101 lines
3.6 KiB
C++
101 lines
3.6 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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//
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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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#ifndef vtk_m_interop_TransferToOpenGL_h
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#define vtk_m_interop_TransferToOpenGL_h
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#include <vtkm/cont/ArrayHandle.h>
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#include <vtkm/cont/DeviceAdapter.h>
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#include <vtkm/cont/ErrorBadValue.h>
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#include <vtkm/cont/TryExecute.h>
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#include <vtkm/interop/BufferState.h>
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#include <vtkm/interop/internal/TransferToOpenGL.h>
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#include <vtkm/cont/cuda/DeviceAdapterCuda.h>
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#include <vtkm/cont/serial/DeviceAdapterSerial.h>
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#include <vtkm/cont/tbb/DeviceAdapterTBB.h>
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namespace vtkm
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{
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namespace interop
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{
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namespace detail
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{
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struct TransferToOpenGL
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{
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template <typename DeviceAdapterTag, typename ValueType, typename StorageTag>
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VTKM_CONT bool operator()(DeviceAdapterTag,
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const vtkm::cont::ArrayHandle<ValueType, StorageTag>& handle,
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BufferState& state) const
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{
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vtkm::interop::internal::TransferToOpenGL<ValueType, DeviceAdapterTag> toGL(state);
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toGL.Transfer(handle);
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return true;
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}
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};
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}
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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. Will use the given \p state to determine
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/// what buffer handle to use, and the type to bind the buffer handle too.
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/// Lastly state also holds on to per backend resources that allow for efficient
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/// updating to open gl.
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///
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/// This function keeps the buffer as the active buffer of the input type.
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///
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///
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template <typename ValueType, class StorageTag, class DeviceAdapterTag>
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VTKM_CONT void TransferToOpenGL(const vtkm::cont::ArrayHandle<ValueType, StorageTag>& handle,
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BufferState& state,
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DeviceAdapterTag)
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{
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vtkm::interop::internal::TransferToOpenGL<ValueType, DeviceAdapterTag> toGL(state);
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toGL.Transfer(handle);
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}
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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. Will use the given \p state to determine
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/// what buffer handle to use, and the type to bind the buffer handle too.
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/// If the type of buffer hasn't been determined the transfer will use
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/// deduceAndSetBufferType to do so. Lastly state also holds on to per backend resources
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/// that allow for efficient updating to open gl
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///
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/// This function keeps the buffer as the active buffer of the input type.
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///
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/// This function will throw exceptions if the transfer wasn't possible
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///
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template <typename ValueType, typename StorageTag>
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VTKM_CONT void TransferToOpenGL(const vtkm::cont::ArrayHandle<ValueType, StorageTag>& handle,
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BufferState& state)
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{
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vtkm::cont::DeviceAdapterId devId = handle.GetDeviceAdapterId();
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bool success = vtkm::cont::TryExecuteOnDevice(devId, detail::TransferToOpenGL{}, handle, state);
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if (!success)
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{
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//Generally we are here because the devId is undefined
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//or for some reason the last executed device is now disabled
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success = vtkm::cont::TryExecute(detail::TransferToOpenGL{}, handle, state);
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}
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if (!success)
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{
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throw vtkm::cont::ErrorBadValue("Unknown device id.");
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}
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}
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}
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}
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#endif //vtk_m_interop_TransferToOpenGL_h
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