It draws!!
This commit is contained in:
@@ -74,7 +74,7 @@ int main(int argc, char* argv[])
|
|||||||
int WINDOW_Y = 1000;
|
int WINDOW_Y = 1000;
|
||||||
int GRID_WIDTH = WINDOW_X;
|
int GRID_WIDTH = WINDOW_X;
|
||||||
int GRID_HEIGHT = WINDOW_Y;
|
int GRID_HEIGHT = WINDOW_Y;
|
||||||
int WORKER_SIZE = 2000;
|
int WORKER_SIZE = 1000;
|
||||||
|
|
||||||
// ======================================= Setup OpenGL =======================================================
|
// ======================================= Setup OpenGL =======================================================
|
||||||
|
|
||||||
@@ -97,7 +97,8 @@ int main(int argc, char* argv[])
|
|||||||
|
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
|
|
||||||
Shader ourShader("Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\vertex_shader.sh", "Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\fragment_shader.sh");
|
// Stolen from LearnOpenGL, aint got no time for that
|
||||||
|
Shader vert_frag_shaders("Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\vertex_shader.sh", "Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\fragment_shader.sh");
|
||||||
|
|
||||||
GLfloat vertices[] = {
|
GLfloat vertices[] = {
|
||||||
// Positions // Colors // Texture Coords
|
// Positions // Colors // Texture Coords
|
||||||
@@ -233,7 +234,7 @@ int main(int argc, char* argv[])
|
|||||||
|
|
||||||
// Now create the kernels
|
// Now create the kernels
|
||||||
cl_kernel compute_kernel = clCreateKernel(compute_program, "conway_compute", NULL);
|
cl_kernel compute_kernel = clCreateKernel(compute_program, "conway_compute", NULL);
|
||||||
cl_kernel back_kernel = clCreateKernel(align_program, "conway_align", NULL);
|
cl_kernel align_kernel = clCreateKernel(align_program, "conway_align", NULL);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@@ -244,14 +245,14 @@ int main(int argc, char* argv[])
|
|||||||
std::uniform_int_distribution<int> rgen(0, 4); // 25% chance
|
std::uniform_int_distribution<int> rgen(0, 4); // 25% chance
|
||||||
|
|
||||||
// Init the grids
|
// Init the grids
|
||||||
unsigned char* front_grid = new unsigned char[GRID_WIDTH * GRID_HEIGHT];
|
unsigned char* node_grid = new unsigned char[GRID_WIDTH * GRID_HEIGHT];
|
||||||
|
|
||||||
for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT; i++) {
|
for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT; i++) {
|
||||||
if (rgen(rng) == 1) {
|
if (rgen(rng) == 1) {
|
||||||
front_grid[i] = 1;
|
node_grid[i] = 1;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
front_grid[i] = 0;
|
node_grid[i] = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -293,7 +294,7 @@ int main(int argc, char* argv[])
|
|||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
|
||||||
|
|
||||||
//delete pixel_array;
|
delete pixel_array;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@@ -301,58 +302,48 @@ int main(int argc, char* argv[])
|
|||||||
|
|
||||||
int err = 0;
|
int err = 0;
|
||||||
|
|
||||||
cl_mem frontBuffer = clCreateFromGLTexture(context , CL_MEM_WRITE_ONLY, GL_TEXTURE_2D, 0, texture, &err);
|
cl_mem frontWriteBuffer = clCreateFromGLTexture(context , CL_MEM_WRITE_ONLY, GL_TEXTURE_2D, 0, texture, &err);
|
||||||
|
cl_mem frontReadBuffer = clCreateFromGLTexture(context, CL_MEM_READ_ONLY, GL_TEXTURE_2D, 0, texture, &err);
|
||||||
|
cl_mem backBuffer = clCreateBuffer(context, CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR, sizeof(int), (void*)node_grid, &err);
|
||||||
|
|
||||||
cl_mem workerCountBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &WORKER_SIZE, &err);
|
cl_mem workerCountBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &WORKER_SIZE, &err);
|
||||||
cl_mem gridWidthBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &GRID_WIDTH, &err);
|
cl_mem gridWidthBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &GRID_WIDTH, &err);
|
||||||
cl_mem gridHeightBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &GRID_HEIGHT, &err);
|
cl_mem gridHeightBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &GRID_HEIGHT, &err);
|
||||||
|
|
||||||
// Kernel args
|
// Compute kernel args
|
||||||
status = clSetKernelArg(compute_kernel, 0, sizeof(cl_mem), (void *)&frontBuffer);
|
status = clSetKernelArg(compute_kernel, 0, sizeof(cl_mem), (void *)&frontWriteBuffer);
|
||||||
status = clSetKernelArg(compute_kernel, 1, sizeof(cl_mem), (void *)&workerCountBuffer);
|
status = clSetKernelArg(compute_kernel, 1, sizeof(cl_mem), (void *)&backBuffer);
|
||||||
status = clSetKernelArg(compute_kernel, 2, sizeof(cl_mem), (void *)&gridWidthBuffer);
|
status = clSetKernelArg(compute_kernel, 2, sizeof(cl_mem), (void *)&workerCountBuffer);
|
||||||
status = clSetKernelArg(compute_kernel, 3, sizeof(cl_mem), (void *)&gridHeightBuffer);
|
status = clSetKernelArg(compute_kernel, 3, sizeof(cl_mem), (void *)&gridWidthBuffer);
|
||||||
|
status = clSetKernelArg(compute_kernel, 4, sizeof(cl_mem), (void *)&gridHeightBuffer);
|
||||||
|
|
||||||
|
status = clSetKernelArg(align_kernel, 0, sizeof(cl_mem), (void *)&frontReadBuffer);
|
||||||
|
status = clSetKernelArg(align_kernel, 1, sizeof(cl_mem), (void *)&backBuffer);
|
||||||
|
status = clSetKernelArg(align_kernel, 2, sizeof(cl_mem), (void *)&workerCountBuffer);
|
||||||
|
status = clSetKernelArg(align_kernel, 3, sizeof(cl_mem), (void *)&gridWidthBuffer);
|
||||||
|
status = clSetKernelArg(align_kernel, 4, sizeof(cl_mem), (void *)&gridHeightBuffer);
|
||||||
|
|
||||||
|
|
||||||
// ===================================== Loop ==================================================================
|
// ===================================== Loop ==================================================================
|
||||||
|
|
||||||
while (!glfwWindowShouldClose(gl_window)) {
|
while (!glfwWindowShouldClose(gl_window)) {
|
||||||
|
|
||||||
// Clear the colorbuffer
|
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
//glfwPollEvents();
|
|
||||||
//glClear(GL_COLOR_BUFFER_BIT);
|
|
||||||
|
|
||||||
// ======================================= OpenCL Shtuff ===================================================
|
// ======================================= OpenCL Shtuff ===================================================
|
||||||
|
|
||||||
// Update the data in GPU memory
|
|
||||||
//status = clEnqueueWriteBuffer(commandQueue, frontBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 2 * sizeof(char), (void*)grid, NULL, 0, NULL);
|
|
||||||
|
|
||||||
// Work size, for each y line
|
// Work size, for each y line
|
||||||
size_t global_work_size[1] = { 10 };
|
size_t global_work_size[1] = { WORKER_SIZE };
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
status = clEnqueueAcquireGLObjects(commandQueue, 1, &frontReadBuffer, 0, 0, 0);
|
||||||
glBindTexture(GL_TEXTURE_2D, texture);
|
status = clEnqueueAcquireGLObjects(commandQueue, 1, &frontWriteBuffer, 0, 0, 0);
|
||||||
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
|
|
||||||
|
|
||||||
// Draw the triangle
|
|
||||||
ourShader.Use();
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
glFinish();
|
|
||||||
|
|
||||||
status = clEnqueueAcquireGLObjects(commandQueue, 1, &frontBuffer, 0, 0, 0);
|
|
||||||
|
|
||||||
status = clEnqueueNDRangeKernel(commandQueue, compute_kernel, 1, NULL, global_work_size, NULL, 0, NULL, NULL);
|
status = clEnqueueNDRangeKernel(commandQueue, compute_kernel, 1, NULL, global_work_size, NULL, 0, NULL, NULL);
|
||||||
|
status = clEnqueueNDRangeKernel(commandQueue, align_kernel, 1, NULL, global_work_size, NULL, 0, NULL, NULL);
|
||||||
|
|
||||||
//status = clEnqueueReadBuffer(commandQueue, frontBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 4 * sizeof(unsigned char), (void*)pixel_array, 0, NULL, NULL);
|
status = clEnqueueReleaseGLObjects(commandQueue, 1, &frontReadBuffer, 0, NULL, NULL);
|
||||||
|
status = clEnqueueReleaseGLObjects(commandQueue, 1, &frontWriteBuffer, 0, NULL, NULL);
|
||||||
status = clEnqueueReleaseGLObjects(commandQueue, 1, &frontBuffer, 0, NULL, NULL);
|
|
||||||
|
|
||||||
clFinish(commandQueue);
|
clFinish(commandQueue);
|
||||||
|
|
||||||
@@ -360,11 +351,19 @@ int main(int argc, char* argv[])
|
|||||||
|
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture);
|
||||||
|
glUniform1i(glGetUniformLocation(vert_frag_shaders.Program, "pixel_texture"), 0);
|
||||||
|
|
||||||
|
// Draw the triangle
|
||||||
|
vert_frag_shaders.Use();
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
glFinish();
|
||||||
|
|
||||||
// Render
|
// Render
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Swap the screen buffers
|
|
||||||
glfwSwapBuffers(gl_window);
|
glfwSwapBuffers(gl_window);
|
||||||
|
|
||||||
|
|
||||||
@@ -374,7 +373,7 @@ int main(int argc, char* argv[])
|
|||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
|
|
||||||
// Release the buffers
|
// Release the buffers
|
||||||
status = clReleaseMemObject(frontBuffer);
|
status = clReleaseMemObject(frontReadBuffer);
|
||||||
status = clReleaseMemObject(workerCountBuffer);
|
status = clReleaseMemObject(workerCountBuffer);
|
||||||
status = clReleaseMemObject(gridWidthBuffer);
|
status = clReleaseMemObject(gridWidthBuffer);
|
||||||
status = clReleaseMemObject(gridHeightBuffer);
|
status = clReleaseMemObject(gridHeightBuffer);
|
||||||
|
|||||||
@@ -1,7 +1,20 @@
|
|||||||
__kernel void conway_align(__global unsigned char* front_grid, __global unsigned char* rear_grid, __global unsigned char* pixel_out, __global int* num_workers, __global int* grid_width, __global int* grid_height){
|
__kernel void conway_align(__read_only image2d_t front_image, __global char* back_image, __global int* num_workers, __global int* grid_width, __global int *grid_height)
|
||||||
|
{
|
||||||
|
const sampler_t sampler=CLK_NORMALIZED_COORDS_FALSE | CLK_ADDRESS_CLAMP | CLK_FILTER_NEAREST;
|
||||||
|
|
||||||
|
// Caclulate the start and end range that this worker will be calculating
|
||||||
|
int data_length = *grid_width * *grid_height;
|
||||||
|
|
||||||
|
int start_range = (data_length / *num_workers) * get_global_id(0);
|
||||||
|
int end_range = (data_length / *num_workers) * (get_global_id(0) + 1);
|
||||||
|
|
||||||
|
|
||||||
|
for (int i = start_range; i < end_range; i++){
|
||||||
|
|
||||||
|
uint4 pixel;
|
||||||
|
pixel = read_imageui(front_image, sampler, (int2)(i,get_global_id(0)));
|
||||||
|
|
||||||
|
back_image[i] = pixel.w / 255;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@@ -1,21 +1,59 @@
|
|||||||
__kernel void conway_compute(__write_only image2d_t front_grid, __global int* num_workers, __global int* grid_width, __global int *grid_height)
|
__kernel void conway_compute(__write_only image2d_t front_image, __global char* back_image, __global int* num_workers, __global int* grid_width, __global int *grid_height)
|
||||||
{
|
{
|
||||||
|
|
||||||
//int width = *grid_width;
|
float4 black = (float4)(.49, .68, .81, 1);
|
||||||
//int height = grid_height;
|
float4 white = (float4)(.49, .68, .71, .3);
|
||||||
|
|
||||||
|
// Caclulate the start and end range that this worker will be calculating
|
||||||
|
int data_length = *grid_width * *grid_height;
|
||||||
|
|
||||||
|
int start_range = (data_length / *num_workers) * get_global_id(0);
|
||||||
|
int end_range = (data_length / *num_workers) * (get_global_id(0) + 1);
|
||||||
|
|
||||||
|
// x, y + 1
|
||||||
|
|
||||||
|
int neighbors = 0;
|
||||||
|
|
||||||
|
for (int i = start_range; i < end_range; i++){
|
||||||
|
|
||||||
for (int i = 0; i < 90000; i ++){
|
|
||||||
int2 pixelcoord = (int2) (i % *grid_width, i / *grid_height);
|
int2 pixelcoord = (int2) (i % *grid_width, i / *grid_height);
|
||||||
//if (pixelcoord.x < width && pixelcoord.y < height)
|
|
||||||
//{
|
// add all 8 blocks to neghbors
|
||||||
//float4 pixel = read_imagef(image1, sampler, (int2)(pixelcoord.x, pixelcoord.y));
|
neighbors = 0;
|
||||||
int4 black = (int4)(0,0,0,0);
|
// Top
|
||||||
|
neighbors += back_image[i - *grid_width];
|
||||||
|
|
||||||
|
// Top right
|
||||||
|
neighbors += back_image[i - *grid_width + 1];
|
||||||
|
|
||||||
|
// Right
|
||||||
|
neighbors += back_image[i + 1];
|
||||||
|
|
||||||
|
// Bottom Right
|
||||||
|
neighbors += back_image[i + *grid_width + 1];
|
||||||
|
|
||||||
|
// Bottom
|
||||||
|
neighbors += back_image[i + *grid_width];
|
||||||
|
|
||||||
|
// Bottom Left
|
||||||
|
neighbors += back_image[i + *grid_width - 1];
|
||||||
|
|
||||||
|
// Left
|
||||||
|
neighbors += back_image[i - 1];
|
||||||
|
|
||||||
|
// Top left
|
||||||
|
neighbors += back_image[i - *grid_width - 1];
|
||||||
|
|
||||||
|
// push living status to the padded second char
|
||||||
|
|
||||||
|
|
||||||
//write_imagef(front_grid, pixelcoord, black);
|
write_imagef(front_image, pixelcoord, black);
|
||||||
|
|
||||||
write_imagei(front_grid, pixelcoord, black);
|
if (neighbors == 3 || (neighbors == 2 && back_image[i])){
|
||||||
|
write_imagef(front_image, pixelcoord, white);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
//else
|
||||||
//}
|
//write_imagei(front_image, pixelcoord, white);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -5,11 +5,11 @@ in vec2 TexCoord;
|
|||||||
out vec4 color;
|
out vec4 color;
|
||||||
|
|
||||||
// Texture samplers
|
// Texture samplers
|
||||||
uniform sampler2D ourTexture1;
|
uniform sampler2D pixel_texture;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
// Linearly interpolate between both textures (second texture is only slightly combined)
|
// Linearly interpolate between both textures (second texture is only slightly combined)
|
||||||
//color = vec4(1.0f, 0.5f, 0.2f, 1.0f);
|
//color = vec4(1.0f, 0.5f, 0.2f, 1.0f);
|
||||||
color = texture(ourTexture1, TexCoord);
|
color = texture(pixel_texture, TexCoord);
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user