So, it is sharing the textures correctly, it is drawing the OpenGL texture fine. But OpenCL will not touch the thing. CodeXL wont debug it for some reason, and I can't read out from enqueueReadBuffer. I really don't know whats going on here

master
MitchellHansen 9 years ago
parent d999828bee
commit d93a57cbdf

@ -1,4 +1,5 @@
#include <CL/cl.h>
#include <CL/opencl.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
@ -75,6 +76,68 @@ int main(int argc, char* argv[])
int GRID_HEIGHT = WINDOW_Y;
int WORKER_SIZE = 2000;
// ======================================= Setup OpenGL =======================================================
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* gl_window = glfwCreateWindow(GRID_WIDTH, GRID_HEIGHT, "GPU accelerated life", nullptr, nullptr);
glfwMakeContextCurrent(gl_window);
glfwSetKeyCallback(gl_window, key_callback);
glewExperimental = GL_TRUE;
glewInit();
glViewport(0, 0, GRID_WIDTH, GRID_HEIGHT);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
Shader ourShader("Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\vertex_shader.sh", "Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\fragment_shader.sh");
GLfloat vertices[] = {
// Positions // Colors // Texture Coords
1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
};
GLuint indices[] = {
0, 1, 3, // First Triangle
1, 2, 3 // Second Triangle
};
GLuint VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// Color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// TexCoord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0); // Unbind VAO
// ============================== OpenCL Setup ==================================================================
// Get the platforms
@ -108,22 +171,27 @@ int main(int argc, char* argv[])
devices = new cl_device_id[numDevices];
status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_GPU, numDevices, devices, NULL);
}
HGLRC hGLRC = wglGetCurrentContext();
HDC hDC = wglGetCurrentDC();
cl_context_properties cps[] ={CL_CONTEXT_PLATFORM, (cl_context_properties)platform, CL_GL_CONTEXT_KHR, (cl_context_properties)hGLRC, CL_WGL_HDC_KHR, (cl_context_properties)hDC, 0 };
cl_context context = clCreateContext(NULL,1, devices,NULL,NULL,NULL);
cl_context context = clCreateContext(cps, 1, devices,NULL,NULL,NULL);
cl_command_queue commandQueue = clCreateCommandQueue(context, devices[0], 0, NULL);
// ============================== Kernel Compilation, Setup ====================================================
// Read the kernel from the file to a string
const char *compute_kernel_filename = "conway_compute.cl";
const char *align_kernel_filename = "conway_align.cl";
const char *compute_kernel_filename = "Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\conway_compute.cl";
const char *align_kernel_filename = "Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\conway_align.cl";
std::string compute_kernel_string;
std::string align_kernel_string;
convertToString(compute_kernel_filename, compute_kernel_string);
convertToString(compute_kernel_filename, align_kernel_string);
convertToString(align_kernel_filename, align_kernel_string);
// Create a program with the source
const char *compute_source = compute_kernel_string.c_str();
@ -164,70 +232,9 @@ int main(int argc, char* argv[])
}
// Now create the kernels
cl_kernel front_kernel = clCreateKernel(compute_program, "conway_compute", NULL);
cl_kernel compute_kernel = clCreateKernel(compute_program, "conway_compute", NULL);
cl_kernel back_kernel = clCreateKernel(align_program, "conway_align", NULL);
// ======================================= Setup OpenGL =======================================================
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* gl_window = glfwCreateWindow(GRID_WIDTH, GRID_HEIGHT, "GPU accelerated life", nullptr, nullptr);
glfwMakeContextCurrent(gl_window);
glfwSetKeyCallback(gl_window, key_callback);
glewExperimental = GL_TRUE;
glewInit();
glViewport(0, 0, GRID_WIDTH, GRID_HEIGHT);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
Shader ourShader("Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\vertex_shader.sh", "Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\fragment_shader.sh");
GLfloat vertices[] = {
// Positions // Colors // Texture Coords
1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
};
GLuint indices[] = {
0, 1, 3, // First Triangle
1, 2, 3 // Second Triangle
};
GLuint VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(0);
// Color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// TexCoord attribute
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0); // Unbind VAO
// ======================================= Setup grid =========================================================
@ -248,22 +255,16 @@ int main(int argc, char* argv[])
}
}
unsigned char* back_grid = new unsigned char[GRID_WIDTH * GRID_HEIGHT];
for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT; i++) {
back_grid[i] = front_grid[i];
}
// ====================================== Setup Rendering ==========================================================
unsigned char* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT * 4; i += 4) {
pixel_array[i] = 29; // R?
pixel_array[i] = i % 255; // R?
pixel_array[i + 1] = 70; // G?
pixel_array[i + 2] = 100; // B?
pixel_array[i + 3] = 200; // A?
pixel_array[i + 3] = 100; // A?
}
GLuint texture;
@ -292,45 +293,36 @@ int main(int argc, char* argv[])
glGenerateMipmap(GL_TEXTURE_2D);
delete pixel_array;
//delete pixel_array;
// ========================================= Setup the buffers ==================================================
int err = 0;
cl_mem frontBuffer = clCreateBuffer(context, CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR, GRID_WIDTH * GRID_HEIGHT * sizeof(char), (void*)front_grid, &err);
cl_mem backBuffer = clCreateBuffer(context, CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR, GRID_WIDTH * GRID_HEIGHT * sizeof(char), (void*)back_grid, &err);
//cl_mem pixelBuffer = clCreateBuffer(context, CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR, GRID_WIDTH * GRID_HEIGHT * sizeof(char), (void*)pixel_array, &err);
cl_mem frontBuffer = clCreateFromGLTexture(context , CL_MEM_READ_WRITE, GL_TEXTURE_2D, 0, texture, &err);
cl_mem workerCountBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &WORKER_SIZE, &err);
cl_mem gridWidthBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &GRID_WIDTH, &err);
cl_mem gridHeightBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &GRID_HEIGHT, &err);
// Kernel args for front kernel
status = clSetKernelArg(front_kernel, 0, sizeof(cl_mem), (void *)&frontBuffer);
status = clSetKernelArg(front_kernel, 1, sizeof(cl_mem), (void *)&backBuffer);
//status = clSetKernelArg(front_kernel, 2, sizeof(cl_mem), (void *)&pixelBuffer);
status = clSetKernelArg(front_kernel, 3, sizeof(cl_mem), (void *)&workerCountBuffer);
status = clSetKernelArg(front_kernel, 4, sizeof(cl_mem), (void *)&gridWidthBuffer);
status = clSetKernelArg(front_kernel, 5, sizeof(cl_mem), (void *)&gridHeightBuffer);
// Flipped kernel args for the back kernel
status = clSetKernelArg(back_kernel, 0, sizeof(cl_mem), (void *)&backBuffer); // Flipped
status = clSetKernelArg(back_kernel, 1, sizeof(cl_mem), (void *)&frontBuffer); // Flipped
//status = clSetKernelArg(back_kernel, 2, sizeof(cl_mem), (void *)&pixelBuffer);
// Kernel args
status = clSetKernelArg(compute_kernel, 0, sizeof(cl_mem), (void *)&frontBuffer);
status = clSetKernelArg(compute_kernel, 1, sizeof(cl_mem), (void *)&workerCountBuffer);
status = clSetKernelArg(compute_kernel, 2, sizeof(cl_mem), (void *)&gridWidthBuffer);
status = clSetKernelArg(compute_kernel, 3, sizeof(cl_mem), (void *)&gridHeightBuffer);
status = clSetKernelArg(back_kernel, 3, sizeof(cl_mem), (void *)&workerCountBuffer);
status = clSetKernelArg(back_kernel, 4, sizeof(cl_mem), (void *)&gridWidthBuffer);
status = clSetKernelArg(back_kernel, 5, sizeof(cl_mem), (void *)&gridHeightBuffer);
// ===================================== Loop ==================================================================
while (!glfwWindowShouldClose(gl_window)) {
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//glfwPollEvents();
//glClear(GL_COLOR_BUFFER_BIT);
@ -340,11 +332,15 @@ int main(int argc, char* argv[])
//status = clEnqueueWriteBuffer(commandQueue, frontBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 2 * sizeof(char), (void*)grid, NULL, 0, NULL);
// Work size, for each y line
size_t global_work_size[1] = { WORKER_SIZE };
size_t global_work_size[1] = { 10 };
status = clEnqueueAcquireGLObjects(commandQueue, 1, &frontBuffer, 0, 0, 0);
status = clEnqueueNDRangeKernel(commandQueue, compute_kernel, 1, NULL, global_work_size, NULL, 0, NULL, NULL);
status = clEnqueueNDRangeKernel(commandQueue, back_kernel, 1, NULL, global_work_size, NULL, 0, NULL, NULL);
//status = clEnqueueReadBuffer(commandQueue, pixelBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 4 * sizeof(unsigned char), (void*)pixel_array, 0, NULL, NULL);
//status = clEnqueueReadBuffer(commandQueue, frontBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 4 * sizeof(unsigned char), (void*)pixel_array, 0, NULL, NULL);
status = clEnqueueReleaseGLObjects(commandQueue, 1, &frontBuffer, 0, NULL, NULL);
// ======================================= Rendering Shtuff =================================================
@ -352,9 +348,6 @@ int main(int argc, char* argv[])
glfwPollEvents();
// Render
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
@ -377,14 +370,12 @@ int main(int argc, char* argv[])
// Release the buffers
status = clReleaseMemObject(frontBuffer);
status = clReleaseMemObject(backBuffer);
//status = clReleaseMemObject(pixelBuffer);
status = clReleaseMemObject(workerCountBuffer);
status = clReleaseMemObject(gridWidthBuffer);
status = clReleaseMemObject(gridHeightBuffer);
// And the program stuff
status = clReleaseKernel(front_kernel);
status = clReleaseKernel(compute_kernel);
status = clReleaseProgram(compute_program);
status = clReleaseProgram(align_program);
status = clReleaseCommandQueue(commandQueue);

@ -1,61 +1,21 @@
__kernel void conway_compute(__global unsigned char* front_grid, __global unsigned char* rear_grid, __global unsigned char* pixel_out, __global int* num_workers, __global int* grid_width, __global int* grid_height)
__kernel void conway_compute(__global unsigned char* front_grid, __global int* num_workers, __global int* grid_width, __global int* grid_height)
{
// Caclulate the start and end range that this worker will be calculating
int num = *grid_width * *grid_height * 4;
int data_length = *grid_width * *grid_height;
int start_range = (data_length / *num_workers) * get_global_id(0);
int end_range = (data_length / *num_workers) * (get_global_id(0) + 1);
for (int i = 0; i < num ; i += 4){
// x, y + 1
int neighbors = 0;
for (int i = start_range; i < end_range; i++){
// add all 8 blocks to neighbors
neighbors = 0;
// Top
neighbors += front_grid[i - *grid_width];
// Top right
neighbors += front_grid[i - *grid_width + 1];
// Right
neighbors += front_grid[i + 1];
// Bottom Right
neighbors += front_grid[i + *grid_width + 1];
// Bottom
neighbors += front_grid[i + *grid_width];
// Bottom Left
neighbors += front_grid[i + *grid_width - 1];
// Left
neighbors += front_grid[i - 1];
// Top left
neighbors += front_grid[i - *grid_width - 1];
if (neighbors == 3 || (neighbors == 2 && front_grid[i])) {
rear_grid[i] = 1;
pixel_out[i * 4] = 255; // R
pixel_out[i * 4 + 1] = 255; // G
pixel_out[i * 4 + 2] = 255; // B
pixel_out[i * 4 + 3] = 255; // A
}
front_grid[i] = 0;
front_grid[i + 1] = 0;
front_grid[i + 2] = 0;
front_grid[i + 3] = 0;
else {
rear_grid[i] = 0;
pixel_out[i * 4] = 49; // R
pixel_out[i * 4 + 1] = 68; // G
pixel_out[i * 4 + 2] = 72; // B
pixel_out[i * 4 + 3] = 255; // A
}
}
front_grid[90000] = 0;
front_grid[90001] = 0;
front_grid[90002] = 0;
front_grid[90003] = 0;
front_grid[90004] = 0;
front_grid[90005] = 0;
front_grid[90006] = 0;
}

@ -10,5 +10,6 @@ uniform sampler2D ourTexture1;
void main()
{
// Linearly interpolate between both textures (second texture is only slightly combined)
//color = vec4(1.0f, 0.5f, 0.2f, 1.0f);
color = texture(ourTexture1, TexCoord);
}
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