Java 类org.lwjgl.opencl.CLContext 实例源码
项目:jglrEngine
文件:GPUProgramResource.java
private static void initCLIfNecessary() throws Exception
{
if(clPlatform == null)
{
clPlatform = CLPlatform.getPlatforms().get(0);
clDevices = clPlatform.getDevices(CL10.CL_DEVICE_TYPE_GPU);
clContext = CLContext.create(clPlatform, clDevices, null); // TODO:
// replace
// null
clQueue = CL10.clCreateCommandQueue(clContext, clDevices.get(0), CL10.CL_QUEUE_PROFILING_ENABLE, null); // TODO:
// replace
// null
}
}
项目:PhET
文件:ARB_cl_event.java
@PointerWrapper("GLsync")
GLSync glCreateSyncFromCLeventARB(@PointerWrapper("cl_context") CLContext context, @PointerWrapper("cl_event") CLEvent event, @GLbitfield int flags);
项目:Wolf_game
文件:ARB_cl_event.java
@PointerWrapper("GLsync")
GLSync glCreateSyncFromCLeventARB(@PointerWrapper("cl_context") CLContext context, @PointerWrapper("cl_event") CLEvent event, @GLbitfield int flags);
项目:GPVM
文件:ARB_cl_event.java
@PointerWrapper("GLsync")
GLSync glCreateSyncFromCLeventARB(@PointerWrapper("cl_context") CLContext context, @PointerWrapper("cl_event") CLEvent event, @GLbitfield int flags);
项目:TeacherSmash
文件:ARB_cl_event.java
@PointerWrapper("GLsync")
GLSync glCreateSyncFromCLeventARB(@PointerWrapper("cl_context") CLContext context, @PointerWrapper("cl_event") CLEvent event, @GLbitfield int flags);
项目:3d-Demo
文件:ARB_cl_event.java
@PointerWrapper("GLsync")
GLSync glCreateSyncFromCLeventARB(@PointerWrapper("cl_context") CLContext context, @PointerWrapper("cl_event") CLEvent event, @GLbitfield int flags);
项目:libgdx-opencl
文件:ShaderLoader.java
/**
* Loads a CL Shader.
* It will load the files from the assets folder.
* Structure should be like:
*
* clshaders/[SHADERNAME]/shader.cl
*
* This function handles include-preprocessing, so you can use #include "test.cl".
* It will replace all includes with the contents of the given filename.
* Important! When using like #include "/test.cl" it will search the file assets/test.cl in the internal storage.
* If you use it like #include "test.cl" in a shader called test it will search in assets/shaders/test/test.cl.
*
* @param shaderName
* @return Null if the shader was not found
*/
public static CLProgram loadCLShader(String shaderName, CLContext clContext)
{
String shaderPath = "clshaders/"+shaderName+"/";
// Check if shader exists
if (!Gdx.files.internal(shaderPath+"shader.cl").exists())
return null;
// Preprocessing
String shaderCode = ShaderLoader.preprocessShader(Gdx.files.internal(shaderPath+"shader.cl").readString(), shaderPath);
return JLibOpenCL.compileProgram(shaderCode, clContext);
}
项目:libgdx-opencl
文件:DynamicVertexBufferObject.java
/**
* Converts this instance's opengl vertex buffer to a OpenCL Byte-Buffer.
* Remember the layout of opengl vertex buffer's is a structure or all your vertex attributes, so for ex.
* If you got 3 vertices with position and color-attribute the buffer's data will look like:
*
* [3 Floats - x,y,z -> Position][4 Bytes r,g,b,a -> Color][3 Float - x,y,z -> Position][4 Bytes r,g,b,a -> Color]...
* @param usage
* @param clContext
* @return
*/
public CLBuffer createCLBuffer(CLContext clContext)
{
return new CLRawBuffer(clContext, this.getBufferHandle());
}