little edit to get rid of some cl boilerplate
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@@ -276,7 +276,11 @@ int CL_Wrapper::run_kernel(std::string kernel_name, const int work_size){
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size_t global_work_size[1] = { static_cast<size_t>(work_size) };
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cl_kernel kernel = kernel_map.at(kernel_name);
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cl_kernel kernel = kernel_map.at(kernel_name);
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error = clEnqueueAcquireGLObjects(getCommandQueue(), 1, &buffer_map.at("image_buffer"), 0, 0, 0);
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if (assert(error, "clEnqueueAcquireGLObjects"))
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return -1;
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//error = clEnqueueTask(command_queue, kernel, 0, NULL, NULL);
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error = clEnqueueNDRangeKernel(
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@@ -284,8 +288,15 @@ int CL_Wrapper::run_kernel(std::string kernel_name, const int work_size){
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1, NULL, global_work_size,
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NULL, 0, NULL, NULL);
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if (assert(error, "clEnqueueNDRangeKernel"))
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return -1;
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if (assert(error, "clEnqueueNDRangeKernel"))
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return -1;
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// What if errors out and gl objects are never released?
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error = clEnqueueReleaseGLObjects(getCommandQueue(), 1, &buffer_map.at("image_buffer"), 0, NULL, NULL);
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if (assert(error, "clEnqueueReleaseGLObjects"))
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return -1;
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return 1;
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}
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13
src/main.cpp
13
src/main.cpp
@@ -311,20 +311,9 @@ int main() {
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// ==== FPS LOCKED ====
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camera.update(delta_time);
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// Run the raycast
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error = clEnqueueAcquireGLObjects(c.getCommandQueue(), 1, &image_buff, 0, 0, 0);
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if (c.assert(error, "clEnqueueAcquireGLObjects"))
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return -1;
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c.run_kernel("min_kern", WORK_SIZE);
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clFinish(c.getCommandQueue());
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error = clEnqueueReleaseGLObjects(c.getCommandQueue(), 1, &image_buff, 0, NULL, NULL);
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if (c.assert(error, "clEnqueueReleaseGLObjects"))
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return -1;
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// ==== RENDER ====
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@@ -342,8 +331,6 @@ int main() {
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cam_text_mov_x.draw(&window);
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cam_text_mov_y.draw(&window);
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cam_text_mov_z.draw(&window);
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//cam_text_z.draw(&window);
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window.display();
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