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());
}