这个例子可能会有所帮助:http://enja.org/2010/08/27/adventures-in-opencl-part-2-particles-with-opengl/
关键要求是设置 CL/GL 共享上下文。根据您的 GL 主机,您需要为 CL 上下文设置不同的属性:
苹果:
cl_context_properties props[] =
{
CL_CONTEXT_PROPERTY_USE_CGL_SHAREGROUP_APPLE, (cl_context_properties)kCGLShareGroup,
0
};
窗户:
cl_context_properties props[] =
{
CL_GL_CONTEXT_KHR, (cl_context_properties)wglGetCurrentContext(),
CL_WGL_HDC_KHR, (cl_context_properties)wglGetCurrentDC(),
CL_CONTEXT_PLATFORM, (cl_context_properties)(platforms[0])(),
0
};
其他:
cl_context_properties props[] =
{
CL_GL_CONTEXT_KHR, (cl_context_properties)glXGetCurrentContext(),
CL_GLX_DISPLAY_KHR, (cl_context_properties)glXGetCurrentDisplay(),
CL_CONTEXT_PLATFORM, (cl_context_properties)(platforms[0])(),
0
};
然后,您创建上下文,并使用 GL 缓冲区(每次都获取和释放它们):
context = cl::Context(CL_DEVICE_TYPE_GPU, props);
cl::BufferGL glbuffer(context, CL_MEM_READ_WRITE, myvbo, &err);
for (each frame){
queue.enqueueAcquireGLObjects(&glbuffer);
//use glbuffer as if it is a clbuffer
queue.enqueueReleaseGLObjects(&glbuffer);
}