Oh my, it worked. Clean up time
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@@ -334,21 +334,6 @@ int main(int argc, char* argv[])
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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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status = clEnqueueAcquireGLObjects(commandQueue, 1, &frontBuffer, 0, 0, 0);
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glFinish();
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status = clEnqueueNDRangeKernel(commandQueue, compute_kernel, 1, NULL, global_work_size, NULL, 0, NULL, NULL);
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glFinish();
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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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glFinish();
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// ======================================= Rendering Shtuff =================================================
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glfwPollEvents();
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// Render
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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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@@ -359,6 +344,26 @@ int main(int argc, char* argv[])
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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 = clEnqueueNDRangeKernel(commandQueue, compute_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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clFinish(commandQueue);
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// ======================================= Rendering Shtuff =================================================
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glfwPollEvents();
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// Render
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// Swap the screen buffers
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glfwSwapBuffers(gl_window);
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