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#pragma once
#ifndef VPVL2_CL_PMXACCELERATOR_H_
#define VPVL2_CL_PMXACCELERATOR_H_

#include "vpvl2/cl/Context.h"
#include "vpvl2/pmx/Model.h"

namespace vpvl2
{

class Scene;

namespace cl
{

class PMXAccelerator
{
public:
    struct Buffer {
        Buffer(GLuint n) : name(n), mem(0) {}
        GLuint name;
        cl_mem mem;
    };
    typedef Array<Buffer> Buffers;
    PMXAccelerator(Context *contextRef, IModel *modelRef);
    ~PMXAccelerator();

    bool isAvailable() const;
    bool createKernelProgram();
    void upload(Buffers &buffers, const IModel::IIndexBuffer *indexBufferRef, void *context);
    void update(const IModel::IDynamicVertexBuffer *dynamicBufferRef,
                const Scene *sceneRef,
                const Buffer &buffer,
                Vector3 &aabbMax,
                Vector3 &);
    void release(Buffers &buffers) const;

private:
    void log0(void *context, IRenderContext::LogLevel level, const char *format...);

    Context *m_contextRef;
    IModel *m_modelRef;
    cl_program m_program;
    cl_kernel m_performSkinningKernel;
    cl_mem m_materialEdgeSizeBuffer;
    cl_mem m_boneWeightsBuffer;
    cl_mem m_boneIndicesBuffer;
    cl_mem m_boneMatricesBuffer;
    cl_mem m_aabbMinBuffer;
    cl_mem m_aabbMaxBuffer;
    cl_char *m_buildLogPtr;
    size_t m_localWGSizeForPerformSkinning;
    float *m_boneTransform;
    bool m_isBufferAllocated;
};

} /* namespace cl */
} /* namespace vpvl2 */

#endif
