It draws!!
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@@ -74,7 +74,7 @@ int main(int argc, char* argv[])
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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 = 2000;
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int WORKER_SIZE = 1000;
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// ======================================= Setup OpenGL =======================================================
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@@ -97,7 +97,8 @@ int main(int argc, char* argv[])
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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Shader ourShader("Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\vertex_shader.sh", "Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\fragment_shader.sh");
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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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@@ -233,7 +234,7 @@ int main(int argc, char* argv[])
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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 back_kernel = clCreateKernel(align_program, "conway_align", NULL);
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cl_kernel align_kernel = clCreateKernel(align_program, "conway_align", NULL);
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@@ -244,14 +245,14 @@ int main(int argc, char* argv[])
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std::uniform_int_distribution<int> rgen(0, 4); // 25% chance
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// Init the grids
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unsigned char* front_grid = new unsigned char[GRID_WIDTH * GRID_HEIGHT];
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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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front_grid[i] = 1;
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node_grid[i] = 1;
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}
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else {
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front_grid[i] = 0;
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node_grid[i] = 0;
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}
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}
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@@ -293,7 +294,7 @@ int main(int argc, char* argv[])
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glGenerateMipmap(GL_TEXTURE_2D);
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//delete pixel_array;
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delete pixel_array;
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@@ -301,58 +302,48 @@ int main(int argc, char* argv[])
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int err = 0;
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cl_mem frontBuffer = clCreateFromGLTexture(context , CL_MEM_WRITE_ONLY, GL_TEXTURE_2D, 0, texture, &err);
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cl_mem frontWriteBuffer = clCreateFromGLTexture(context , CL_MEM_WRITE_ONLY, 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, sizeof(int), (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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// Kernel args
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status = clSetKernelArg(compute_kernel, 0, sizeof(cl_mem), (void *)&frontBuffer);
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status = clSetKernelArg(compute_kernel, 1, sizeof(cl_mem), (void *)&workerCountBuffer);
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status = clSetKernelArg(compute_kernel, 2, sizeof(cl_mem), (void *)&gridWidthBuffer);
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status = clSetKernelArg(compute_kernel, 3, sizeof(cl_mem), (void *)&gridHeightBuffer);
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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 *)&frontReadBuffer);
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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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while (!glfwWindowShouldClose(gl_window)) {
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// Clear the colorbuffer
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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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//glfwPollEvents();
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//glClear(GL_COLOR_BUFFER_BIT);
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// ======================================= OpenCL Shtuff ===================================================
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// Update the data in GPU memory
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//status = clEnqueueWriteBuffer(commandQueue, frontBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 2 * sizeof(char), (void*)grid, NULL, 0, NULL);
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// Work size, for each y line
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size_t global_work_size[1] = { 10 };
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size_t global_work_size[1] = { WORKER_SIZE };
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
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// Draw the triangle
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ourShader.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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glFinish();
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status = clEnqueueAcquireGLObjects(commandQueue, 1, &frontBuffer, 0, 0, 0);
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status = clEnqueueAcquireGLObjects(commandQueue, 1, &frontReadBuffer, 0, 0, 0);
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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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status = clEnqueueNDRangeKernel(commandQueue, align_kernel, 1, NULL, global_work_size, NULL, 0, NULL, NULL);
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//status = clEnqueueReadBuffer(commandQueue, frontBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 4 * sizeof(unsigned char), (void*)pixel_array, 0, NULL, NULL);
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status = clEnqueueReleaseGLObjects(commandQueue, 1, &frontBuffer, 0, NULL, NULL);
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status = clEnqueueReleaseGLObjects(commandQueue, 1, &frontReadBuffer, 0, NULL, NULL);
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status = clEnqueueReleaseGLObjects(commandQueue, 1, &frontWriteBuffer, 0, NULL, NULL);
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clFinish(commandQueue);
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@@ -360,11 +351,19 @@ int main(int argc, char* argv[])
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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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glFinish();
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// Render
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// Swap the screen buffers
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glfwSwapBuffers(gl_window);
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@@ -374,7 +373,7 @@ int main(int argc, char* argv[])
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glfwTerminate();
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// Release the buffers
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status = clReleaseMemObject(frontBuffer);
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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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