Rewrote the entire thing using my new OpenCL template. Makes small one offs like these reallly simple
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149
include/OpenCL.h
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149
include/OpenCL.h
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#pragma once
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#include <string>
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#include <SFML/Graphics.hpp>
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#include <unordered_map>
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#include <iostream>
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#include "Vector4.hpp"
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#include <string.h>
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#include <memory>
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#ifdef linux
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#include <CL/cl.h>
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#include <CL/opencl.h>
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#include <GL/glx.h>
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#elif defined _WIN32
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#define CL_USE_DEPRECATED_OPENCL_1_2_APIS
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#include <CL/cl_gl.h>
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#include <CL/cl.h>
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#include <CL/opencl.h>
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// Note: windows.h must be included before Gl/GL.h
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#include <windows.h>
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#include <GL/GL.h>
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#elif defined TARGET_OS_MAC
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#include <OpenCL/opencl.h>
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#endif
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class OpenCL {
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public:
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OpenCL();
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~OpenCL();
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// command queues are associated with a device and context, so for multi-gpu applications you would need
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// multiple command queues
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// CONTEXTS
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// - An OpenCL context is created with one or more devices. Contexts are used by the OpenCL runtime
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// for managing objects such as command - queues, memory, program and kernel objects and for executing
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// kernels on one or more devices specified in the context.
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// - Contexts cannot be created using more than one platform!
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bool init();
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bool compile_kernel(std::string kernel_path, std::string kernel_name);
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// Create an image buffer from an SF texture. Access Type is the read/write specifier required by OpenCL
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bool create_image_buffer_from_texture(std::string buffer_name, sf::Texture* texture, cl_int access_type);
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// Have CL create and manage the texture for the image buffer. Access Type is the read/write specifier required by OpenCL
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bool create_image_buffer(std::string buffer_name, sf::Vector2i size, sf::Vector2f position, cl_int access_type);
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// Create a buffer with CL_MEM_READ_ONLY and CL_MEM_COPY_HOST_PTR
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int create_buffer(std::string buffer_name, cl_uint size, void* data);
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// Create a buffer with user defined data access flags
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int create_buffer(std::string buffer_name, cl_uint size, void* data, cl_mem_flags flags);
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int set_kernel_arg(std::string kernel_name, int index, std::string buffer_name);
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void run_kernel(std::string kernel_name, sf::Vector2i work_size);
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void draw(sf::RenderWindow *window);
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class device {
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public:
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#pragma pack(push, 1)
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struct packed_data {
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cl_device_type device_type;
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cl_uint clock_frequency;
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char opencl_version[64];
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cl_uint compute_units;
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char device_extensions[1024];
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char device_name[256];
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char platform_name[128];
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};
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#pragma pack(pop)
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device(cl_device_id device_id, cl_platform_id platform_id);
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device(const device& d);
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void print(std::ostream& stream) const;
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void print_packed_data(std::ostream& stream);
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cl_device_id getDeviceId() const { return device_id; };
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cl_platform_id getPlatformId() const { return platform_id; };
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private:
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packed_data data;
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cl_device_id device_id;
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cl_platform_id platform_id;
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cl_bool is_little_endian = false;
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bool cl_gl_sharing = false;
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};
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private:
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int error = 0;
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// The device which we have selected according to certain criteria
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cl_platform_id platform_id;
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cl_device_id device_id;
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// The GL shared context and its subsiquently generated command queue
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cl_context context;
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cl_command_queue command_queue;
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// Maps which contain a mapping from "name" to the host side CL memory object
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std::unordered_map<std::string, cl_kernel> kernel_map;
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std::unordered_map<std::string, cl_mem> buffer_map;
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std::unordered_map<std::string, std::pair<sf::Sprite, std::unique_ptr<sf::Texture>>> image_map;
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std::vector<device> device_list;
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// Query the hardware on this machine and store the devices
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bool aquire_hardware();
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// After aquiring hardware, create a shared context using platform specific CL commands
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bool create_shared_context();
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// Command queues must be created with a valid context
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bool create_command_queue();
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// Store a cl_mem object in the buffer map <string:name, cl_mem:buffer>
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bool store_buffer(cl_mem buffer, std::string buffer_name);
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// Using CL release the memory object and remove the KVP associated with the buffer name
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bool release_buffer(std::string buffer_name);
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bool load_config();
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void save_config();
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static bool vr_assert(int error_code, std::string function_name);
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};
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