buffer-objects

OpenCL Buffer Creation

﹥>﹥吖頭↗ 提交于 2021-02-10 05:13:35
问题 I am fairly new to OpenCL and though I have understood everything up until now, but I am having trouble understanding how buffer objects work. I haven't understood where a buffer object is stored. In this StackOverflow question it is stated that: If you have one device only , probably (99.99%) is going to be in the device. (In rare cases it may be in the host if the device does not have enough memory for the time being) To me, this means that buffer objects are stored in device memory.

OpenCL Buffer Creation

 ̄綄美尐妖づ 提交于 2021-02-10 05:13:30
问题 I am fairly new to OpenCL and though I have understood everything up until now, but I am having trouble understanding how buffer objects work. I haven't understood where a buffer object is stored. In this StackOverflow question it is stated that: If you have one device only , probably (99.99%) is going to be in the device. (In rare cases it may be in the host if the device does not have enough memory for the time being) To me, this means that buffer objects are stored in device memory.

When does glBufferSubData return? [duplicate]

廉价感情. 提交于 2019-12-11 07:25:01
问题 This question already has an answer here : When does OpenGL get finished with pointers in functions? (1 answer) Closed 2 years ago . I want to transfer contents of a very large memory chunk to a sufficiently large GPU buffer and then immediately alter the contents of memory on CPU. Something like this in pseudo-code: glBindBuffer(/*very_large_buffer*/); glBufferSubData(/*very_large_memory_chunk*/); memset(/*zeros*/, /*very_large_memory_chunk*/); In this code, what does glBufferSubData

Can you use multiple targets with a single VBO?

笑着哭i 提交于 2019-12-07 02:09:06
问题 Sample code: 1. glGenBuffers(1, &VboId); 2. glBindBuffer(GL_ARRAY_BUFFER, VboId); 3. glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW); 4. glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); So we generate a generic VBO handle, and then we bind it using "GL_ARRAY_BUFFER". Binding it seems to have 2 purposes: We must bind the buffer before we can copy data to the GPU via glBufferData We must bind the buffer before we can add attributes to it via glVertexAttribPointer

Can you use multiple targets with a single VBO?

拈花ヽ惹草 提交于 2019-12-05 07:20:01
Sample code: 1. glGenBuffers(1, &VboId); 2. glBindBuffer(GL_ARRAY_BUFFER, VboId); 3. glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW); 4. glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); So we generate a generic VBO handle, and then we bind it using "GL_ARRAY_BUFFER". Binding it seems to have 2 purposes: We must bind the buffer before we can copy data to the GPU via glBufferData We must bind the buffer before we can add attributes to it via glVertexAttribPointer And I think those are the only 2 times you need to bind the VBO. My question is, is there any scenario