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@ -181,6 +181,9 @@ int main(int argc, char* argv[])
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int err = 0;
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int err = 0;
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sf::Uint8* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
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sf::Texture texture;
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texture.create(WINDOW_X, WINDOW_Y);
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// ===================================== Loop ==================================================================
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// ===================================== Loop ==================================================================
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while (window.isOpen()) {
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while (window.isOpen()) {
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@ -220,9 +223,9 @@ int main(int argc, char* argv[])
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status = clSetKernelArg(kernel, 2, sizeof(cl_mem), (void *)&gridWidthBuffer);
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status = clSetKernelArg(kernel, 2, sizeof(cl_mem), (void *)&gridWidthBuffer);
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status = clSetKernelArg(kernel, 3, sizeof(cl_mem), (void *)&gridHeightBuffer);
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status = clSetKernelArg(kernel, 3, sizeof(cl_mem), (void *)&gridHeightBuffer);
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//status = clEnqueueWriteBuffer(commandQueue, inputBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 2 * sizeof(char), (void*)grid, NULL, 0, NULL);
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status = clEnqueueWriteBuffer(commandQueue, inputBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 2 * sizeof(char), (void*)grid, NULL, 0, NULL);
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// One work item per group, don't really know if this impacts performance
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// Work size, for each y line
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size_t global_work_size[1] = { GRID_HEIGHT };
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size_t global_work_size[1] = { GRID_HEIGHT };
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// Run the kernel
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// Run the kernel
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@ -243,13 +246,36 @@ int main(int argc, char* argv[])
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grid[i] = grid[i + 1];
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grid[i] = grid[i + 1];
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}
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}
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sf::Sprite sprite(texture);
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for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT * 2; i += 2) {
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for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT * 2; i += 2) {
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if (grid[i] == 1) {
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if (grid[i] == 1) {
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live_node.setPosition(sf::Vector2f(((i / 2) % GRID_WIDTH), (i / 2) / GRID_WIDTH));
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window.draw(live_node);
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pixel_array[(i/ 2) * 4] = 255; // R?
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pixel_array[(i / 2) * 4 + 1] = 255; // G?
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pixel_array[(i / 2) * 4 + 2] = 255; // B?
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pixel_array[(i / 2) * 4 + 3] = 255; // A?
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}
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else {
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pixel_array[(i / 2) * 4] = 49; // R?
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pixel_array[(i / 2) * 4 + 1] = 68; // G?
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pixel_array[(i / 2) * 4 + 2] = 72; // B?
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pixel_array[(i / 2) * 4 + 3] = 255; // A?
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}
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}
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}
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}
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texture.update(pixel_array);
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window.draw(sprite);
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//for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT * 2; i += 2) {
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// if (grid[i] == 1) {
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// live_node.setPosition(sf::Vector2f(((i / 2) % GRID_WIDTH), (i / 2) / GRID_WIDTH));
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// window.draw(live_node);
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// }
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//}
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frame_count++;
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frame_count++;
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window.display();
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window.display();
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