mirror of
https://github.com/NVIDIA/cuda-samples.git
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1052 lines
32 KiB
C++
1052 lines
32 KiB
C++
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/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/*
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This example demonstrates the use of CUDA/OpenGL interoperability
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to post-process an image of a 3D scene generated in OpenGL.
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The basic steps are:
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1 - render the scene to the framebuffer
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2 - map the color texture so that its memory is accessible from CUDA
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4 - run CUDA to process the image, writing to memory
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a- either mapped from a second PBO
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b- or allocated through CUDA
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6 - copy result
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a- from the PBO to a texture with glTexSubImage2D()
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b- or map the target texture and do a cuda memory copy
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7 - display the texture with a fullscreen quad
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The example also provides two solutions for the format of the image:
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- RGBA16F : more bytes involved but easier to handle because
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compatible with regular fragment shader
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- RGBA8UI : 32bytes, but the teapot color must be scaled by 255 (so we
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needed GLSL code)
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How about RGBA8? The CUDA driver does not have consistent interoperability
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with this format.
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Older GPUs may not store data the same way compared with newer GPUs,
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resulting in a swap of R and B components
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On older HW, this will need workarounds.
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Press space to toggle the CUDA processing on/off.
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Press 'a' to toggle animation.
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Press '+' and '-' to increment and decrement blur radius
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*/
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// this mode is "old fashion" : use glTexSubImage2D() to update the final result
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// commenting it will make the sample use the other way :
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// map a texture in CUDA and blit the result into it
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#define USE_TEXSUBIMAGE2D
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#if defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64)
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#define WINDOWS_LEAN_AND_MEAN
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#define NOMINMAX
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#include <windows.h>
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#pragma warning(disable : 4996)
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#endif
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// OpenGL Graphics includes
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#include <helper_gl.h>
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#if defined(__APPLE__) || defined(MACOSX)
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#pragma clang diagnostic ignored "-Wdeprecated-declarations"
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#include <GLUT/glut.h>
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// Sorry for Apple : unsigned int sampler is not available to you, yet...
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// Let's switch to the use of PBO and glTexSubImage
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#define USE_TEXSUBIMAGE2D
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#else
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#include <GL/freeglut.h>
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#endif
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// CUDA includes
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#include <cuda_runtime.h>
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#include <cuda_gl_interop.h>
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// CUDA utilities and system includes
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#include <helper_cuda.h>
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#include <helper_functions.h>
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#include <rendercheck_gl.h>
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// Shared Library Test Functions
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#define MAX_EPSILON 10
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#define REFRESH_DELAY 10 // ms
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const char *sSDKname = "postProcessGL";
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unsigned int g_TotalErrors = 0;
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// CheckFBO/BackBuffer class objects
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CheckRender *g_CheckRender = NULL;
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////////////////////////////////////////////////////////////////////////////////
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// constants / global variables
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unsigned int window_width = 512;
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unsigned int window_height = 512;
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unsigned int image_width = 512;
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unsigned int image_height = 512;
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int iGLUTWindowHandle = 0; // handle to the GLUT window
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// pbo and fbo variables
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#ifdef USE_TEXSUBIMAGE2D
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GLuint pbo_dest;
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struct cudaGraphicsResource *cuda_pbo_dest_resource;
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#else
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unsigned int *cuda_dest_resource;
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GLuint shDrawTex; // draws a texture
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struct cudaGraphicsResource *cuda_tex_result_resource;
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#endif
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extern cudaTextureObject_t inTexObject;
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GLuint fbo_source;
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struct cudaGraphicsResource *cuda_tex_screen_resource;
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unsigned int size_tex_data;
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unsigned int num_texels;
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unsigned int num_values;
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// (offscreen) render target fbo variables
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GLuint framebuffer; // to bind the proper targets
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GLuint depth_buffer; // for proper depth test while rendering the scene
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GLuint tex_screen; // where we render the image
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GLuint tex_cudaResult; // where we will copy the CUDA result
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float rotate[3];
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char *ref_file = NULL;
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bool enable_cuda = true;
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bool animate = true;
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int blur_radius = 8;
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int max_blur_radius = 16;
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int *pArgc = NULL;
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char **pArgv = NULL;
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// Timer
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static int fpsCount = 0;
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static int fpsLimit = 1;
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StopWatchInterface *timer = NULL;
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#ifndef USE_TEXTURE_RGBA8UI
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#pragma message("Note: Using Texture fmt GL_RGBA16F_ARB")
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#else
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// NOTE: the current issue with regular RGBA8 internal format of textures
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// is that HW stores them as BGRA8. Therefore CUDA will see BGRA where users
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// expected RGBA8. To prevent this issue, the driver team decided to prevent
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// this to happen
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// instead, use RGBA8UI which required the additional work of scaling the
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// fragment shader
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// output from 0-1 to 0-255. This is why we have some GLSL code, in this case
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#pragma message("Note: Using Texture RGBA8UI + GLSL for teapot rendering")
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#endif
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GLuint shDrawPot; // colors the teapot
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////////////////////////////////////////////////////////////////////////////////
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extern "C" void launch_cudaProcess(dim3 grid, dim3 block, int sbytes,
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cudaArray *g_data, unsigned int *g_odata,
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int imgw, int imgh, int tilew, int radius,
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float threshold, float highlight);
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// Forward declarations
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void runStdProgram(int argc, char **argv);
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void FreeResource();
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void Cleanup(int iExitCode);
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// GL functionality
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bool initGL(int *argc, char **argv);
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#ifdef USE_TEXSUBIMAGE2D
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void createPBO(GLuint *pbo, struct cudaGraphicsResource **pbo_resource);
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void deletePBO(GLuint *pbo);
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#endif
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void createTextureDst(GLuint *tex_cudaResult, unsigned int size_x,
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unsigned int size_y);
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void createTextureSrc(GLuint *tex_screen, unsigned int size_x,
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unsigned int size_y);
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void deleteTexture(GLuint *tex);
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void createDepthBuffer(GLuint *depth, unsigned int size_x, unsigned int size_y);
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void deleteDepthBuffer(GLuint *depth);
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void createFramebuffer(GLuint *fbo, GLuint color, GLuint depth);
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void deleteFramebuffer(GLuint *fbo);
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// rendering callbacks
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void display();
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void idle();
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void keyboard(unsigned char key, int x, int y);
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void reshape(int w, int h);
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void mainMenu(int i);
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////////////////////////////////////////////////////////////////////////////////
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//! Run the Cuda part of the computation
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////////////////////////////////////////////////////////////////////////////////
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void process(int width, int height, int radius) {
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cudaArray *in_array;
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unsigned int *out_data;
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#ifdef USE_TEXSUBIMAGE2D
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checkCudaErrors(cudaGraphicsMapResources(1, &cuda_pbo_dest_resource, 0));
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size_t num_bytes;
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checkCudaErrors(cudaGraphicsResourceGetMappedPointer(
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(void **)&out_data, &num_bytes, cuda_pbo_dest_resource));
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// printf("CUDA mapped pointer of pbo_out: May access %ld bytes, expected %d\n",
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// num_bytes, size_tex_data);
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#else
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out_data = cuda_dest_resource;
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#endif
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// map buffer objects to get CUDA device pointers
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checkCudaErrors(cudaGraphicsMapResources(1, &cuda_tex_screen_resource, 0));
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// printf("Mapping tex_in\n");
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checkCudaErrors(cudaGraphicsSubResourceGetMappedArray(
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&in_array, cuda_tex_screen_resource, 0, 0));
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// calculate grid size
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dim3 block(16, 16, 1);
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// dim3 block(16, 16, 1);
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dim3 grid(width / block.x, height / block.y, 1);
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int sbytes = (block.x + (2 * radius)) * (block.y + (2 * radius)) *
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sizeof(unsigned int);
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// execute CUDA kernel
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launch_cudaProcess(grid, block, sbytes, in_array, out_data, width, height,
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block.x + (2 * radius), radius, 0.8f, 4.0f);
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checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_tex_screen_resource, 0));
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#ifdef USE_TEXSUBIMAGE2D
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checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_pbo_dest_resource, 0));
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#endif
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checkCudaErrors(cudaDestroyTextureObject(inTexObject));
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}
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#ifdef USE_TEXSUBIMAGE2D
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////////////////////////////////////////////////////////////////////////////////
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//! Create PBO
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////////////////////////////////////////////////////////////////////////////////
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void createPBO(GLuint *pbo, struct cudaGraphicsResource **pbo_resource) {
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// set up vertex data parameter
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num_texels = image_width * image_height;
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num_values = num_texels * 4;
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size_tex_data = sizeof(GLubyte) * num_values;
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void *data = malloc(size_tex_data);
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// create buffer object
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glGenBuffers(1, pbo);
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glBindBuffer(GL_ARRAY_BUFFER, *pbo);
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glBufferData(GL_ARRAY_BUFFER, size_tex_data, data, GL_DYNAMIC_DRAW);
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free(data);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// register this buffer object with CUDA
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checkCudaErrors(cudaGraphicsGLRegisterBuffer(pbo_resource, *pbo,
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cudaGraphicsMapFlagsNone));
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SDK_CHECK_ERROR_GL();
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}
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void deletePBO(GLuint *pbo) {
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glDeleteBuffers(1, pbo);
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SDK_CHECK_ERROR_GL();
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*pbo = 0;
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}
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#endif
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const GLenum fbo_targets[] = {
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GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT,
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GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT};
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#ifndef USE_TEXSUBIMAGE2D
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static const char *glsl_drawtex_vertshader_src =
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"void main(void)\n"
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"{\n"
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" gl_Position = gl_Vertex;\n"
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" gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n"
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"}\n";
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static const char *glsl_drawtex_fragshader_src =
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"#version 130\n"
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"uniform usampler2D texImage;\n"
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"void main()\n"
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"{\n"
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" vec4 c = texture(texImage, gl_TexCoord[0].xy);\n"
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" gl_FragColor = c / 255.0;\n"
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"}\n";
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#endif
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static const char *glsl_drawpot_fragshader_src =
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// WARNING: seems like the gl_FragColor doesn't want to output >1 colors...
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// you need version 1.3 so you can define a uvec4 output...
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// but MacOSX complains about not supporting 1.3 !!
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// for now, the mode where we use RGBA8UI may not work properly for Apple : only
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// RGBA16F works (default)
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#if defined(__APPLE__) || defined(MACOSX)
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"void main()\n"
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"{"
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" gl_FragColor = vec4(gl_Color * 255.0);\n"
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"}\n";
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#else
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"#version 130\n"
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"in vec4 inColor;\n"
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"out uvec4 FragColor;\n"
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"void main()\n"
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"{"
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" FragColor = uvec4(inColor.xyz * 255.0, 255.0);\n"
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"}\n";
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#endif
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////////////////////////////////////////////////////////////////////////////////
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//! render a simple 3D scene
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////////////////////////////////////////////////////////////////////////////////
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void renderScene(bool colorScale) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (colorScale) {
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glUseProgram(shDrawPot);
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glBindFragDataLocationEXT(shDrawPot, 0, "FragColor");
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SDK_CHECK_ERROR_GL();
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}
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0, 0.0, -3.0);
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glRotatef(rotate[0], 1.0, 0.0, 0.0);
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glRotatef(rotate[1], 0.0, 1.0, 0.0);
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glRotatef(rotate[2], 0.0, 0.0, 1.0);
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glViewport(0, 0, 512, 512);
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glEnable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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glutSolidTeapot(1.0);
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if (colorScale) {
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glUseProgram(0);
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}
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SDK_CHECK_ERROR_GL();
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}
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// copy image and process using CUDA
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void processImage() {
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// run the Cuda kernel
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process(image_width, image_height, blur_radius);
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// CUDA generated data in cuda memory or in a mapped PBO made of BGRA 8 bits
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// 2 solutions, here :
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// - use glTexSubImage2D(), there is the potential to loose performance in
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// possible hidden conversion
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// - map the texture and blit the result thanks to CUDA API
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#ifdef USE_TEXSUBIMAGE2D
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo_dest);
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glBindTexture(GL_TEXTURE_2D, tex_cudaResult);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, image_width, image_height, GL_RGBA,
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GL_UNSIGNED_BYTE, NULL);
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SDK_CHECK_ERROR_GL();
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glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
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#else
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// We want to copy cuda_dest_resource data to the texture
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// map buffer objects to get CUDA device pointers
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cudaArray *texture_ptr;
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checkCudaErrors(cudaGraphicsMapResources(1, &cuda_tex_result_resource, 0));
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checkCudaErrors(cudaGraphicsSubResourceGetMappedArray(
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&texture_ptr, cuda_tex_result_resource, 0, 0));
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int num_texels = image_width * image_height;
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int num_values = num_texels * 4;
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int size_tex_data = sizeof(GLubyte) * num_values;
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checkCudaErrors(cudaMemcpyToArray(texture_ptr, 0, 0, cuda_dest_resource,
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size_tex_data, cudaMemcpyDeviceToDevice));
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checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_tex_result_resource, 0));
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#endif
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}
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// display image to the screen as textured quad
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void displayImage(GLuint texture) {
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glBindTexture(GL_TEXTURE_2D, texture);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glViewport(0, 0, window_width, window_height);
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||
|
// if the texture is a 8 bits UI, scale the fetch with a GLSL shader
|
||
|
#ifndef USE_TEXSUBIMAGE2D
|
||
|
glUseProgram(shDrawTex);
|
||
|
GLint id = glGetUniformLocation(shDrawTex, "texImage");
|
||
|
glUniform1i(id, 0); // texture unit 0 to "texImage"
|
||
|
SDK_CHECK_ERROR_GL();
|
||
|
#endif
|
||
|
|
||
|
glBegin(GL_QUADS);
|
||
|
glTexCoord2f(0.0, 0.0);
|
||
|
glVertex3f(-1.0, -1.0, 0.5);
|
||
|
glTexCoord2f(1.0, 0.0);
|
||
|
glVertex3f(1.0, -1.0, 0.5);
|
||
|
glTexCoord2f(1.0, 1.0);
|
||
|
glVertex3f(1.0, 1.0, 0.5);
|
||
|
glTexCoord2f(0.0, 1.0);
|
||
|
glVertex3f(-1.0, 1.0, 0.5);
|
||
|
glEnd();
|
||
|
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glDisable(GL_TEXTURE_2D);
|
||
|
|
||
|
#ifndef USE_TEXSUBIMAGE2D
|
||
|
glUseProgram(0);
|
||
|
#endif
|
||
|
SDK_CHECK_ERROR_GL();
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//! Display callback
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
void display() {
|
||
|
sdkStartTimer(&timer);
|
||
|
|
||
|
if (enable_cuda) {
|
||
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
|
||
|
#ifndef USE_TEXTURE_RGBA8UI
|
||
|
renderScene(false);
|
||
|
#else
|
||
|
renderScene(true); // output of fragment * by 255 (for RGBA8UI texture)
|
||
|
#endif
|
||
|
processImage();
|
||
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||
|
displayImage(tex_cudaResult);
|
||
|
} else {
|
||
|
renderScene(false);
|
||
|
}
|
||
|
|
||
|
// NOTE: I needed to add this call so the timing is consistent.
|
||
|
// Need to investigate why
|
||
|
cudaDeviceSynchronize();
|
||
|
sdkStopTimer(&timer);
|
||
|
|
||
|
// flip backbuffer
|
||
|
glutSwapBuffers();
|
||
|
|
||
|
// If specified, Check rendering against reference,
|
||
|
if (ref_file && g_CheckRender && g_CheckRender->IsQAReadback()) {
|
||
|
static int pass = 0;
|
||
|
|
||
|
if (pass > 0) {
|
||
|
g_CheckRender->readback(window_width, window_height);
|
||
|
char currentOutputPPM[256];
|
||
|
sprintf(currentOutputPPM, "teapot_%d.ppm", blur_radius);
|
||
|
g_CheckRender->savePPM(currentOutputPPM, true, NULL);
|
||
|
|
||
|
if (!g_CheckRender->PPMvsPPM(currentOutputPPM,
|
||
|
sdkFindFilePath(ref_file, pArgv[0]),
|
||
|
MAX_EPSILON, 0.30f)) {
|
||
|
g_TotalErrors++;
|
||
|
}
|
||
|
|
||
|
Cleanup((g_TotalErrors == 0) ? EXIT_SUCCESS : EXIT_FAILURE);
|
||
|
}
|
||
|
|
||
|
pass++;
|
||
|
}
|
||
|
|
||
|
// Update fps counter, fps/title display and log
|
||
|
if (++fpsCount == fpsLimit) {
|
||
|
char cTitle[256];
|
||
|
float fps = 1000.0f / sdkGetAverageTimerValue(&timer);
|
||
|
sprintf(cTitle, "CUDA GL Post Processing (%d x %d): %.1f fps", window_width,
|
||
|
window_height, fps);
|
||
|
glutSetWindowTitle(cTitle);
|
||
|
// printf("%s\n", cTitle);
|
||
|
fpsCount = 0;
|
||
|
fpsLimit = (int)((fps > 1.0f) ? fps : 1.0f);
|
||
|
sdkResetTimer(&timer);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void timerEvent(int value) {
|
||
|
if (animate) {
|
||
|
rotate[0] += 0.2f;
|
||
|
|
||
|
if (rotate[0] > 360.0f) {
|
||
|
rotate[0] -= 360.0f;
|
||
|
}
|
||
|
|
||
|
rotate[1] += 0.6f;
|
||
|
|
||
|
if (rotate[1] > 360.0f) {
|
||
|
rotate[1] -= 360.0f;
|
||
|
}
|
||
|
|
||
|
rotate[2] += 1.0f;
|
||
|
|
||
|
if (rotate[2] > 360.0f) {
|
||
|
rotate[2] -= 360.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
glutPostRedisplay();
|
||
|
glutTimerFunc(REFRESH_DELAY, timerEvent, 0);
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//! Keyboard events handler
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
void keyboard(unsigned char key, int /*x*/, int /*y*/) {
|
||
|
switch (key) {
|
||
|
case (27):
|
||
|
Cleanup(EXIT_SUCCESS);
|
||
|
break;
|
||
|
|
||
|
case ' ':
|
||
|
enable_cuda ^= 1;
|
||
|
#ifdef USE_TEXTURE_RGBA8UI
|
||
|
|
||
|
if (enable_cuda) {
|
||
|
glClearColorIuiEXT(128, 128, 128, 255);
|
||
|
} else {
|
||
|
glClearColor(0.5, 0.5, 0.5, 1.0);
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
break;
|
||
|
|
||
|
case 'a':
|
||
|
animate ^= 1;
|
||
|
break;
|
||
|
|
||
|
case '=':
|
||
|
case '+':
|
||
|
if (blur_radius < 16) {
|
||
|
blur_radius++;
|
||
|
}
|
||
|
|
||
|
printf("radius = %d\n", blur_radius);
|
||
|
break;
|
||
|
|
||
|
case '-':
|
||
|
if (blur_radius > 1) {
|
||
|
blur_radius--;
|
||
|
}
|
||
|
|
||
|
printf("radius = %d\n", blur_radius);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void reshape(int w, int h) {
|
||
|
window_width = w;
|
||
|
window_height = h;
|
||
|
}
|
||
|
|
||
|
void mainMenu(int i) { keyboard((unsigned char)i, 0, 0); }
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//!
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
void createTextureSrc(GLuint *tex_screen, unsigned int size_x,
|
||
|
unsigned int size_y) {
|
||
|
// create a texture
|
||
|
glGenTextures(1, tex_screen);
|
||
|
glBindTexture(GL_TEXTURE_2D, *tex_screen);
|
||
|
|
||
|
// set basic parameters
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
|
||
|
// buffer data
|
||
|
#ifndef USE_TEXTURE_RGBA8UI
|
||
|
printf("Creating a Texture render target GL_RGBA16F_ARB\n");
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, size_x, size_y, 0, GL_RGBA,
|
||
|
GL_UNSIGNED_BYTE, NULL);
|
||
|
#else
|
||
|
printf("Creating a Texture render target GL_RGBA8UI_EXT\n");
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI_EXT, size_x, size_y, 0,
|
||
|
GL_RGBA_INTEGER_EXT, GL_UNSIGNED_BYTE, NULL);
|
||
|
#endif
|
||
|
SDK_CHECK_ERROR_GL();
|
||
|
// register this texture with CUDA
|
||
|
checkCudaErrors(cudaGraphicsGLRegisterImage(&cuda_tex_screen_resource,
|
||
|
*tex_screen, GL_TEXTURE_2D,
|
||
|
cudaGraphicsMapFlagsReadOnly));
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//!
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
void createTextureDst(GLuint *tex_cudaResult, unsigned int size_x,
|
||
|
unsigned int size_y) {
|
||
|
// create a texture
|
||
|
glGenTextures(1, tex_cudaResult);
|
||
|
glBindTexture(GL_TEXTURE_2D, *tex_cudaResult);
|
||
|
|
||
|
// set basic parameters
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||
|
|
||
|
#ifdef USE_TEXSUBIMAGE2D
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, size_x, size_y, 0, GL_RGBA,
|
||
|
GL_UNSIGNED_BYTE, NULL);
|
||
|
SDK_CHECK_ERROR_GL();
|
||
|
#else
|
||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI_EXT, size_x, size_y, 0,
|
||
|
GL_RGBA_INTEGER_EXT, GL_UNSIGNED_BYTE, NULL);
|
||
|
SDK_CHECK_ERROR_GL();
|
||
|
// register this texture with CUDA
|
||
|
checkCudaErrors(cudaGraphicsGLRegisterImage(
|
||
|
&cuda_tex_result_resource, *tex_cudaResult, GL_TEXTURE_2D,
|
||
|
cudaGraphicsMapFlagsWriteDiscard));
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//!
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
void deleteTexture(GLuint *tex) {
|
||
|
glDeleteTextures(1, tex);
|
||
|
SDK_CHECK_ERROR_GL();
|
||
|
|
||
|
*tex = 0;
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//!
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
void createDepthBuffer(GLuint *depth, unsigned int size_x,
|
||
|
unsigned int size_y) {
|
||
|
// create a renderbuffer
|
||
|
glGenRenderbuffersEXT(1, depth);
|
||
|
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, *depth);
|
||
|
|
||
|
// allocate storage
|
||
|
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, size_x,
|
||
|
size_y);
|
||
|
|
||
|
// clean up
|
||
|
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
||
|
|
||
|
SDK_CHECK_ERROR_GL();
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//!
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
// void
|
||
|
// createRenderBuffer(GLuint* render, unsigned int size_x, unsigned int size_y)
|
||
|
//{
|
||
|
// // create a renderbuffer
|
||
|
// glGenRenderbuffersEXT(1, render);
|
||
|
// glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, *render);
|
||
|
//
|
||
|
// // allocate storage
|
||
|
// glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, size_x, size_y);
|
||
|
//
|
||
|
// // clean up
|
||
|
// glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
||
|
//
|
||
|
// SDK_CHECK_ERROR_GL();
|
||
|
//
|
||
|
// checkCudaErrors(cudaGraphicsGLRegisterImage(&cuda_tex_screen_resource,
|
||
|
// *render,
|
||
|
// GL_RENDERBUFFER_EXT, cudaGraphicsMapFlagsReadOnly));
|
||
|
//}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//!
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
void deleteDepthBuffer(GLuint *depth) {
|
||
|
glDeleteRenderbuffersEXT(1, depth);
|
||
|
SDK_CHECK_ERROR_GL();
|
||
|
|
||
|
*depth = 0;
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//!
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
void createFramebuffer(GLuint *fbo, GLuint color, GLuint depth) {
|
||
|
// create and bind a framebuffer
|
||
|
glGenFramebuffersEXT(1, fbo);
|
||
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo);
|
||
|
|
||
|
// attach images
|
||
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
||
|
GL_TEXTURE_2D, color, 0);
|
||
|
// glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
||
|
// GL_RENDERBUFFER_EXT, color);
|
||
|
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
||
|
GL_RENDERBUFFER_EXT, depth);
|
||
|
|
||
|
// clean up
|
||
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||
|
|
||
|
SDK_CHECK_ERROR_GL();
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//!
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
void deleteFramebuffer(GLuint *fbo) {
|
||
|
glDeleteFramebuffersEXT(1, fbo);
|
||
|
SDK_CHECK_ERROR_GL();
|
||
|
|
||
|
*fbo = 0;
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
// Program main
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
int main(int argc, char **argv) {
|
||
|
#if defined(__linux__)
|
||
|
char *Xstatus = getenv("DISPLAY");
|
||
|
if (Xstatus == NULL) {
|
||
|
printf("Waiving execution as X server is not running\n");
|
||
|
exit(EXIT_WAIVED);
|
||
|
}
|
||
|
setenv("DISPLAY", ":0", 0);
|
||
|
#endif
|
||
|
|
||
|
printf("%s Starting...\n\n", argv[0]);
|
||
|
|
||
|
if (checkCmdLineFlag(argc, (const char **)argv, "radius") &&
|
||
|
checkCmdLineFlag(argc, (const char **)argv, "file")) {
|
||
|
getCmdLineArgumentString(argc, (const char **)argv, "file", &ref_file);
|
||
|
blur_radius = getCmdLineArgumentInt(argc, (const char **)argv, "radius");
|
||
|
}
|
||
|
|
||
|
pArgc = &argc;
|
||
|
pArgv = argv;
|
||
|
|
||
|
// use command-line specified CUDA device, otherwise use device with highest
|
||
|
// Gflops/s
|
||
|
if (checkCmdLineFlag(argc, (const char **)argv, "device")) {
|
||
|
printf("[%s]\n", argv[0]);
|
||
|
printf(" Does not explicitly support -device=n\n");
|
||
|
printf(
|
||
|
" This sample requires OpenGL. Only -file=<reference> -radius=<n> "
|
||
|
"are supported\n");
|
||
|
printf("exiting...\n");
|
||
|
exit(EXIT_WAIVED);
|
||
|
}
|
||
|
|
||
|
if (ref_file) {
|
||
|
printf("(Test with OpenGL verification)\n");
|
||
|
animate = false;
|
||
|
|
||
|
runStdProgram(argc, argv);
|
||
|
} else {
|
||
|
printf("(Interactive OpenGL Demo)\n");
|
||
|
animate = true;
|
||
|
|
||
|
runStdProgram(argc, argv);
|
||
|
}
|
||
|
|
||
|
exit(EXIT_SUCCESS);
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//!
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
void FreeResource() {
|
||
|
sdkDeleteTimer(&timer);
|
||
|
|
||
|
// unregister this buffer object with CUDA
|
||
|
checkCudaErrors(cudaGraphicsUnregisterResource(cuda_tex_screen_resource));
|
||
|
#ifdef USE_TEXSUBIMAGE2D
|
||
|
checkCudaErrors(cudaGraphicsUnregisterResource(cuda_pbo_dest_resource));
|
||
|
deletePBO(&pbo_dest);
|
||
|
#else
|
||
|
cudaFree(cuda_dest_resource);
|
||
|
#endif
|
||
|
deleteTexture(&tex_screen);
|
||
|
deleteTexture(&tex_cudaResult);
|
||
|
deleteDepthBuffer(&depth_buffer);
|
||
|
deleteFramebuffer(&framebuffer);
|
||
|
|
||
|
if (iGLUTWindowHandle) {
|
||
|
glutDestroyWindow(iGLUTWindowHandle);
|
||
|
}
|
||
|
|
||
|
// finalize logs and leave
|
||
|
printf("postProcessGL.exe Exiting...\n");
|
||
|
}
|
||
|
|
||
|
void Cleanup(int iExitCode) {
|
||
|
FreeResource();
|
||
|
printf("Images are %s\n",
|
||
|
(iExitCode == EXIT_SUCCESS) ? "Matching" : "Not Matching");
|
||
|
exit(EXIT_SUCCESS);
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//!
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
GLuint compileGLSLprogram(const char *vertex_shader_src,
|
||
|
const char *fragment_shader_src) {
|
||
|
GLuint v, f, p = 0;
|
||
|
|
||
|
p = glCreateProgram();
|
||
|
|
||
|
if (vertex_shader_src) {
|
||
|
v = glCreateShader(GL_VERTEX_SHADER);
|
||
|
glShaderSource(v, 1, &vertex_shader_src, NULL);
|
||
|
glCompileShader(v);
|
||
|
|
||
|
// check if shader compiled
|
||
|
GLint compiled = 0;
|
||
|
glGetShaderiv(v, GL_COMPILE_STATUS, &compiled);
|
||
|
|
||
|
if (!compiled) {
|
||
|
//#ifdef NV_REPORT_COMPILE_ERRORS
|
||
|
char temp[256] = "";
|
||
|
glGetShaderInfoLog(v, 256, NULL, temp);
|
||
|
printf("Vtx Compile failed:\n%s\n", temp);
|
||
|
//#endif
|
||
|
glDeleteShader(v);
|
||
|
return 0;
|
||
|
} else {
|
||
|
glAttachShader(p, v);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (fragment_shader_src) {
|
||
|
f = glCreateShader(GL_FRAGMENT_SHADER);
|
||
|
glShaderSource(f, 1, &fragment_shader_src, NULL);
|
||
|
glCompileShader(f);
|
||
|
|
||
|
// check if shader compiled
|
||
|
GLint compiled = 0;
|
||
|
glGetShaderiv(f, GL_COMPILE_STATUS, &compiled);
|
||
|
|
||
|
if (!compiled) {
|
||
|
//#ifdef NV_REPORT_COMPILE_ERRORS
|
||
|
char temp[256] = "";
|
||
|
glGetShaderInfoLog(f, 256, NULL, temp);
|
||
|
printf("frag Compile failed:\n%s\n", temp);
|
||
|
//#endif
|
||
|
glDeleteShader(f);
|
||
|
return 0;
|
||
|
} else {
|
||
|
glAttachShader(p, f);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
glLinkProgram(p);
|
||
|
|
||
|
int infologLength = 0;
|
||
|
int charsWritten = 0;
|
||
|
|
||
|
GLint linked = 0;
|
||
|
glGetProgramiv(p, GL_LINK_STATUS, &linked);
|
||
|
|
||
|
if (linked == 0) {
|
||
|
glGetProgramiv(p, GL_INFO_LOG_LENGTH, (GLint *)&infologLength);
|
||
|
|
||
|
if (infologLength > 0) {
|
||
|
char *infoLog = (char *)malloc(infologLength);
|
||
|
glGetProgramInfoLog(p, infologLength, (GLsizei *)&charsWritten, infoLog);
|
||
|
printf("Shader compilation error: %s\n", infoLog);
|
||
|
free(infoLog);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return p;
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//! Allocate the "render target" of CUDA
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
#ifndef USE_TEXSUBIMAGE2D
|
||
|
void initCUDABuffers() {
|
||
|
// set up vertex data parameter
|
||
|
num_texels = image_width * image_height;
|
||
|
num_values = num_texels * 4;
|
||
|
size_tex_data = sizeof(GLubyte) * num_values;
|
||
|
checkCudaErrors(cudaMalloc((void **)&cuda_dest_resource, size_tex_data));
|
||
|
// checkCudaErrors(cudaHostAlloc((void**)&cuda_dest_resource, size_tex_data,
|
||
|
// ));
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//!
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
void initGLBuffers() {
|
||
|
// create pbo
|
||
|
#ifdef USE_TEXSUBIMAGE2D
|
||
|
createPBO(&pbo_dest, &cuda_pbo_dest_resource);
|
||
|
#endif
|
||
|
// create texture that will receive the result of CUDA
|
||
|
createTextureDst(&tex_cudaResult, image_width, image_height);
|
||
|
|
||
|
// create texture for blitting onto the screen
|
||
|
createTextureSrc(&tex_screen, image_width, image_height);
|
||
|
// createRenderBuffer(&tex_screen, image_width, image_height); // Doesn't work
|
||
|
|
||
|
// create a depth buffer for offscreen rendering
|
||
|
createDepthBuffer(&depth_buffer, image_width, image_height);
|
||
|
|
||
|
// create a framebuffer for offscreen rendering
|
||
|
createFramebuffer(&framebuffer, tex_screen, depth_buffer);
|
||
|
|
||
|
// load shader programs
|
||
|
shDrawPot = compileGLSLprogram(NULL, glsl_drawpot_fragshader_src);
|
||
|
|
||
|
#ifndef USE_TEXSUBIMAGE2D
|
||
|
shDrawTex = compileGLSLprogram(glsl_drawtex_vertshader_src,
|
||
|
glsl_drawtex_fragshader_src);
|
||
|
#endif
|
||
|
SDK_CHECK_ERROR_GL();
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//! Run standard demo loop with or without GL verification
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
void runStdProgram(int argc, char **argv) {
|
||
|
// First initialize OpenGL context, so we can properly set the GL for CUDA.
|
||
|
// This is necessary in order to achieve optimal performance with OpenGL/CUDA
|
||
|
// interop.
|
||
|
if (false == initGL(&argc, argv)) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Now initialize CUDA context
|
||
|
findCudaDevice(argc, (const char **)argv);
|
||
|
|
||
|
sdkCreateTimer(&timer);
|
||
|
sdkResetTimer(&timer);
|
||
|
|
||
|
// register callbacks
|
||
|
glutDisplayFunc(display);
|
||
|
glutKeyboardFunc(keyboard);
|
||
|
glutReshapeFunc(reshape);
|
||
|
glutTimerFunc(REFRESH_DELAY, timerEvent, 0);
|
||
|
|
||
|
// create menu
|
||
|
glutCreateMenu(mainMenu);
|
||
|
glutAddMenuEntry("Toggle CUDA Post Processing (on/off) [ ]", ' ');
|
||
|
glutAddMenuEntry("Toggle Animation (on/off) [a]", 'a');
|
||
|
glutAddMenuEntry("Increase Blur Radius [=]", '=');
|
||
|
glutAddMenuEntry("Decrease Blur Radius [-]", '-');
|
||
|
glutAddMenuEntry("Quit (esc)", '\033');
|
||
|
glutAttachMenu(GLUT_RIGHT_BUTTON);
|
||
|
|
||
|
initGLBuffers();
|
||
|
#ifndef USE_TEXSUBIMAGE2D
|
||
|
initCUDABuffers();
|
||
|
#endif
|
||
|
|
||
|
// Creating the Auto-Validation Code
|
||
|
if (ref_file) {
|
||
|
g_CheckRender = new CheckBackBuffer(window_width, window_height, 4);
|
||
|
g_CheckRender->setPixelFormat(GL_RGBA);
|
||
|
g_CheckRender->setExecPath(argv[0]);
|
||
|
g_CheckRender->EnableQAReadback(true);
|
||
|
}
|
||
|
|
||
|
printf(
|
||
|
"\n"
|
||
|
"\tControls\n"
|
||
|
"\t(right click mouse button for Menu)\n"
|
||
|
"\t[ ] : Toggle CUDA Post Processing (on/off)\n"
|
||
|
"\t[a] : Toggle Animation (on/off)\n"
|
||
|
"\t[=] : Increase Blur Radius\n"
|
||
|
"\t[-] : Decrease Blur Radius\n"
|
||
|
"\t[esc] - Quit\n\n");
|
||
|
|
||
|
// start rendering mainloop
|
||
|
glutMainLoop();
|
||
|
|
||
|
// Normally unused return path
|
||
|
Cleanup(EXIT_SUCCESS);
|
||
|
}
|
||
|
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
//! Initialize GL
|
||
|
////////////////////////////////////////////////////////////////////////////////
|
||
|
bool initGL(int *argc, char **argv) {
|
||
|
// Create GL context
|
||
|
glutInit(argc, argv);
|
||
|
glutInitDisplayMode(GLUT_RGBA | GLUT_ALPHA | GLUT_DOUBLE | GLUT_DEPTH);
|
||
|
glutInitWindowSize(window_width, window_height);
|
||
|
iGLUTWindowHandle = glutCreateWindow("CUDA OpenGL post-processing");
|
||
|
|
||
|
// initialize necessary OpenGL extensions
|
||
|
if (!isGLVersionSupported(2, 0) ||
|
||
|
!areGLExtensionsSupported("GL_ARB_pixel_buffer_object "
|
||
|
"GL_EXT_framebuffer_object")) {
|
||
|
printf("ERROR: Support for necessary OpenGL extensions missing.");
|
||
|
fflush(stderr);
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// default initialization
|
||
|
#ifndef USE_TEXTURE_RGBA8UI
|
||
|
glClearColor(0.5, 0.5, 0.5, 1.0);
|
||
|
#else
|
||
|
glClearColorIuiEXT(128, 128, 128, 255);
|
||
|
#endif
|
||
|
glDisable(GL_DEPTH_TEST);
|
||
|
|
||
|
// viewport
|
||
|
glViewport(0, 0, window_width, window_height);
|
||
|
|
||
|
// projection
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glLoadIdentity();
|
||
|
gluPerspective(60.0, (GLfloat)window_width / (GLfloat)window_height, 0.1f,
|
||
|
10.0f);
|
||
|
|
||
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||
|
|
||
|
glEnable(GL_LIGHT0);
|
||
|
float red[] = {1.0f, 0.1f, 0.1f, 1.0f};
|
||
|
float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, red);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
|
||
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 60.0f);
|
||
|
|
||
|
SDK_CHECK_ERROR_GL();
|
||
|
|
||
|
return true;
|
||
|
}
|