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#pragma once
#include <raycaster/RayCaster.h>
#include <vector>
#include <iostream>
#include <map>
#include <string.h>
#include "LightController.h"
#include "Old_Map.h"
#include "Camera.h"
#ifdef linux
#include <CL/cl.h>
#include <CL/opencl.h>
#include <GL/glx.h>
#elif defined _WIN32
#include <CL/cl_gl.h>
#include <CL/cl.h>
#include <CL/opencl.h>
// Note: windows.h must be included before Gl/GL.h
#include <windows.h>
#include <GL/GL.h>
#elif defined TARGET_OS_MAC
#include <OpenGL/OpenGL.h>
#include <OpenCL/opencl.h>
#include <OpenGL/gl.h>
#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<PackedData> *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 <string:name, cl_mem:buffer>
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<std::string, cl_kernel> kernel_map;
std::map<std::string, cl_mem> buffer_map;
};