/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* This example demonstrates how to use the CUDA C bindings to OpenGL ES to dynamically modify a vertex buffer using a CUDA C kernel. The steps are: 1. Create an empty vertex buffer object (VBO) 2. Register the VBO with CUDA C 3. Map the VBO for writing from CUDA C 4. Run CUDA C kernel to modify the vertex positions 5. Unmap the VBO 6. Render the results using OpenGL ES Host code */ // includes, system #include #include #include #include #include #include void error_exit(const char *format, ...) { va_list args; va_start(args, format); vfprintf(stderr, format, args); va_end(args); exit(1); } #if 0 #include "graphics_interface.c" #else #include "graphics_interface_egloutput_via_egl.c" #endif #ifdef _WIN32 #define WINDOWS_LEAN_AND_MEAN #define NOMINMAX #include #endif // includes, cuda #include #include // Utilities and timing functions #include // includes cuda.h and cuda_runtime_api.h // CUDA helper functions #include // helper functions for CUDA error check //#include // helper functions for CUDA/GL interop #include #define MAX_EPSILON_ERROR 0.0f #define THRESHOLD 0.0f #define REFRESH_DELAY 1 // ms #define GUI_IDLE 0x100 #define GUI_ROTATE 0x101 #define GUI_TRANSLATE 0x102 int gui_mode; //////////////////////////////////////////////////////////////////////////////// // constants const unsigned int window_width = 512; const unsigned int window_height = 512; const unsigned int mesh_width = 256; const unsigned int mesh_height = 256; // OpenGL ES variables and interop with CUDA C GLuint mesh_vao, mesh_vbo; struct cudaGraphicsResource *cuda_vbo_resource; void *d_vbo_buffer = NULL; float g_fAnim = 0.0; // UI / mouse controls int mouse_old_x, mouse_old_y; int mouse_buttons = 0; float rotate_x = 0.0, rotate_y = 0.0; float translate_z = -3.0; StopWatchInterface *timer = NULL; // Frame statistics int frame; int fpsCount = 0; // FPS count for averaging int fpsLimit = 1; // FPS limit for sampling int g_Index = 0; float avgFPS = 0.0f; unsigned int frameCount = 0; unsigned int g_TotalErrors = 0; // Auto-Verification Code bool g_bQAReadback = false; int *pArgc = NULL; char **pArgv = NULL; #define MAX(a, b) ((a > b) ? a : b) //////////////////////////////////////////////////////////////////////////////// // declaration, forward // CUDA functionality void runCuda(struct cudaGraphicsResource **vbo_resource); void runAutoTest(int devID, char **argv, char *ref_file); void checkResultCuda(int argc, char **argv, const GLuint &vbo); const char *sSDKsample = "simpleGLES (VBO)"; void computeFPS() { frameCount++; fpsCount++; if (fpsCount == fpsLimit) { avgFPS = 1.f / (sdkGetAverageTimerValue(&timer) / 1000.f); fpsCount = 0; fpsLimit = (int)MAX(avgFPS, 1.f); sdkResetTimer(&timer); } char fps[256]; sprintf(fps, "Cuda/OpenGL ES Interop (VBO): %3.1f fps (Max 1000 fps)", avgFPS); graphics_set_windowtitle(fps); } /////////////////////////////////////////////////////////////////////////////// //! Simple kernel to modify vertex positions in sine wave pattern //! @param data data in global memory /////////////////////////////////////////////////////////////////////////////// __global__ void simple_vbo_kernel(float4 *pos, unsigned int width, unsigned int height, float time) { unsigned int x = blockIdx.x * blockDim.x + threadIdx.x; unsigned int y = blockIdx.y * blockDim.y + threadIdx.y; // calculate uv coordinates float u = x / (float)width; float v = y / (float)height; u = u * 2.0f - 1.0f; v = v * 2.0f - 1.0f; // calculate simple sine wave pattern float freq = 4.0f; float w = sinf(u * freq + time) * cosf(v * freq + time) * 0.5f; // write output vertex pos[y * width + x] = make_float4(u, w, v, 1.0f); } void launch_kernel(float4 *pos, unsigned int mesh_width, unsigned int mesh_height, float time) { // execute the kernel dim3 block(8, 8, 1); dim3 grid(mesh_width / block.x, mesh_height / block.y, 1); simple_vbo_kernel<<>>(pos, mesh_width, mesh_height, time); } //////////////////////////////////////////////////////////////////////////////// //! Run the Cuda part of the computation //////////////////////////////////////////////////////////////////////////////// void runCuda(struct cudaGraphicsResource **vbo_resource) { // map OpenGL buffer object for writing from CUDA float4 *dptr; cudaGraphicsMapResources(1, vbo_resource, 0); size_t num_bytes; cudaGraphicsResourceGetMappedPointer((void **)&dptr, &num_bytes, *vbo_resource); // printf("Sample CUDA mapped VBO: May access %ld bytes\n", num_bytes); // execute the kernel // dim3 block(8, 8, 1); // dim3 grid(mesh_width / block.x, mesh_height / block.y, 1); // kernel<<< grid, block>>>(dptr, mesh_width, mesh_height, g_fAnim); launch_kernel(dptr, mesh_width, mesh_height, g_fAnim); // unmap buffer object cudaGraphicsUnmapResources(1, vbo_resource, 0); } #ifdef _WIN32 #ifndef FOPEN #define FOPEN(fHandle, filename, mode) fopen_s(&fHandle, filename, mode) #endif #else #ifndef FOPEN #define FOPEN(fHandle, filename, mode) (fHandle = fopen(filename, mode)) #endif #endif void sdkDumpBin2(void *data, unsigned int bytes, const char *filename) { printf("sdkDumpBin: <%s>\n", filename); FILE *fp; FOPEN(fp, filename, "wb"); fwrite(data, bytes, 1, fp); fflush(fp); fclose(fp); } //////////////////////////////////////////////////////////////////////////////// //! Run the Cuda part of the computation //////////////////////////////////////////////////////////////////////////////// void runAutoTest(int devID, char **argv, char *ref_file) { char *reference_file = NULL; void *imageData = malloc(mesh_width * mesh_height * sizeof(float)); // execute the kernel launch_kernel((float4 *)d_vbo_buffer, mesh_width, mesh_height, g_fAnim); cudaDeviceSynchronize(); getLastCudaError("launch_kernel failed"); cudaMemcpy(imageData, d_vbo_buffer, mesh_width * mesh_height * sizeof(float), cudaMemcpyDeviceToHost); sdkDumpBin2(imageData, mesh_width * mesh_height * sizeof(float), "simpleGL.bin"); reference_file = sdkFindFilePath(ref_file, argv[0]); if (reference_file && !sdkCompareBin2BinFloat("simpleGL.bin", reference_file, mesh_width * mesh_height * sizeof(float), MAX_EPSILON_ERROR, THRESHOLD, pArgv[0])) { g_TotalErrors++; } } //////////////////////////////////////////////////////////////////////////////// //! Display callback //////////////////////////////////////////////////////////////////////////////// void display_thisframe(float time_delta) { sdkStartTimer(&timer); // run CUDA kernel to generate vertex positions runCuda(&cuda_vbo_resource); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // GET_GLERROR(0); // set view matrix: broken, it doesn't work in OpenGL ES! Must put into shader // glMatrixMode(GL_MODELVIEW); // glLoadIdentity(); // glTranslatef(0.0, 0.0, translate_z); // glRotatef(rotate_x, 1.0, 0.0, 0.0); // glRotatef(rotate_y, 0.0, 1.0, 0.0); glDrawArrays(GL_POINTS, 0, mesh_width * mesh_height); // GET_GLERROR(0); glFinish(); // GET_GLERROR(0); g_fAnim += time_delta; sdkStopTimer(&timer); computeFPS(); } //////////////////////////////////////////////////////////////////////////////// //! Check if the result is correct or write data to file for external //! regression testing //////////////////////////////////////////////////////////////////////////////// void checkResultCuda(int argc, char **argv, const GLuint &vbo) { if (!d_vbo_buffer) { printf("%s: Mapping result buffer from OpenGL ES\n", __FUNCTION__); cudaGraphicsUnregisterResource(cuda_vbo_resource); // map buffer object glBindBuffer(GL_ARRAY_BUFFER, vbo); float *data = (float *)glMapBufferRange( GL_ARRAY_BUFFER, 0, mesh_width * mesh_height * 4 * sizeof(float), GL_READ_ONLY); // check result if (checkCmdLineFlag(argc, (const char **)argv, "regression")) { // write file for regression test sdkWriteFile("./data/regression.dat", data, mesh_width * mesh_height * 3, 0.0, false); } // unmap GL buffer object if (!glUnmapBuffer(GL_ARRAY_BUFFER)) { fprintf(stderr, "Unmap buffer failed.\n"); fflush(stderr); } checkCudaErrors(cudaGraphicsGLRegisterBuffer( &cuda_vbo_resource, vbo, cudaGraphicsMapFlagsWriteDiscard)); GET_GLERROR(0); } } GLuint mesh_shader = 0; void readAndCompileShaderFromGLSLFile(GLuint new_shaderprogram, const char *filename, GLenum shaderType) { FILE *file = fopen(filename, "rb"); // open shader text file if (!file) error_exit("Filename %s does not exist\n", filename); /* get the size of the file and read it */ fseek(file, 0, SEEK_END); GLint size = ftell(file); char *data = (char *)malloc(sizeof(char) * (size + 1)); memset(data, 0, sizeof(char) * (size + 1)); fseek(file, 0, SEEK_SET); size_t res = fread(data, 1, size, file); fclose(file); GLuint shader = glCreateShader(shaderType); glShaderSource(shader, 1, (const GLchar **)&data, &size); glCompileShader(shader); GET_GLERROR(0); GLint compile_success = 0; glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_success); GET_GLERROR(0); if (compile_success == GL_FALSE) { printf("Compilation of %s failed!\n Reason:\n", filename); GLint maxLength = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); char errorLog[maxLength]; glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]); printf("%s", errorLog); glDeleteShader(shader); exit(1); } glAttachShader(new_shaderprogram, shader); glDeleteShader(shader); // good to do? free(data); } GLuint ShaderCreate(const char *vshader_filename, const char *fshader_filename) { printf("Loading GLSL shaders %s %s\n", vshader_filename, fshader_filename); GLuint new_shaderprogram = glCreateProgram(); GET_GLERROR(0); if (vshader_filename) readAndCompileShaderFromGLSLFile(new_shaderprogram, vshader_filename, GL_VERTEX_SHADER); GET_GLERROR(0); if (fshader_filename) readAndCompileShaderFromGLSLFile(new_shaderprogram, fshader_filename, GL_FRAGMENT_SHADER); GET_GLERROR(0); glLinkProgram(new_shaderprogram); GET_GLERROR(0); GLint link_success; glGetProgramiv(new_shaderprogram, GL_LINK_STATUS, &link_success); if (link_success == GL_FALSE) { printf("Linking of %s with %s failed!\n Reason:\n", vshader_filename, fshader_filename); GLint maxLength = 0; glGetShaderiv(new_shaderprogram, GL_INFO_LOG_LENGTH, &maxLength); char errorLog[maxLength]; glGetShaderInfoLog(new_shaderprogram, maxLength, &maxLength, &errorLog[0]); printf("%s", errorLog); exit(EXIT_FAILURE); } return new_shaderprogram; } //=========================================================================== // InitGraphicsState() - initialize OpenGL //=========================================================================== static void InitGraphicsState(char **argv) { char *GL_version = (char *)glGetString(GL_VERSION); char *GL_vendor = (char *)glGetString(GL_VENDOR); char *GL_renderer = (char *)glGetString(GL_RENDERER); printf("Version: %s\n", GL_version); printf("Vendor: %s\n", GL_vendor); printf("Renderer: %s\n", GL_renderer); // RENDERING SETUP (OpenGL ES or OpenGL Core Profile!) glGenVertexArrays(1, &mesh_vao); // Features' Vertex Array Object allocation glBindVertexArray(mesh_vao); // bind VAO // initialize buffer object glGenBuffers(1, &mesh_vbo); glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo); unsigned int size = mesh_width * mesh_height * 4 * sizeof(float); glBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW); glVertexAttribPointer((GLuint)0, 4, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); checkCudaErrors(cudaGraphicsGLRegisterBuffer(&cuda_vbo_resource, mesh_vbo, cudaGraphicsMapFlagsNone)); // glBindVertexArray(0); // keep above Vertex Array Object bound (it's the // only one throughout) // GLSL stuff char *vertex_shader_path = sdkFindFilePath("mesh.vert.glsl", argv[0]); char *fragment_shader_path = sdkFindFilePath("mesh.frag.glsl", argv[0]); if (vertex_shader_path == NULL || fragment_shader_path == NULL) { printf("Error finding shader file\n"); exit(EXIT_FAILURE); } mesh_shader = ShaderCreate(vertex_shader_path, fragment_shader_path); GET_GLERROR(0); free(vertex_shader_path); free(fragment_shader_path); glUseProgram(mesh_shader); } //////////////////////////////////////////////////////////////////////////////// //! Run a simple test for CUDA //////////////////////////////////////////////////////////////////////////////// bool runTest(int argc, char **argv, char *ref_file) { // Create the CUTIL timer sdkCreateTimer(&timer); int devID = 0; #if defined(__aarch64__) || defined(__arm__) // find iGPU on the system which is compute capable which will perform // GLES-CUDA interop devID = findIntegratedGPU(); #else // use command-line specified CUDA device, otherwise use device with highest // Gflops/s devID = findCudaDevice(argc, (const char **)argv); #endif // command line mode only if (ref_file != NULL) { // create VBO checkCudaErrors(cudaMalloc((void **)&d_vbo_buffer, mesh_width * mesh_height * 4 * sizeof(float))); // run the cuda part runAutoTest(devID, argv, ref_file); // check result of Cuda step checkResultCuda(argc, argv, mesh_vbo); cudaFree(d_vbo_buffer); d_vbo_buffer = NULL; } else { // this would use command-line specified CUDA device, note that CUDA // defaults to highest Gflops/s device if (checkCmdLineFlag(argc, (const char **)argv, "device")) error_exit("Device setting not yet implemented!\n"); // create X11 window and set up associated OpenGL ES context graphics_setup_window(0, 0, window_width, window_height, sSDKsample); InitGraphicsState(argv); // set up GLES stuff glClearColor(0, 0.5, 1, 1); // blue-ish background glClear(GL_COLOR_BUFFER_BIT); // printf("WP%d\n", __LINE__); graphics_swap_buffers(); int frame = 0; while (frame < 1000) { display_thisframe(0.010); usleep(1000); // need not take full CPU and GPU graphics_swap_buffers(); // printf("frame %d\n",frame++); } // NOTE: Before destroying OpenGL ES context, must unregister all shared // resources from CUDA ! cudaGraphicsUnregisterResource(cuda_vbo_resource); graphics_close_window(); // close window and destroy OpenGL ES context sdkDeleteTimer(&timer); } return true; } //////////////////////////////////////////////////////////////////////////////// // Program main //////////////////////////////////////////////////////////////////////////////// int main(int argc, char **argv) { char *ref_file = NULL; pArgc = &argc; pArgv = argv; #if defined(__linux__) setenv("DISPLAY", ":0", 0); #endif printf("%s starting...\n", sSDKsample); if (argc > 1) { if (checkCmdLineFlag(argc, (const char **)argv, "file")) { // In this mode, we run without OpenGL and see if VBO is generated // correctly getCmdLineArgumentString(argc, (const char **)argv, "file", (char **)&ref_file); } } printf("\n"); runTest(argc, argv, ref_file); printf("%s completed, returned %s\n", sSDKsample, (g_TotalErrors == 0) ? "OK" : "ERROR!"); exit(g_TotalErrors == 0 ? EXIT_SUCCESS : EXIT_FAILURE); }