File: itkGPUContextManager.h

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/*=========================================================================
 *
 *  Copyright NumFOCUS
 *
 *  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
 *
 *         https://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 "itkLightObject.h"

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() const
  {
    return m_NumberOfDevices;
  }

  cl_context
  GetCurrentContext()
  {
    return m_Context;
  }

  cl_device_id
  GetDeviceId(int i);

private:
  GPUContextManager();
  ~GPUContextManager() override;

  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