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407 lines
13 KiB
407 lines
13 KiB
#include <CL/cl.h>
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#include <CL/opencl.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <iostream>
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#include <string>
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#include <fstream>
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#include <random>
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#include <ctime>
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#include <SFML/Graphics.hpp>
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#include <windows.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "Shader.hpp"
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#define SUCCESS 0
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#define FAILURE 1
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float elap_time() {
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static __int64 start = 0;
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static __int64 frequency = 0;
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if (start == 0) {
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QueryPerformanceCounter((LARGE_INTEGER*)&start);
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QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
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return 0.0f;
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}
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__int64 counter = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&counter);
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return (float)((counter - start) / double(frequency));
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}
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// convert the kernel file into a string
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int convertToString(const char *filename, std::string& s)
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{
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size_t size;
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char* str;
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std::fstream f(filename, (std::fstream::in | std::fstream::binary));
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if(f.is_open())
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{
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size_t fileSize;
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f.seekg(0, std::fstream::end);
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size = fileSize = (size_t)f.tellg();
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f.seekg(0, std::fstream::beg);
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str = new char[size+1];
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if(!str)
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{
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f.close();
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return 0;
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}
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f.read(str, fileSize);
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f.close();
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str[size] = '\0';
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s = str;
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delete[] str;
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return 0;
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}
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std::cout << "Error: failed to open file\n:" << filename << std::endl;
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return FAILURE;
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}
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) {
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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int main(int argc, char* argv[])
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{
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int WINDOW_X = 1000;
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int WINDOW_Y = 1000;
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int GRID_WIDTH = WINDOW_X;
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int GRID_HEIGHT = WINDOW_Y;
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int WORKER_SIZE = 1000;
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// ======================================= Setup OpenGL =======================================================
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* gl_window = glfwCreateWindow(GRID_WIDTH, GRID_HEIGHT, "GPU accelerated life", nullptr, nullptr);
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glfwMakeContextCurrent(gl_window);
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glfwSetKeyCallback(gl_window, key_callback);
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glewExperimental = GL_TRUE;
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glewInit();
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glViewport(0, 0, GRID_WIDTH, GRID_HEIGHT);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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// Stolen from LearnOpenGL, aint got no time for that
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Shader vert_frag_shaders("Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\vertex_shader.sh", "Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\fragment_shader.sh");
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GLfloat vertices[] = {
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// Positions // Colors // Texture Coords
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1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
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1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
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-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
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};
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GLuint indices[] = {
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0, 1, 3, // First Triangle
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1, 2, 3 // Second Triangle
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};
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GLuint VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// Position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(0);
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// Color attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glEnableVertexAttribArray(1);
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// TexCoord attribute
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
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glEnableVertexAttribArray(2);
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glBindVertexArray(0); // Unbind VAO
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// ============================== OpenCL Setup ==================================================================
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// Get the platforms
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cl_uint numPlatforms;
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cl_platform_id platform = NULL;
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cl_int status = clGetPlatformIDs(0, NULL, &numPlatforms); // Retrieve the number of platforms
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if (status != CL_SUCCESS) {
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std::cout << "Error: Getting platforms!" << std::endl;
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return FAILURE;
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}
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// Choose the first available platform
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if(numPlatforms > 0) {
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cl_platform_id* platforms = new cl_platform_id[numPlatforms];
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status = clGetPlatformIDs(numPlatforms, platforms, NULL); // Now populate the array with the platforms
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platform = platforms[0];
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delete platforms;
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}
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cl_uint numDevices = 0;
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cl_device_id *devices;
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status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_GPU, 0, NULL, &numDevices);
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if (numDevices == 0) { //no GPU available.
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std::cout << "No GPU device available." << std::endl;
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std::cout << "Choose CPU as default device." << std::endl;
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status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_CPU, 0, NULL, &numDevices);
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devices = new cl_device_id[numDevices];
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status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_CPU, numDevices, devices, NULL);
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}
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else {
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devices = new cl_device_id[numDevices];
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status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_GPU, numDevices, devices, NULL);
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}
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HGLRC hGLRC = wglGetCurrentContext();
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HDC hDC = wglGetCurrentDC();
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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 };
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cl_context context = clCreateContext(cps, 1, devices,NULL,NULL,NULL);
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cl_command_queue commandQueue = clCreateCommandQueue(context, devices[0], 0, NULL);
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// ============================== Kernel Compilation, Setup ====================================================
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// Read the kernel from the file to a string
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const char *compute_kernel_filename = "Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\conway_compute.cl";
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const char *align_kernel_filename = "Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\conway_align.cl";
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std::string compute_kernel_string;
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std::string align_kernel_string;
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convertToString(compute_kernel_filename, compute_kernel_string);
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convertToString(align_kernel_filename, align_kernel_string);
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// Create a program with the source
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const char *compute_source = compute_kernel_string.c_str();
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const char *align_source = align_kernel_string.c_str();
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size_t compute_source_size[] = {strlen(compute_source)};
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size_t align_source_size[] = { strlen(align_source) };
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cl_program compute_program = clCreateProgramWithSource(context, 1, &compute_source, compute_source_size, NULL);
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cl_program align_program = clCreateProgramWithSource(context, 1, &align_source, align_source_size, NULL);
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// Build the compute program
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status = clBuildProgram(compute_program, 1, devices, NULL, NULL, NULL);
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if (status == CL_BUILD_PROGRAM_FAILURE) {
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size_t log_size;
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clGetProgramBuildInfo(compute_program, devices[0], CL_PROGRAM_BUILD_LOG, 0, NULL, &log_size);
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char *log = new char[log_size];
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clGetProgramBuildInfo(compute_program, devices[0], CL_PROGRAM_BUILD_LOG, log_size, log, NULL);
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std::cout << log << std::endl;
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}
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// Build the align program
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status = clBuildProgram(align_program, 1, devices, NULL, NULL, NULL);
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if (status == CL_BUILD_PROGRAM_FAILURE) {
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size_t log_size;
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clGetProgramBuildInfo(align_program, devices[0], CL_PROGRAM_BUILD_LOG, 0, NULL, &log_size);
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char *log = new char[log_size];
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clGetProgramBuildInfo(align_program, devices[0], CL_PROGRAM_BUILD_LOG, log_size, log, NULL);
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std::cout << log << std::endl;
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}
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// Now create the kernels
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cl_kernel compute_kernel = clCreateKernel(compute_program, "conway_compute", NULL);
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cl_kernel align_kernel = clCreateKernel(align_program, "conway_align", NULL);
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// ======================================= Setup grid =========================================================
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// Setup the rng
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std::mt19937 rng(time(NULL));
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std::uniform_int_distribution<int> rgen(0, 2); // 25% chance
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// Init the grids
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unsigned char* node_grid = new unsigned char[GRID_WIDTH * GRID_HEIGHT];
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for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT; i++) {
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if (rgen(rng) == 1) {
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node_grid[i] = 1;
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}
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else {
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node_grid[i] = 0;
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}
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}
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// ====================================== Setup Rendering ==========================================================
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unsigned char* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
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for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT * 4; i += 4) {
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if (node_grid[i / 4] == 1) {
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pixel_array[i] = 0; // R?
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pixel_array[i + 1] = 0; // G?
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pixel_array[i + 2] = 0; // B?
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pixel_array[i + 3] = 0; // A?
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}
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else {
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pixel_array[i] = 0; // R?
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pixel_array[i + 1] = 0; // G?
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pixel_array[i + 2] = 0; // B?
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pixel_array[i + 3] = 0; // A?
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}
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}
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GLuint texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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//////////////////////////
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_DECAL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_DECAL);
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// when texture area is small, bilinear filter the closest mipmap
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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// when texture area is large, bilinear filter the first mipmap
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// texture should tile
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GRID_WIDTH, GRID_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel_array);
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glGenerateMipmap(GL_TEXTURE_2D);
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delete pixel_array;
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// ========================================= Setup the buffers ==================================================
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int err = 0;
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cl_mem frontWriteBuffer = clCreateFromGLTexture(context , CL_MEM_READ_WRITE, GL_TEXTURE_2D, 0, texture, &err);
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//cl_mem frontReadBuffer = clCreateFromGLTexture(context, CL_MEM_READ_ONLY, GL_TEXTURE_2D, 0, texture, &err);
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cl_mem backBuffer = clCreateBuffer(context, CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR, GRID_WIDTH * GRID_HEIGHT * sizeof(char), (void*)node_grid, &err);
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cl_mem workerCountBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &WORKER_SIZE, &err);
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cl_mem gridWidthBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &GRID_WIDTH, &err);
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cl_mem gridHeightBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &GRID_HEIGHT, &err);
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// Compute kernel args
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status = clSetKernelArg(compute_kernel, 0, sizeof(cl_mem), (void *)&frontWriteBuffer);
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status = clSetKernelArg(compute_kernel, 1, sizeof(cl_mem), (void *)&backBuffer);
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status = clSetKernelArg(compute_kernel, 2, sizeof(cl_mem), (void *)&workerCountBuffer);
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status = clSetKernelArg(compute_kernel, 3, sizeof(cl_mem), (void *)&gridWidthBuffer);
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status = clSetKernelArg(compute_kernel, 4, sizeof(cl_mem), (void *)&gridHeightBuffer);
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status = clSetKernelArg(align_kernel, 0, sizeof(cl_mem), (void *)&frontWriteBuffer);
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status = clSetKernelArg(align_kernel, 1, sizeof(cl_mem), (void *)&backBuffer);
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status = clSetKernelArg(align_kernel, 2, sizeof(cl_mem), (void *)&workerCountBuffer);
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status = clSetKernelArg(align_kernel, 3, sizeof(cl_mem), (void *)&gridWidthBuffer);
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status = clSetKernelArg(align_kernel, 4, sizeof(cl_mem), (void *)&gridHeightBuffer);
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// ===================================== Loop ==================================================================
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int i = 0;
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while (!glfwWindowShouldClose(gl_window)) {
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//glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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//glClear(GL_COLOR_BUFFER_BIT);
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// ======================================= OpenCL Shtuff ===================================================
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// Work size, for each y line
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size_t global_work_size[1] = { WORKER_SIZE };
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glFinish();
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status = clEnqueueAcquireGLObjects(commandQueue, 1, &frontWriteBuffer, 0, 0, 0);
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status = clEnqueueNDRangeKernel(commandQueue, compute_kernel, 1, NULL, global_work_size, NULL, 0, NULL, NULL);
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//clEnqueueBarrier(commandQueue);
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//status = clEnqueueNDRangeKernel(commandQueue, align_kernel, 1, NULL, global_work_size, NULL, 0, NULL, NULL);
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status = clEnqueueReleaseGLObjects(commandQueue, 1, &frontWriteBuffer, 0, NULL, NULL);
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//clEnqueueBarrier(commandQueue);
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// ======================================= Rendering Shtuff =================================================
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glfwPollEvents();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glUniform1i(glGetUniformLocation(vert_frag_shaders.Program, "pixel_texture"), 0);
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// Draw the triangle
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vert_frag_shaders.Use();
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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// Render
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glfwSwapBuffers(gl_window);
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}
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glfwTerminate();
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// Release the buffers
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// status = clReleaseMemObject(frontReadBuffer);
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status = clReleaseMemObject(workerCountBuffer);
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status = clReleaseMemObject(gridWidthBuffer);
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status = clReleaseMemObject(gridHeightBuffer);
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// And the program stuff
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status = clReleaseKernel(compute_kernel);
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status = clReleaseProgram(compute_program);
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status = clReleaseProgram(align_program);
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status = clReleaseCommandQueue(commandQueue);
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status = clReleaseContext(context);
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if (devices != NULL)
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{
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delete devices;
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devices = NULL;
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}
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return SUCCESS;
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} |