master
MitchellHansen 9 years ago
parent d8f31d2e81
commit 1b379e095e

@ -74,7 +74,7 @@ int main(int argc, char* argv[])
int WINDOW_Y = 1000;
int GRID_WIDTH = WINDOW_X;
int GRID_HEIGHT = WINDOW_Y;
int WORKER_SIZE = 2000;
int WORKER_SIZE = 1000;
// ======================================= Setup OpenGL =======================================================
@ -97,7 +97,8 @@ int main(int argc, char* argv[])
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[] = {
// Positions // Colors // Texture Coords
@ -233,7 +234,7 @@ int main(int argc, char* argv[])
// Now create the kernels
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
// 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++) {
if (rgen(rng) == 1) {
front_grid[i] = 1;
node_grid[i] = 1;
}
else {
front_grid[i] = 0;
node_grid[i] = 0;
}
}
@ -293,7 +294,7 @@ int main(int argc, char* argv[])
glGenerateMipmap(GL_TEXTURE_2D);
//delete pixel_array;
delete pixel_array;
@ -301,58 +302,48 @@ int main(int argc, char* argv[])
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 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);
// Kernel args
status = clSetKernelArg(compute_kernel, 0, sizeof(cl_mem), (void *)&frontBuffer);
status = clSetKernelArg(compute_kernel, 1, sizeof(cl_mem), (void *)&workerCountBuffer);
status = clSetKernelArg(compute_kernel, 2, sizeof(cl_mem), (void *)&gridWidthBuffer);
status = clSetKernelArg(compute_kernel, 3, sizeof(cl_mem), (void *)&gridHeightBuffer);
// Compute kernel args
status = clSetKernelArg(compute_kernel, 0, sizeof(cl_mem), (void *)&frontWriteBuffer);
status = clSetKernelArg(compute_kernel, 1, sizeof(cl_mem), (void *)&backBuffer);
status = clSetKernelArg(compute_kernel, 2, sizeof(cl_mem), (void *)&workerCountBuffer);
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 ==================================================================
while (!glfwWindowShouldClose(gl_window)) {
// Clear the colorbuffer
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
//glfwPollEvents();
//glClear(GL_COLOR_BUFFER_BIT);
// ======================================= 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
size_t global_work_size[1] = { 10 };
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
// Draw the triangle
ourShader.Use();
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glFinish();
size_t global_work_size[1] = { WORKER_SIZE };
status = clEnqueueAcquireGLObjects(commandQueue, 1, &frontBuffer, 0, 0, 0);
status = clEnqueueAcquireGLObjects(commandQueue, 1, &frontReadBuffer, 0, 0, 0);
status = clEnqueueAcquireGLObjects(commandQueue, 1, &frontWriteBuffer, 0, 0, 0);
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, &frontBuffer, 0, NULL, NULL);
status = clEnqueueReleaseGLObjects(commandQueue, 1, &frontReadBuffer, 0, NULL, NULL);
status = clEnqueueReleaseGLObjects(commandQueue, 1, &frontWriteBuffer, 0, NULL, NULL);
clFinish(commandQueue);
@ -360,11 +351,19 @@ int main(int argc, char* argv[])
glfwPollEvents();
// Render
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();
// Swap the screen buffers
// Render
glfwSwapBuffers(gl_window);
@ -374,7 +373,7 @@ int main(int argc, char* argv[])
glfwTerminate();
// Release the buffers
status = clReleaseMemObject(frontBuffer);
status = clReleaseMemObject(frontReadBuffer);
status = clReleaseMemObject(workerCountBuffer);
status = clReleaseMemObject(gridWidthBuffer);
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;
//int height = grid_height;
float4 black = (float4)(.49, .68, .81, 1);
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);
//if (pixelcoord.x < width && pixelcoord.y < height)
//{
//float4 pixel = read_imagef(image1, sampler, (int2)(pixelcoord.x, pixelcoord.y));
int4 black = (int4)(0,0,0,0);
// add all 8 blocks to neghbors
neighbors = 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];
//write_imagef(front_grid, pixelcoord, black);
// Bottom
neighbors += back_image[i + *grid_width];
write_imagei(front_grid, pixelcoord, black);
// 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_image, 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;
// Texture samplers
uniform sampler2D ourTexture1;
uniform sampler2D pixel_texture;
void main()
{
// Linearly interpolate between both textures (second texture is only slightly combined)
//color = vec4(1.0f, 0.5f, 0.2f, 1.0f);
color = texture(ourTexture1, TexCoord);
color = texture(pixel_texture, TexCoord);
}
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