/*========================================================================= * * Copyright Insight Software Consortium * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0.txt * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * *=========================================================================*/ #ifndef itkGPUContextManager_h #define itkGPUContextManager_h #include "itkOpenCLUtil.h" #include namespace itk { /** \class GPUContextManager * * \brief Singleton class to store the GPU context. * * Won-Ki to write more documentation here... * * \ingroup ITKGPUCommon */ class GPUContextManager : public LightObject { public: static GPUContextManager* GetInstance(); void DestroyInstance(); cl_command_queue GetCommandQueue(int i); unsigned int GetNumberOfCommandQueues() { return m_NumberOfDevices; } cl_context GetCurrentContext() { return m_Context; } cl_device_id GetDeviceId(int i); private: GPUContextManager(); ~GPUContextManager(); cl_platform_id m_Platform; cl_context m_Context; cl_device_id* m_Devices; cl_command_queue* m_CommandQueue; // one queue per device cl_uint m_NumberOfDevices, m_NumberOfPlatforms; static GPUContextManager* m_Instance; }; } // namespace itk #endif