that was a pain. Got it working on windows again. MSVC was being really

picky about a few errors. Good thing though, I'm not really sure why
clang + osx let me be that lax with memory
master
MitchellHansen 8 years ago
parent 9c99f9edd0
commit f487895f9f

@ -25,6 +25,7 @@ struct device {
cl_uint clock_frequency;
char version[128];
cl_platform_id platform;
cl_uint comp_units;
};
class CL_Wrapper {

@ -1,125 +1,125 @@
// global : local : constant : private
// Function arguments of type image2d_t, image3d_t, image2d_array_t, image1d_t, image1d_buffer_t,
// and image1d_array_t refer to image memory objects allocated in the **global** address space.
// http://downloads.ti.com/mctools/esd/docs/opencl/memory/buffers.html
// Open CL C
// https://www.fixstars.com/en/opencl/book/OpenCLProgrammingBook/opencl-c/
__kernel void hello(
global int2* resolution,
global char* map,
global float3* projection_matrix,
global float3* cam_dir,
global float3* cam_pos,
global image2d_t* canvas) {
printf("%s\n", "this is a test string\n");
const int MAX_RAY_STEPS = 64;
// The pixel coord we are at
int2 screenPos = (int2)(get_global_id(0) % resolution->x, get_global_id(0) / resolution->x);
// The X and Y planes
//float3 cameraPlaneU = vec3(1.0, 0.0, 0.0)
// Y being multiplied by the aspect ratio, usually around .5-6ish;
//cl_float3 cameraPlaneV = vec3(0.0, 1.0, 0.0) * iResolution.y / iResolution.x;
// So this is how they do that ray aiming! hah this is so tiny
// (camera direction) + (pixel.x * the X plane) + (product of pixel.y * Y plane)
// Oh all it's doing is adding the x and y coords of the pixel to the camera direction vector, interesting
//cl_float3 rayDir = cameraDir + screenPos.x * cameraPlaneU + screenPos.y * cameraPlaneV;
// the origin of the ray
// So the sign thing is for the up and down motion
//cl_float3 rayPos = vec3(0.0, 2.0 * sin(iGlobalTime * 2.7), -12.0);
// Ah, and here is where it spins around the center axis
// So it looks like its applying a function to rotate the x and z axis
//rayPos.xz = rotate2d(rayPos.xz, iGlobalTime);
//rayDir.xz = rotate2d(rayDir.xz, iGlobalTime);
// Just an intvec of out coords
//ivec3 mapPos = ivec3(floor(rayPos));
// I think this is the delta t value
// the magnitude of the vector divided by the rays direction. Not sure what the aim of that is
// The ray direction might always be normalized, so that would be the dame as my delta_T
//vec3 deltaDist = abs(vec3(length(rayDir)) / rayDir);
// The steps are the signs of the ray direction
//ivec3 rayStep = ivec3(sign(rayDir));
// ithe sign of the rays direction
// *
// Convert map position to a floating point vector and take away the ray position
// +
// the sign of the rays direction by 0.5
// +
// 0.5
// Now multyply everything by 0.5
//vec3 sideDist = (sign(rayDir) * (vec3(mapPos) - rayPos) + (sign(rayDir) * 0.5) + 0.5) * deltaDist;
// A byte mask
//bvec3 mask;
// repeat until the max steps
//for (int i = 0; i < MAX_RAY_STEPS; i++) {
// If there is a voxel at the map position, continue?
//if (getVoxel(mapPos))
// break;
//
// find which is smaller
// y ? z --> x`
// z ? x --> y`
// x ? y --> z`
//
// find which os is less or equal
// x` ? x --> x
// y` ? y --> y
// z` ? z --> z
// Now find which ons is
//mask = lessThanEqual(sideDist.xyz, min(sideDist.yzx, sideDist.zxy));
// Originally he used a component wise
/*bvec3 b1 = lessThan(sideDist.xyz, sideDist.yzx);
bvec3 b2 = lessThanEqual(sideDist.xyz, sideDist.zxy);
mask.x = b1.x && b2.x;
mask.y = b1.y && b2.y;
mask.z = b1.z && b2.z;*/
//Would've done mask = b1 && b2 but the compiler is making me do it component wise.
//All components of mask are false except for the corresponding largest component
//of sideDist, which is the axis along which the ray should be incremented.
//sideDist += vec3(mask) * deltaDist;
//mapPos += ivec3(mask) * rayStep;
//}
// Ah this is for coloring obviously, seems to be odd though, no indexing
//vec4 color;
//if (mask.x) {
// color = vec4(0.5);
//}
//if (mask.y) {
// color = vec4(1.0);
//}
//if (mask.z) {
// color = vec4(0.75);
//}
//write_imagef(image, pixel, color);
// global : local : constant : private
// Function arguments of type image2d_t, image3d_t, image2d_array_t, image1d_t, image1d_buffer_t,
// and image1d_array_t refer to image memory objects allocated in the **global** address space.
// http://downloads.ti.com/mctools/esd/docs/opencl/memory/buffers.html
// Open CL C
// https://www.fixstars.com/en/opencl/book/OpenCLProgrammingBook/opencl-c/
__kernel void hello(
global int2* resolution,
global char* map,
global float3* projection_matrix,
global float3* cam_dir,
global float3* cam_pos,
global image2d_t* canvas) {
printf("%s\n", "this is a test string\n");
const int MAX_RAY_STEPS = 64;
// The pixel coord we are at
int2 screenPos = (int2)(get_global_id(0) % resolution->x, get_global_id(0) / resolution->x);
// The X and Y planes
//float3 cameraPlaneU = vec3(1.0, 0.0, 0.0)
// Y being multiplied by the aspect ratio, usually around .5-6ish;
//cl_float3 cameraPlaneV = vec3(0.0, 1.0, 0.0) * iResolution.y / iResolution.x;
// So this is how they do that ray aiming! hah this is so tiny
// (camera direction) + (pixel.x * the X plane) + (product of pixel.y * Y plane)
// Oh all it's doing is adding the x and y coords of the pixel to the camera direction vector, interesting
//cl_float3 rayDir = cameraDir + screenPos.x * cameraPlaneU + screenPos.y * cameraPlaneV;
// the origin of the ray
// So the sign thing is for the up and down motion
//cl_float3 rayPos = vec3(0.0, 2.0 * sin(iGlobalTime * 2.7), -12.0);
// Ah, and here is where it spins around the center axis
// So it looks like its applying a function to rotate the x and z axis
//rayPos.xz = rotate2d(rayPos.xz, iGlobalTime);
//rayDir.xz = rotate2d(rayDir.xz, iGlobalTime);
// Just an intvec of out coords
//ivec3 mapPos = ivec3(floor(rayPos));
// I think this is the delta t value
// the magnitude of the vector divided by the rays direction. Not sure what the aim of that is
// The ray direction might always be normalized, so that would be the dame as my delta_T
//vec3 deltaDist = abs(vec3(length(rayDir)) / rayDir);
// The steps are the signs of the ray direction
//ivec3 rayStep = ivec3(sign(rayDir));
// ithe sign of the rays direction
// *
// Convert map position to a floating point vector and take away the ray position
// +
// the sign of the rays direction by 0.5
// +
// 0.5
// Now multyply everything by 0.5
//vec3 sideDist = (sign(rayDir) * (vec3(mapPos) - rayPos) + (sign(rayDir) * 0.5) + 0.5) * deltaDist;
// A byte mask
//bvec3 mask;
// repeat until the max steps
//for (int i = 0; i < MAX_RAY_STEPS; i++) {
// If there is a voxel at the map position, continue?
//if (getVoxel(mapPos))
// break;
//
// find which is smaller
// y ? z --> x`
// z ? x --> y`
// x ? y --> z`
//
// find which os is less or equal
// x` ? x --> x
// y` ? y --> y
// z` ? z --> z
// Now find which ons is
//mask = lessThanEqual(sideDist.xyz, min(sideDist.yzx, sideDist.zxy));
// Originally he used a component wise
/*bvec3 b1 = lessThan(sideDist.xyz, sideDist.yzx);
bvec3 b2 = lessThanEqual(sideDist.xyz, sideDist.zxy);
mask.x = b1.x && b2.x;
mask.y = b1.y && b2.y;
mask.z = b1.z && b2.z;*/
//Would've done mask = b1 && b2 but the compiler is making me do it component wise.
//All components of mask are false except for the corresponding largest component
//of sideDist, which is the axis along which the ray should be incremented.
//sideDist += vec3(mask) * deltaDist;
//mapPos += ivec3(mask) * rayStep;
//}
// Ah this is for coloring obviously, seems to be odd though, no indexing
//vec4 color;
//if (mask.x) {
// color = vec4(0.5);
//}
//if (mask.y) {
// color = vec4(1.0);
//}
//if (mask.z) {
// color = vec4(0.75);
//}
//write_imagef(image, pixel, color);
}

@ -48,17 +48,17 @@ __kernel void min_kern(
// Setup the voxel coords from the camera origin
int3 voxel = {
floorf(cam_pos->x),
floorf(cam_pos->y),
floorf(cam_pos->z)
floor(cam_pos->x),
floor(cam_pos->y),
floor(cam_pos->z)
};
// Delta T is the units a ray must travel along an axis in order to
// traverse an integer split
float3 delta_t = {
fabsf(1.0f / ray_dir.x),
fabsf(1.0f / ray_dir.y),
fabsf(1.0f / ray_dir.z)
fabs(1.0f / ray_dir.x),
fabs(1.0f / ray_dir.y),
fabs(1.0f / ray_dir.z)
};
// Intersection T is the collection of the next intersection points

@ -44,10 +44,11 @@ int CL_Wrapper::acquire_platform_and_device(){
d.id = deviceIds[q];
clGetDeviceInfo(d.id, CL_DEVICE_PLATFORM, 128, &d.platform, NULL);
clGetDeviceInfo(d.id, CL_DEVICE_VERSION, 128, &d.version, NULL);
clGetDeviceInfo(d.id, CL_DEVICE_TYPE, 128, &d.type, NULL);
clGetDeviceInfo(d.id, CL_DEVICE_MAX_CLOCK_FREQUENCY, 128, &d.clock_frequency, NULL);
clGetDeviceInfo(d.id, CL_DEVICE_PLATFORM, sizeof(cl_platform_id), &d.platform, NULL);
clGetDeviceInfo(d.id, CL_DEVICE_VERSION, sizeof(char) * 128, &d.version, NULL);
clGetDeviceInfo(d.id, CL_DEVICE_TYPE, sizeof(cl_device_type), &d.type, NULL);
clGetDeviceInfo(d.id, CL_DEVICE_MAX_CLOCK_FREQUENCY, sizeof(cl_uint), &d.clock_frequency, NULL);
clGetDeviceInfo(d.id, CL_DEVICE_MAX_COMPUTE_UNITS, sizeof(cl_uint), &d.comp_units, NULL);
plt_ids.at(d.platform).push_back(d);
}
@ -58,7 +59,8 @@ int CL_Wrapper::acquire_platform_and_device(){
// falling back to the cpu with the fastest clock if we weren't able to find one
device current_best_device;
current_best_device.clock_frequency = 0; // Set this to 0 so the first run always selects a new device
current_best_device.type = -1; // Set this to -1 so the first run always selects a new device
for (auto kvp: plt_ids){
@ -72,7 +74,10 @@ int CL_Wrapper::acquire_platform_and_device(){
if (device.type == CL_DEVICE_TYPE_GPU && current_best_device.type != CL_DEVICE_TYPE_GPU){
current_best_device = device;
}
else if (device.clock_frequency > current_best_device.clock_frequency){
else if (device.comp_units > current_best_device.comp_units) {
current_best_device = device;
}
else if (current_best_device.type != CL_DEVICE_TYPE_GPU && device.clock_frequency > current_best_device.clock_frequency){
current_best_device = device;
}
}
@ -108,7 +113,7 @@ int CL_Wrapper::create_shared_context() {
//};
HGLRC hGLRC = wglGetCurrentContext();
HDC hDC = wglGetCurrentDC();
cl_context_properties context_properties[] = { CL_CONTEXT_PLATFORM, (cl_context_properties)platformIds[1], CL_GL_CONTEXT_KHR, (cl_context_properties)hGLRC, CL_WGL_HDC_KHR, (cl_context_properties)hDC, 0 };
cl_context_properties context_properties[] = { CL_CONTEXT_PLATFORM, (cl_context_properties)platform_id, CL_GL_CONTEXT_KHR, (cl_context_properties)hGLRC, CL_WGL_HDC_KHR, (cl_context_properties)hDC, 0 };
#elif defined TARGET_OS_MAC
@ -206,6 +211,8 @@ int CL_Wrapper::compile_kernel(std::string kernel_source, bool is_path, std::str
return -1;
kernel_map.emplace(std::make_pair(kernel_name, kernel));
return 1;
}
int CL_Wrapper::set_kernel_arg(
@ -228,6 +235,7 @@ int CL_Wrapper::set_kernel_arg(
int CL_Wrapper::store_buffer(cl_mem buffer, std::string buffer_name){
buffer_map.emplace(std::make_pair(buffer_name, buffer));
return 1;
}
int CL_Wrapper::run_kernel(std::string kernel_name, const int work_size){
@ -246,7 +254,7 @@ int CL_Wrapper::run_kernel(std::string kernel_name, const int work_size){
if (assert(error, "clEnqueueNDRangeKernel"))
return -1;
return 1;
}

@ -1,13 +1,16 @@
#pragma once
#include <cstdio>
#include <cstring>
#include <OpenCL/cl_ext.h>
#include <iostream>
#include <vector>
#ifdef linux
#elif defined _WIN32
#define CL_USE_DEPRECATED_OPENCL_1_2_APIS
#include <CL/cl_gl.h>
#include <CL/cl.h>
#include <CL/opencl.h>
#elif defined TARGET_OS_MAC
# include <OpenGL/OpenGL.h>
@ -111,6 +114,21 @@ inline int query_platform_devices() {
clGetDeviceInfo(devices[i], CL_DEVICE_VERSION, 128, buf, NULL);
fprintf(stdout, "%s\n", buf);
//cl_device_type a;
//clGetDeviceInfo(devices[i], CL_DEVICE_TYPE, 128, &a, NULL);
//std::cout << a << std::endl;
//cl_uint b;
//clGetDeviceInfo(devices[i], CL_DEVICE_MAX_CLOCK_FREQUENCY, 128, &b, NULL);
//std::cout << b << std::endl;
//cl_uint c;
//clGetDeviceInfo(devices[i], CL_DEVICE_MAX_COMPUTE_UNITS, 128, &c, NULL);
//std::cout << c << std::endl;
std::cout << devices[i] << std::endl;
}
free(devices);

@ -9,9 +9,12 @@
#include <CL/opencl.h>
#elif defined _WIN32
#include <windows.h>
#include <CL/cl_gl.h>
#include <CL/cl.h>
#include <CL/opencl.h>
#include <GL/GL.h>
#include <windows.h>
#elif defined TARGET_OS_MAC
@ -66,12 +69,13 @@ int main() {
sf::Texture t;
CL_Wrapper c;
query_platform_devices();
c.acquire_platform_and_device();
c.create_shared_context();
c.create_command_queue();
c.compile_kernel("../kernels/kernel.c", true, "hello");
c.compile_kernel("../kernels/minimal_kernel.c", true, "min_kern");
//c.compile_kernel("../kernels/kernel.cl", true, "hello");
c.compile_kernel("../kernels/minimal_kernel.cl", true, "min_kern");
sf::Vector3i map_dim(MAP_X, MAP_Y, MAP_Z);
Map* map = new Map(map_dim);
@ -101,7 +105,7 @@ int main() {
// SFML 2.4 has Vector4 datatypes.......
float view_matrix[view_res.x * view_res.y * 4];
float* view_matrix = new float[WINDOW_X * WINDOW_Y * 4];
for (int y = -view_res.y / 2; y < view_res.y / 2; y++) {
for (int x = -view_res.x / 2; x < view_res.x / 2; x++) {

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