#pragma once #include #include #include #include #include #include "LightController.h" #include "Old_Map.h" #include "Camera.h" #ifdef linux #include #include #include #elif defined _WIN32 #include #include #include // Note: windows.h must be included before Gl/GL.h #include #include #elif defined TARGET_OS_MAC #include #include #include #endif struct device { cl_device_id id; cl_device_type type; cl_uint clock_frequency; char version[128]; cl_platform_id platform; cl_uint comp_units; char extensions[1024]; char name[256]; bool cl_gl_sharing = false; }; struct raycaster_settings { }; struct PackedData; class Hardware_Caster : public RayCaster { public: Hardware_Caster(); virtual ~Hardware_Caster(); // Queries hardware, creates the command queue and context, and compiles kernel int init() override; // Creates a texture to send to the GPU via height and width // Creates a viewport vector array via vertical and horizontal fov void create_viewport(int width, int height, float v_fov, float h_fov) override; // Light controllers own the copy of the PackedData array. // We receive a pointer to the array and USE_HOST_POINTER to map the memory to the GPU void assign_lights(std::vector *data) override; // We take a ptr to the map and create the map, and map_dimensions buffer for the GPU void assign_map(Old_Map *map) override; // We take a ptr to the camera and create a camera direction and position buffer void assign_camera(Camera *camera) override; // TODO: Hoist this to the base class // Creates 3 buffers relating to the texture atlas: texture_atlas, atlas_dim, and tile_dim // With these on the GPU we can texture any quad with an atlas tile void create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim); // Check to make sure that the buffers have been initiated and set them as kernel args void validate() override; // Aquires the GL objects, runs the kernel, releases back the GL objects void compute() override; // Take the viewport sprite and draw it to the screen void draw(sf::RenderWindow* window) override; // ================================== DEBUG ======================================= // Re compile the kernel and revalidate the args int debug_quick_recompile(); // Modify the viewport matrix void test_edit_viewport(int width, int height, float v_fov, float h_fov); private: // Iterate the devices available and choose the best one // Also checks for the sharing extension int acquire_platform_and_device(); // With respect to the individual platforms implementation of sharing // create a shared cl_gl context int create_shared_context(); // Using the context and the device create a command queue for them int create_command_queue(); // Buffer operations // All of these functions create and store a buffer in a map with the key representing their name // Create an image buffer from an SF texture. Access Type is the read/write specifier required by OpenCL int create_image_buffer(std::string buffer_name, cl_uint size, sf::Texture* texture, cl_int access_type); // Create a buffer with CL_MEM_READ_ONLY and CL_MEM_COPY_HOST_PTR int create_buffer(std::string buffer_name, cl_uint size, void* data); // Create a buffer with user defined data flags int create_buffer(std::string buffer_name, cl_uint size, void* data, cl_mem_flags flags); // Store a cl_mem object in the buffer map int store_buffer(cl_mem buffer, std::string buffer_name); // Using CL release the memory object and remove the KVP associated with the buffer name int release_buffer(std::string buffer_name); // Compile the kernel with either a full src string or by is_path=true and kernel_source = a valid path int compile_kernel(std::string kernel_source, bool is_path, std::string kernel_name); // Set the arg index for the specified kernel and buffer int set_kernel_arg(std::string kernel_name, int index, std::string buffer_name); // Run the kernel using a 1d work size // TODO: Test 2d worksize int run_kernel(std::string kernel_name, const int work_dim_x, const int work_dim_y); // Run a test kernel that prints out the kernel args void print_kernel_arguments(); // CL error code handler. ImGui overlaps the assert() function annoyingly so I had to rename it bool vr_assert(int error_code, std::string function_name); cl_device_id getDeviceID(); cl_platform_id getPlatformID(); cl_context getContext(); cl_kernel getKernel(std::string kernel_name); cl_command_queue getCommandQueue(); // Our device data cl_platform_id platform_id; cl_device_id device_id; // And state cl_context context; cl_command_queue command_queue; // Containers holding the kernels and buffers std::map kernel_map; std::map buffer_map; };