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#pragma once
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#include <Vector4.hpp>
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#include <vector>
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#include <iostream>
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#include <map>
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#include <string.h>
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#include "LightController.h"
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#include "map/Old_Map.h"
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#include "Camera.h"
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#include <GL/glew.h>
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#include <unordered_map>
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#ifdef linux
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#include <CL/cl.h>
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#include <CL/opencl.h>
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#include <GL/glx.h>
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#elif defined _WIN32
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#include <CL/cl_gl.h>
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#include <CL/cl.h>
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#include <CL/opencl.h>
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// Note: windows.h must be included before Gl/GL.h
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#include <windows.h>
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#include <GL/GL.h>
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#elif defined TARGET_OS_MAC
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#include <OpenGL/OpenGL.h>
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#include <OpenCL/opencl.h>
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#include <OpenGL/gl.h>
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#endif
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//struct device {
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// cl_device_id id;
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// cl_device_type type;
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// cl_uint clock_frequency;
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// char version[128];
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// cl_platform_id platform;
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// cl_uint comp_units;
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// char extensions[1024];
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// char name[256];
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// cl_bool is_little_endian = false;
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// bool cl_gl_sharing = false;
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//};
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struct device_info {
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cl_uint cl_device_address_bits;
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cl_bool cl_device_available;
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cl_bool cl_device_compiler_available;
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cl_bool cl_device_endian_little;
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cl_bool cl_device_error_correction_support;
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char cl_device_extensions[1024];
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cl_ulong cl_device_global_mem_cache_size;
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cl_uint cl_device_global_mem_cacheline_size;
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cl_ulong cl_device_global_mem_size;
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cl_bool cl_device_image_support;
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size_t cl_device_image2d_max_height;
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size_t cl_device_image2d_max_width;
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size_t cl_device_image3d_max_depth;
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size_t cl_device_image3d_max_height;
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size_t cl_device_image3d_max_width;
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cl_ulong cl_device_local_mem_size;
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cl_uint cl_device_max_clock_frequency;
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cl_uint cl_device_max_compute_units;
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cl_uint cl_device_max_constant_args;
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cl_ulong cl_device_max_constant_buffer_size;
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cl_ulong cl_device_max_mem_alloc_size;
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size_t cl_device_max_parameter_size;
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cl_uint cl_device_max_read_image_args;
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cl_uint cl_device_max_samplers;
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size_t cl_device_max_work_group_size;
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cl_uint cl_device_max_work_item_dimensions;
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size_t cl_device_max_work_item_sizes[3];
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cl_uint cl_device_max_write_image_args;
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cl_uint cl_device_mem_base_addr_align;
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cl_uint cl_device_min_data_type_align_size;
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char cl_device_name[128];
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cl_platform_id cl_device_platform;
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cl_uint cl_device_preferred_vector_width_char;
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cl_uint cl_device_preferred_vector_width_short;
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cl_uint cl_device_preferred_vector_width_int;
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cl_uint cl_device_preferred_vector_width_long;
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cl_uint cl_device_preferred_vector_width_float;
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cl_uint cl_device_preferred_vector_width_double;
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char cl_device_profile[256];
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size_t cl_device_profiling_timer_resolution;
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cl_device_type device_type;
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char cl_device_vendor[128];
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cl_uint cl_device_vendor_id;
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char cl_device_version[128];
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char cl_driver_version[128];
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};
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struct raycaster_settings {
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};
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struct PackedData;
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class Hardware_Caster
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{
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public:
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enum ERROR_CODES {
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SHARING_NOT_SUPPORTED = 800,
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OPENCL_NOT_SUPPORTED = 801,
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OPENCL_ERROR = 802,
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ERR = 803
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};
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class device {
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public:
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#pragma pack(push, 1)
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struct packed_data {
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cl_device_type device_type;
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cl_uint clock_frequency;
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char opencl_version[64];
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cl_uint compute_units;
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char device_extensions[1024];
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char device_name[256];
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char platform_name[128];
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};
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#pragma pack(pop)
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device(cl_device_id device_id, cl_platform_id platform_id);
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device(const device& d);
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void print(std::ostream& stream) const;
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void print_packed_data(std::ostream& stream);
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cl_device_id getDeviceId() const { return device_id; };
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cl_platform_id getPlatformId() const { return platform_id; };
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private:
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packed_data data;
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cl_device_id device_id;
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cl_platform_id platform_id;
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cl_bool is_little_endian = false;
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bool cl_gl_sharing = false;
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};
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Hardware_Caster();
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virtual ~Hardware_Caster();
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// Queries hardware, creates the command queue and context, and compiles kernel
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int init();
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// Creates a texture to send to the GPU via height and width
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// Creates a viewport vector array via vertical and horizontal fov
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void create_viewport(int width, int height, float v_fov, float h_fov) ;
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// Light controllers own the copy of the PackedData array.
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// We receive a pointer to the array and USE_HOST_POINTER to map the memory to the GPU
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void assign_lights(std::vector<PackedData> *data) ;
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// We take a ptr to the map and create the map, and map_dimensions buffer for the GPU
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void assign_map(Old_Map *map) ;
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// We take a ptr to the camera and create a camera direction and position buffer
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void assign_camera(Camera *camera) ;
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// TODO: Hoist this to the base class
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// Creates 3 buffers relating to the texture atlas: texture_atlas, atlas_dim, and tile_dim
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// With these on the GPU we can texture any quad with an atlas tile
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void create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim);
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// Check to make sure that the buffers have been initiated and set them as kernel args
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void validate() ;
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// Aquires the GL objects, runs the kernel, releases back the GL objects
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void compute() ;
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// Take the viewport sprite and draw it to the screen
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void draw(sf::RenderWindow* window) ;
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bool load_config();
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void save_config();
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// ================================== DEBUG =======================================
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// Re compile the kernel and revalidate the args
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int debug_quick_recompile();
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// Modify the viewport matrix
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void test_edit_viewport(int width, int height, float v_fov, float h_fov);
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private:
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// Iterate the devices available and choose the best one
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// Also checks for the sharing extension
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int acquire_platform_and_device();
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bool aquire_hardware();
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int query_hardware();
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// With respect to the individual platforms implementation of sharing
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// create a shared cl_gl context
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int create_shared_context();
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// Using the context and the device create a command queue for them
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int create_command_queue();
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// Buffer operations
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// All of these functions create and store a buffer in a map with the key representing their name
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// Create an image buffer from an SF texture. Access Type is the read/write specifier required by OpenCL
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int create_image_buffer(std::string buffer_name, cl_uint size, sf::Texture* texture, cl_int access_type);
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// Create a buffer with CL_MEM_READ_ONLY and CL_MEM_COPY_HOST_PTR
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int create_buffer(std::string buffer_name, cl_uint size, void* data);
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// Create a buffer with user defined data flags
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int create_buffer(std::string buffer_name, cl_uint size, void* data, cl_mem_flags flags);
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// Store a cl_mem object in the buffer map <string:name, cl_mem:buffer>
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int store_buffer(cl_mem buffer, std::string buffer_name);
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// Using CL release the memory object and remove the KVP associated with the buffer name
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int release_buffer(std::string buffer_name);
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// Compile the kernel with either a full src string or by is_path=true and kernel_source = a valid path
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int compile_kernel(std::string kernel_source, bool is_path, std::string kernel_name);
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// Set the arg index for the specified kernel and buffer
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int set_kernel_arg(std::string kernel_name, int index, std::string buffer_name);
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// Run the kernel using a 1d work size
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int run_kernel(std::string kernel_name, const int work_dim_x, const int work_dim_y);
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// Run a test kernel that prints out the kernel args
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void print_kernel_arguments();
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// CL error code handler. ImGui overlaps the assert() function annoyingly so I had to rename it
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static bool vr_assert(int error_code, std::string function_name);
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cl_device_id getDeviceID();
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cl_platform_id getPlatformID();
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cl_context getContext();
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cl_kernel getKernel(std::string kernel_name);
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cl_command_queue getCommandQueue();
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// Our device data
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cl_platform_id platform_id;
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cl_device_id device_id;
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// And state
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cl_context context;
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cl_command_queue command_queue;
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// Containers holding the kernels and buffers
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std::map<std::string, cl_kernel> kernel_map;
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std::map<std::string, cl_mem> buffer_map;
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std::unordered_map<std::string, std::pair<sf::Sprite, std::unique_ptr<sf::Texture>>> image_map;
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sf::Sprite viewport_sprite;
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sf::Texture viewport_texture;
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Old_Map * map = nullptr;
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Camera *camera = nullptr;
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// std::vector<LightController::PackedData> *lights;
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std::vector<PackedData> *lights;
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int light_count = 0;
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sf::Uint8 *viewport_image = nullptr;
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sf::Vector4f *viewport_matrix = nullptr;
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sf::Vector2i viewport_resolution;
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int error = 0;
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std::vector<device> device_list;
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};
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