#define CL_TARGET_OPENCL_VERSION 110 #include #include #include #include #include #include #include "sysfatal.h" #define nelem(arr) (sizeof(arr) / sizeof(arr[0])) #define PROG_FILE "balls.cl" #define KERNEL_FUNC "balls" #define VERTEX_SHADER "balls.vert" #define FRAGMENT_SHADER "balls.frag" enum { WIDTH = 640, HEIGHT = 480 }; enum { NBALLS = 1, CIRCLE_SEGS = 16 }; void initGL(int argc, char *argv[]); void initCL(void); void configureSharedData(void); void execKernel(void); void freeCL(void); void freeGL(void); void initShaders(void); char *readFile(const char *filename, size_t *size); void compileShader(GLint shader); void display(void); void reshape(int w, int h); static cl_context context; cl_program prog; static cl_command_queue queue; static cl_kernel kernel; GLuint positionVAO, positionVBO, vertexVAO, vertexVBO; cl_mem positionBuf, vertexBuf; int main(int argc, char *argv[]) { initGL(argc, argv); initCL(); configureSharedData(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutMainLoop(); freeCL(); freeGL(); return 0; } void initGL(int argc, char *argv[]) { GLenum err; glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(WIDTH, HEIGHT); glutCreateWindow("Balls"); glClearColor(1, 1, 1, 1); if ((err = glewInit()) != GLEW_OK) sysfatal("Failed to initialize GLEW.\n"); initShaders(); } void initCL(void) { cl_platform_id platform; cl_device_id device; cl_int err; char *progBuf, *progLog; size_t progSize, logSize; /* Get platform. */ if (clGetPlatformIDs(1, &platform, NULL) < 0) sysfatal("No OpenCL platform available.\n"); /* Configure properties for OpenGL interoperability. */ #ifdef WINDOWS cl_context_properties properties[] = { CL_GL_CONTEXT_KHR, (cl_context_properties) wglGetCurrentContext(), CL_GLX_DISPLAY_KHR, (cl_context_properties) wctlGetCurrentDC(), CL_CONTEXT_PLATFORM, (cl_context_properties) platform, 0 }; #else cl_context_properties properties[] = { CL_GL_CONTEXT_KHR, (cl_context_properties) glXGetCurrentContext(), CL_GLX_DISPLAY_KHR, (cl_context_properties) glXGetCurrentDisplay(), CL_CONTEXT_PLATFORM, (cl_context_properties) platform, 0 }; #endif /* Get GPU device. */ if (clGetDeviceIDs(platform, CL_DEVICE_TYPE_GPU, 1, &device, NULL) < 0) sysfatal("No GPUs available.\n"); /* Create context. */ context = clCreateContext(properties, 1, &device, NULL, NULL, &err); if (err < 0) sysfatal("Failed to create context.\n"); /* Create program from file. */ progBuf = readFile(PROG_FILE, &progSize); prog = clCreateProgramWithSource(context, 1, (const char **) &progBuf, &progSize, &err); if (err < 0) sysfatal("Failed to create program.\n"); free(progBuf); /* Build program. */ err = clBuildProgram(prog, 0, NULL, NULL, NULL, NULL); if (err < 0) { /* Print build log. */ clGetProgramBuildInfo(prog, device, CL_PROGRAM_BUILD_LOG, 0, NULL, &logSize); progLog = malloc(logSize + 1); progLog[logSize] = '\0'; clGetProgramBuildInfo(prog, device, CL_PROGRAM_BUILD_LOG, logSize+1, progLog, NULL); fprintf(stderr, "%s\n", progLog); free(progLog); exit(1); } /* Create command queue. */ queue = clCreateCommandQueue(context, device, 0, &err); if (err < 0) sysfatal("Failed to create command queue.\n"); /* Create kernel. */ kernel = clCreateKernel(prog, KERNEL_FUNC, &err); if (err < 0) sysfatal("Failed to create kernel: %d\n", err); } void configureSharedData(void) { int err; /* Create position array. */ glGenVertexArrays(1, &positionVAO); glBindVertexArray(positionVAO); /* Create vertex array. */ glGenVertexArrays(1, &vertexVAO); glBindVertexArray(vertexVAO); /* Create position buffer. */ glGenBuffers(1, &positionVBO); glBindBuffer(GL_ARRAY_BUFFER, positionVBO); glBufferData(GL_ARRAY_BUFFER, 2 * NBALLS * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); /* Create vertex buffer. */ glGenBuffers(1, &vertexVBO); glBindBuffer(GL_ARRAY_BUFFER, vertexVBO); glBufferData(GL_ARRAY_BUFFER, 2 * (CIRCLE_SEGS+2) * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); /* Create CL memory object from position buffer. */ positionBuf = clCreateFromGLBuffer(context, CL_MEM_WRITE_ONLY, positionVBO, &err); if (err < 0) sysfatal("Failed to create buffer object from VBO.\n"); /* Create CL memory object from vertex buffer. */ vertexBuf = clCreateFromGLBuffer(context, CL_MEM_WRITE_ONLY, vertexVBO, &err); if (err < 0) sysfatal("Failed to create buffer object from VBO.\n"); /* Set kernel arguments. */ err = clSetKernelArg(kernel, 0, sizeof(cl_mem), &positionBuf); err |= clSetKernelArg(kernel, 1, sizeof(cl_mem), &vertexBuf); if (err < 0) sysfatal("Failed to set kernel arguments.\n"); } void execKernel(void) { int err; size_t globalSize; cl_event kernelEvent; glFinish(); err = clEnqueueAcquireGLObjects(queue, 1, &vertexBuf, 0, NULL, NULL); if (err < 0) sysfatal("Couldn't acquire the GL objects.\n"); globalSize = CIRCLE_SEGS+1; err = clEnqueueNDRangeKernel(queue, kernel, 1, NULL, &globalSize, NULL, 0, NULL, &kernelEvent); if (err < 0) sysfatal("Couldn't enqueue kernel.\n"); err = clWaitForEvents(1, &kernelEvent); if (err < 0) sysfatal("Couldn't enqueue the kernel.\n"); clEnqueueReleaseGLObjects(queue, 1, &vertexBuf, 0, NULL, NULL); clFinish(queue); clReleaseEvent(kernelEvent); } void freeCL(void) { clReleaseMemObject(positionBuf); clReleaseMemObject(vertexBuf); clReleaseKernel(kernel); clReleaseCommandQueue(queue); clReleaseProgram(prog); clReleaseContext(context); } void freeGL(void) { glDeleteBuffers(1, &positionVBO); glDeleteBuffers(1, &positionVAO); glDeleteBuffers(1, &vertexVBO); glDeleteBuffers(1, &vertexVAO); } void initShaders(void) { GLuint vs, fs, prog; char *vSrc, *fSrc; size_t vLen, fLen; vs = glCreateShader(GL_VERTEX_SHADER); fs = glCreateShader(GL_FRAGMENT_SHADER); vSrc = readFile(VERTEX_SHADER, &vLen); fSrc = readFile(FRAGMENT_SHADER, &fLen); glShaderSource(vs, 1, (const char **) &vSrc, (GLint *) &vLen); glShaderSource(fs, 1, (const char **) &fSrc, (GLint *) &fLen); compileShader(vs); compileShader(fs); prog = glCreateProgram(); glBindAttribLocation(prog, 0, "in_coords"); glBindAttribLocation(prog, 1, "in_colors"); glAttachShader(prog, vs); glAttachShader(prog, fs); glLinkProgram(prog); glUseProgram(prog); } char * readFile(const char *filename, size_t *size) { FILE *f; char *buf; if ((f = fopen(filename, "r")) == NULL) sysfatal("Failed to open file '%s'\n", filename); fseek(f, 0, SEEK_END); *size = ftell(f); if ((buf = malloc((*size + 1) * sizeof(char))) == NULL) { fclose(f); sysfatal("Failed to allocate file buffer for '%s'\n", filename); } rewind(f); fread(buf, sizeof(char), *size, f); buf[*size] = '\0'; fclose(f); return buf; } void compileShader(GLint shader) { GLint success; GLsizei logSize; GLchar *log; glCompileShader(shader); glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize); if ((log = malloc((logSize+1) * sizeof(GLchar))) == NULL) sysfatal("Failed to allocate space for shader compile log.\n"); glGetShaderInfoLog(shader, logSize+1, NULL, log); log[logSize] = '\0'; fprintf(stderr, "%s\n", log); free(log); exit(1); } } void display(void) { glClear(GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT); execKernel(); glBindVertexArray(vertexVAO); glDrawArrays(GL_TRIANGLE_FAN, 0, CIRCLE_SEGS+2); glBindVertexArray(0); glutSwapBuffers(); glutPostRedisplay(); } void reshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) h); }