that was a pain. Got it working on windows again. MSVC was being really
picky about a few errors. Good thing though, I'm not really sure why clang + osx let me be that lax with memory
This commit is contained in:
10
src/main.cpp
10
src/main.cpp
@@ -9,9 +9,12 @@
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#include <CL/opencl.h>
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#elif defined _WIN32
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#include <windows.h>
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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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#include <GL/GL.h>
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#include <windows.h>
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#elif defined TARGET_OS_MAC
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@@ -66,12 +69,13 @@ int main() {
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sf::Texture t;
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CL_Wrapper c;
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query_platform_devices();
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c.acquire_platform_and_device();
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c.create_shared_context();
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c.create_command_queue();
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c.compile_kernel("../kernels/kernel.c", true, "hello");
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c.compile_kernel("../kernels/minimal_kernel.c", true, "min_kern");
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//c.compile_kernel("../kernels/kernel.cl", true, "hello");
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c.compile_kernel("../kernels/minimal_kernel.cl", true, "min_kern");
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sf::Vector3i map_dim(MAP_X, MAP_Y, MAP_Z);
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Map* map = new Map(map_dim);
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@@ -101,7 +105,7 @@ int main() {
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// SFML 2.4 has Vector4 datatypes.......
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float view_matrix[view_res.x * view_res.y * 4];
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float* view_matrix = new float[WINDOW_X * WINDOW_Y * 4];
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for (int y = -view_res.y / 2; y < view_res.y / 2; y++) {
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for (int x = -view_res.x / 2; x < view_res.x / 2; x++) {
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