValues);
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//Copy the data from its specialized Storage container to a basic heap alloc
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ValueType* temporaryStorage = new ValueType[numberOfValues];
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#ifdef VTKM_MSVC
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#pragma warning(disable:4244)
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#pragma warning(disable:4996)
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#endif
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handle.CopyInto(temporaryStorage, DeviceAdapterTag());
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#ifdef VTKM_MSVC
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#pragma warning(default:4996)
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#pragma warning(default:4244)
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#endif
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//Determine if we need to reallocate the buffer
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state.SetSize(size);
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const bool resize = state.ShouldRealloc(size);
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if( resize )
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{
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//Allocate the memory and set it as GL_DYNAMIC_DRAW draw
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glBufferData(state.GetType(), size, 0, GL_DYNAMIC_DRAW);
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state.SetCapacity(size);
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}
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//copy into opengl buffer
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glBufferSubData(state.GetType(),0,size,temporaryStorage);
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delete[] temporaryStorage;
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}
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template<class ValueType, class DeviceAdapterTag>
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VTKM_CONT_EXPORT
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void CopyFromHandle(
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vtkm::cont::ArrayHandle<ValueType, vtkm::cont::StorageTagBasic>& handle,
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vtkm::opengl::BufferState& state,
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DeviceAdapterTag)
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{
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//Specialization given that we are use an C allocated array storage tag
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//that allows us to directly hook into the data. We pull the data
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//back to the control environment using PerpareForInput and give an iterator
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//from the portal to OpenGL to upload to the rendering system
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//This also works because we know that this class isn't used for cuda interop,
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//instead we are specialized
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const GLsizeiptr size =
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static_cast<GLsizeiptr>(sizeof(ValueType)) *
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static_cast<GLsizeiptr>(handle.GetNumberOfValues());
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//Determine if we need to reallocate the buffer
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state.SetSize(size);
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const bool resize = state.ShouldRealloc(size);
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if( resize )
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{
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//Allocate the memory and set it as GL_DYNAMIC_DRAW draw
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glBufferData(state.GetType(), size, 0, GL_DYNAMIC_DRAW);
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state.SetCapacity(size);
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}
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//Allocate the memory and set it as static draw and copy into opengl
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const ValueType* memory = &(*vtkm::cont::ArrayPortalToIteratorBegin(
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handle.PrepareForInput(DeviceAdapterTag())));
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glBufferSubData(state.GetType(),0,size,memory);
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}
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} //namespace detail
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/// \brief Manages transferring an ArrayHandle to opengl .
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///
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/// \c TransferToOpenGL manages to transfer the contents of an ArrayHandle
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/// to OpenGL as efficiently as possible.
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///
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template<typename ValueType, class DeviceAdapterTag>
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class TransferToOpenGL
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{
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public:
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VTKM_CONT_EXPORT explicit TransferToOpenGL(BufferState& state):
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State(state)
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{
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if( !this->State.HasType() )
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{
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this->State.DeduceAndSetType( ValueType() );
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}
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}
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template< typename StorageTag >
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VTKM_CONT_EXPORT
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void Transfer (
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vtkm::cont::ArrayHandle<ValueType, StorageTag>& handle) const
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{
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//make a buffer for the handle if the user has forgotten too
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if(!glIsBuffer(*this->State.GetHandle()))
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{
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glGenBuffers(1, this->State.GetHandle());
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}
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//bind the buffer to the given buffer type
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glBindBuffer(this->State.GetType(), *this->State.GetHandle());
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//transfer the data.
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//the primary concern that we have at this point is data locality and
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//the type of storage. Our options include using CopyInto and provide a
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//temporary location for the values to reside before we give it to openGL
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//this works for all storage types.
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//
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//Second option is to call PrepareForInput and get a PortalConst in the
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//exection environment.
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//if we are StorageTagBasic this would allow us the ability to grab
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//the raw memory value and copy those, which we know are valid and remove
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//a unneeded copy.
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//
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//The end result is that we have CopyFromHandle which does number two
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//from StorageTagBasic, and does the CopyInto for everything else
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detail::CopyFromHandle(handle, this->State, DeviceAdapterTag());
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}
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private:
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vtkm::opengl::BufferState& State;
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};
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}
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}
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} //namespace vtkm::opengl::internal
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//-----------------------------------------------------------------------------
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// These includes are intentionally placed here after the declaration of the
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// TransferToOpenGL class, so that people get the correct device adapter
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/// specializations if they exist.
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#if VTKM_DEVICE_ADAPTER == VTKM_DEVICE_ADAPTER_CUDA
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#include <vtkm/opengl/cuda/internal/TransferToOpenGL.h>
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#endif
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#endif //vtk_m_opengl_internal_TransferToOpenGL_h
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