本文整理汇总了Java中org.lwjgl.opencl.CLContext类的典型用法代码示例。如果您正苦于以下问题:Java CLContext类的具体用法?Java CLContext怎么用?Java CLContext使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
CLContext类属于org.lwjgl.opencl包,在下文中一共展示了CLContext类的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。
示例1: initCLIfNecessary
import org.lwjgl.opencl.CLContext; //导入依赖的package包/类
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
}
}
开发者ID:jglrxavpok,项目名称:jglrEngine,代码行数:15,代码来源:GPUProgramResource.java
示例2: glCreateSyncFromCLeventARB
import org.lwjgl.opencl.CLContext; //导入依赖的package包/类
@PointerWrapper("GLsync")
GLSync glCreateSyncFromCLeventARB(@PointerWrapper("cl_context") CLContext context, @PointerWrapper("cl_event") CLEvent event, @GLbitfield int flags);
开发者ID:mleoking,项目名称:PhET,代码行数:3,代码来源:ARB_cl_event.java
示例3: loadCLShader
import org.lwjgl.opencl.CLContext; //导入依赖的package包/类
/**
* 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);
}
开发者ID:kennux,项目名称:libgdx-opencl,代码行数:29,代码来源:ShaderLoader.java
示例4: createCLBuffer
import org.lwjgl.opencl.CLContext; //导入依赖的package包/类
/**
* 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());
}
开发者ID:kennux,项目名称:libgdx-opencl,代码行数:15,代码来源:DynamicVertexBufferObject.java
注:本文中的org.lwjgl.opencl.CLContext类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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