mirror of
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628 lines
19 KiB
Plaintext
628 lines
19 KiB
Plaintext
/* Copyright (c) 2022, 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 how to use the CUDA C bindings to OpenGL ES to
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dynamically modify a vertex buffer using a CUDA C kernel.
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The steps are:
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1. Create an empty vertex buffer object (VBO)
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2. Register the VBO with CUDA C
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3. Map the VBO for writing from CUDA C
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4. Run CUDA C kernel to modify the vertex positions
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5. Unmap the VBO
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6. Render the results using OpenGL ES
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Host code
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*/
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// includes, system
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <stdarg.h>
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#include <unistd.h>
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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void error_exit(const char *format, ...) {
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va_list args;
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va_start(args, format);
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vfprintf(stderr, format, args);
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va_end(args);
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exit(1);
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}
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#include "graphics_interface.c"
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#ifdef _WIN32
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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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#endif
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// includes, cuda
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#include <cuda_runtime.h>
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#include <cuda_gl_interop.h>
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// Utilities and timing functions
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#include <helper_functions.h> // includes cuda.h and cuda_runtime_api.h
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// CUDA helper functions
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#include <helper_cuda.h> // helper functions for CUDA error check
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//#include <helper_cuda_gl.h> // helper functions for CUDA/GL interop
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#include <vector_types.h>
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#define MAX_EPSILON_ERROR 0.0f
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#define THRESHOLD 0.0f
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#define REFRESH_DELAY 1 // ms
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#define GUI_IDLE 0x100
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#define GUI_ROTATE 0x101
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#define GUI_TRANSLATE 0x102
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int gui_mode;
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////////////////////////////////////////////////////////////////////////////////
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// constants
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const unsigned int window_width = 512;
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const unsigned int window_height = 512;
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const unsigned int mesh_width = 256;
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const unsigned int mesh_height = 256;
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// OpenGL ES variables and interop with CUDA C
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GLuint mesh_vao, mesh_vbo;
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struct cudaGraphicsResource *cuda_vbo_resource;
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void *d_vbo_buffer = NULL;
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float g_fAnim = 0.0;
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// UI / mouse controls
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int mouse_old_x, mouse_old_y;
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int mouse_buttons = 0;
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float rotate_x = 0.0, rotate_y = 0.0;
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float translate_z = -3.0;
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StopWatchInterface *timer = NULL;
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// Frame statistics
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int frame;
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int fpsCount = 0; // FPS count for averaging
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int fpsLimit = 1; // FPS limit for sampling
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int g_Index = 0;
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float avgFPS = 0.0f;
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unsigned int frameCount = 0;
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unsigned int g_TotalErrors = 0;
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// Auto-Verification Code
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bool g_bQAReadback = false;
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int *pArgc = NULL;
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char **pArgv = NULL;
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#define MAX(a, b) ((a > b) ? a : b)
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////////////////////////////////////////////////////////////////////////////////
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// declaration, forward
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// CUDA functionality
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void runCuda(struct cudaGraphicsResource **vbo_resource);
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void runAutoTest(int devID, char **argv, char *ref_file);
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void checkResultCuda(int argc, char **argv, const GLuint &vbo);
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const char *sSDKsample = "simpleGLES (VBO)";
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void computeFPS() {
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frameCount++;
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fpsCount++;
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if (fpsCount == fpsLimit) {
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avgFPS = 1.f / (sdkGetAverageTimerValue(&timer) / 1000.f);
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fpsCount = 0;
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fpsLimit = (int)MAX(avgFPS, 1.f);
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sdkResetTimer(&timer);
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}
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char fps[256];
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sprintf(fps, "Cuda/OpenGL ES Interop (VBO): %3.1f fps (Max 1000 fps)",
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avgFPS);
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graphics_set_windowtitle(fps);
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}
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///////////////////////////////////////////////////////////////////////////////
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//! Simple kernel to modify vertex positions in sine wave pattern
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//! @param data data in global memory
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///////////////////////////////////////////////////////////////////////////////
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__global__ void simple_vbo_kernel(float4 *pos, unsigned int width,
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unsigned int height, float time) {
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unsigned int x = blockIdx.x * blockDim.x + threadIdx.x;
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unsigned int y = blockIdx.y * blockDim.y + threadIdx.y;
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// calculate uv coordinates
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float u = x / (float)width;
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float v = y / (float)height;
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u = u * 2.0f - 1.0f;
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v = v * 2.0f - 1.0f;
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// calculate simple sine wave pattern
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float freq = 4.0f;
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float w = sinf(u * freq + time) * cosf(v * freq + time) * 0.5f;
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// write output vertex
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pos[y * width + x] = make_float4(u, w, v, 1.0f);
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}
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void launch_kernel(float4 *pos, unsigned int mesh_width,
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unsigned int mesh_height, float time) {
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// execute the kernel
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dim3 block(8, 8, 1);
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dim3 grid(mesh_width / block.x, mesh_height / block.y, 1);
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simple_vbo_kernel<<<grid, block>>>(pos, mesh_width, mesh_height, time);
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Run the Cuda part of the computation
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////////////////////////////////////////////////////////////////////////////////
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void runCuda(struct cudaGraphicsResource **vbo_resource) {
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// map OpenGL buffer object for writing from CUDA
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float4 *dptr;
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cudaGraphicsMapResources(1, vbo_resource, 0);
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size_t num_bytes;
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cudaGraphicsResourceGetMappedPointer((void **)&dptr, &num_bytes,
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*vbo_resource);
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// printf("Sample CUDA mapped VBO: May access %ld bytes\n", num_bytes);
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// execute the kernel
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// dim3 block(8, 8, 1);
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// dim3 grid(mesh_width / block.x, mesh_height / block.y, 1);
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// kernel<<< grid, block>>>(dptr, mesh_width, mesh_height, g_fAnim);
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launch_kernel(dptr, mesh_width, mesh_height, g_fAnim);
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// unmap buffer object
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cudaGraphicsUnmapResources(1, vbo_resource, 0);
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}
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#ifdef _WIN32
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#ifndef FOPEN
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#define FOPEN(fHandle, filename, mode) fopen_s(&fHandle, filename, mode)
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#endif
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#else
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#ifndef FOPEN
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#define FOPEN(fHandle, filename, mode) (fHandle = fopen(filename, mode))
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#endif
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#endif
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void sdkDumpBin2(void *data, unsigned int bytes, const char *filename) {
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printf("sdkDumpBin: <%s>\n", filename);
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FILE *fp;
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FOPEN(fp, filename, "wb");
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fwrite(data, bytes, 1, fp);
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fflush(fp);
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fclose(fp);
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Run the Cuda part of the computation
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////////////////////////////////////////////////////////////////////////////////
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void runAutoTest(int devID, char **argv, char *ref_file) {
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char *reference_file = NULL;
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void *imageData = malloc(mesh_width * mesh_height * sizeof(float));
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// execute the kernel
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launch_kernel((float4 *)d_vbo_buffer, mesh_width, mesh_height, g_fAnim);
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cudaDeviceSynchronize();
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getLastCudaError("launch_kernel failed");
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cudaMemcpy(imageData, d_vbo_buffer, mesh_width * mesh_height * sizeof(float),
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cudaMemcpyDeviceToHost);
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sdkDumpBin2(imageData, mesh_width * mesh_height * sizeof(float),
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"simpleGL.bin");
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reference_file = sdkFindFilePath(ref_file, argv[0]);
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if (reference_file &&
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!sdkCompareBin2BinFloat("simpleGL.bin", reference_file,
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mesh_width * mesh_height * sizeof(float),
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MAX_EPSILON_ERROR, THRESHOLD, pArgv[0])) {
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g_TotalErrors++;
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Display callback
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////////////////////////////////////////////////////////////////////////////////
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void display_thisframe(float time_delta) {
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sdkStartTimer(&timer);
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// run CUDA kernel to generate vertex positions
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runCuda(&cuda_vbo_resource);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// GET_GLERROR(0);
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// set view matrix: broken, it doesn't work in OpenGL ES! Must put into shader
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// glMatrixMode(GL_MODELVIEW);
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// glLoadIdentity();
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// glTranslatef(0.0, 0.0, translate_z);
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// glRotatef(rotate_x, 1.0, 0.0, 0.0);
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// glRotatef(rotate_y, 0.0, 1.0, 0.0);
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glDrawArrays(GL_POINTS, 0, mesh_width * mesh_height);
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// GET_GLERROR(0);
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glFinish();
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// GET_GLERROR(0);
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g_fAnim += time_delta;
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sdkStopTimer(&timer);
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computeFPS();
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Check if the result is correct or write data to file for external
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//! regression testing
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////////////////////////////////////////////////////////////////////////////////
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void checkResultCuda(int argc, char **argv, const GLuint &vbo) {
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if (!d_vbo_buffer) {
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printf("%s: Mapping result buffer from OpenGL ES\n", __FUNCTION__);
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cudaGraphicsUnregisterResource(cuda_vbo_resource);
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// map buffer object
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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float *data = (float *)glMapBufferRange(
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GL_ARRAY_BUFFER, 0, mesh_width * mesh_height * 4 * sizeof(float),
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GL_READ_ONLY);
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// check result
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if (checkCmdLineFlag(argc, (const char **)argv, "regression")) {
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// write file for regression test
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sdkWriteFile<float>("./data/regression.dat", data,
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mesh_width * mesh_height * 3, 0.0, false);
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}
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// unmap GL buffer object
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if (!glUnmapBuffer(GL_ARRAY_BUFFER)) {
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fprintf(stderr, "Unmap buffer failed.\n");
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fflush(stderr);
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}
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checkCudaErrors(cudaGraphicsGLRegisterBuffer(
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&cuda_vbo_resource, vbo, cudaGraphicsMapFlagsWriteDiscard));
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GET_GLERROR(0);
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}
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}
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GLuint mesh_shader = 0;
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void readAndCompileShaderFromGLSLFile(GLuint new_shaderprogram,
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const char *filename, GLenum shaderType) {
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FILE *file = fopen(filename, "rb"); // open shader text file
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if (!file) error_exit("Filename %s does not exist\n", filename);
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/* get the size of the file and read it */
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fseek(file, 0, SEEK_END);
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GLint size = ftell(file);
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char *data = (char *)malloc(sizeof(char) * (size + 1));
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memset(data, 0, sizeof(char) * (size + 1));
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fseek(file, 0, SEEK_SET);
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size_t res = fread(data, 1, size, file);
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fclose(file);
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GLuint shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, (const GLchar **)&data, &size);
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glCompileShader(shader);
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GET_GLERROR(0);
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GLint compile_success = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_success);
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GET_GLERROR(0);
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if (compile_success == GL_FALSE) {
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printf("Compilation of %s failed!\n Reason:\n", filename);
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GLint maxLength = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
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char errorLog[maxLength];
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glGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog[0]);
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printf("%s", errorLog);
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glDeleteShader(shader);
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exit(1);
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}
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glAttachShader(new_shaderprogram, shader);
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glDeleteShader(shader); // good to do?
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free(data);
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}
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GLuint ShaderCreate(const char *vshader_filename,
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const char *fshader_filename) {
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printf("Loading GLSL shaders %s %s\n", vshader_filename, fshader_filename);
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GLuint new_shaderprogram = glCreateProgram();
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GET_GLERROR(0);
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if (vshader_filename)
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readAndCompileShaderFromGLSLFile(new_shaderprogram, vshader_filename,
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GL_VERTEX_SHADER);
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GET_GLERROR(0);
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if (fshader_filename)
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readAndCompileShaderFromGLSLFile(new_shaderprogram, fshader_filename,
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GL_FRAGMENT_SHADER);
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GET_GLERROR(0);
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glLinkProgram(new_shaderprogram);
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GET_GLERROR(0);
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GLint link_success;
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glGetProgramiv(new_shaderprogram, GL_LINK_STATUS, &link_success);
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if (link_success == GL_FALSE) {
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printf("Linking of %s with %s failed!\n Reason:\n", vshader_filename,
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fshader_filename);
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GLint maxLength = 0;
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glGetShaderiv(new_shaderprogram, GL_INFO_LOG_LENGTH, &maxLength);
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char errorLog[maxLength];
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glGetShaderInfoLog(new_shaderprogram, maxLength, &maxLength, &errorLog[0]);
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printf("%s", errorLog);
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exit(EXIT_FAILURE);
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}
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return new_shaderprogram;
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}
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//===========================================================================
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// InitGraphicsState() - initialize OpenGL
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//===========================================================================
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static void InitGraphicsState(void) {
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char *GL_version = (char *)glGetString(GL_VERSION);
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char *GL_vendor = (char *)glGetString(GL_VENDOR);
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char *GL_renderer = (char *)glGetString(GL_RENDERER);
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printf("Version: %s\n", GL_version);
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printf("Vendor: %s\n", GL_vendor);
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printf("Renderer: %s\n", GL_renderer);
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// RENDERING SETUP (OpenGL ES or OpenGL Core Profile!)
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glGenVertexArrays(1, &mesh_vao); // Features' Vertex Array Object allocation
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glBindVertexArray(mesh_vao); // bind VAO
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// initialize buffer object
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glGenBuffers(1, &mesh_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, mesh_vbo);
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unsigned int size = mesh_width * mesh_height * 4 * sizeof(float);
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glBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW);
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glVertexAttribPointer((GLuint)0, 4, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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checkCudaErrors(cudaGraphicsGLRegisterBuffer(&cuda_vbo_resource, mesh_vbo,
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cudaGraphicsMapFlagsNone));
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// glBindVertexArray(0); // keep above Vertex Array Object bound (it's the
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// only one throughout)
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// GLSL stuff
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char *vertex_shader_path = sdkFindFilePath("mesh.vert.glsl", pArgv[0]);
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char *fragment_shader_path = sdkFindFilePath("mesh.frag.glsl", pArgv[0]);
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if (vertex_shader_path == NULL || fragment_shader_path == NULL) {
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printf("Error finding shader file\n");
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exit(EXIT_FAILURE);
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}
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mesh_shader = ShaderCreate(vertex_shader_path, fragment_shader_path);
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GET_GLERROR(0);
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free(vertex_shader_path);
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free(fragment_shader_path);
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glUseProgram(mesh_shader);
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Run a simple test for CUDA
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////////////////////////////////////////////////////////////////////////////////
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bool runTest(int argc, char **argv, char *ref_file) {
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// Create the CUTIL timer
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sdkCreateTimer(&timer);
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int devID = 0;
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#if defined(__aarch64__) || defined(__arm__)
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// find iGPU on the system which is compute capable which will perform
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// GLES-CUDA interop
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devID = findIntegratedGPU();
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#else
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// use command-line specified CUDA device, otherwise use device with highest
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// Gflops/s
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devID = findCudaDevice(argc, (const char **)argv);
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#endif
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// command line mode only
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if (ref_file != NULL) {
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// create VBO
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checkCudaErrors(cudaMalloc((void **)&d_vbo_buffer,
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mesh_width * mesh_height * 4 * sizeof(float)));
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// run the cuda part
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runAutoTest(devID, argv, ref_file);
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// check result of Cuda step
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checkResultCuda(argc, argv, mesh_vbo);
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cudaFree(d_vbo_buffer);
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d_vbo_buffer = NULL;
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} else {
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// this would use command-line specified CUDA device, note that CUDA
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// defaults to highest Gflops/s device
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if (checkCmdLineFlag(argc, (const char **)argv, "device"))
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error_exit("Device setting not yet implemented!\n");
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// create X11 window and set up associated OpenGL ES context
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graphics_setup_window(0, 0, window_width, window_height, sSDKsample);
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InitGraphicsState(); // set up GLES stuff
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glClearColor(0, 0.5, 1, 1); // blue-ish background
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glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
// printf("WP%d\n", __LINE__);
|
|
graphics_swap_buffers();
|
|
|
|
XEvent event;
|
|
KeySym key;
|
|
char text[255];
|
|
|
|
int frame = 0;
|
|
|
|
while (frame < 100000) {
|
|
if (XPending(display)) {
|
|
XNextEvent(display, &event);
|
|
|
|
if (event.type == Expose && event.xexpose.count == 0) {
|
|
printf("Redraw requested!\n");
|
|
}
|
|
if (event.type == KeyPress &&
|
|
XLookupString(&event.xkey, text, 255, &key, 0) == 1) {
|
|
if (text[0] == 27) goto label_stop_x;
|
|
|
|
printf("You pressed the %c key!\n", text[0]);
|
|
}
|
|
|
|
if (event.type == ButtonPress) {
|
|
printf("Mouse button %d press at (%d,%d)\n", event.xbutton.button,
|
|
event.xbutton.x, event.xbutton.y);
|
|
|
|
if (event.xbutton.button == Button1) gui_mode = GUI_TRANSLATE;
|
|
if (event.xbutton.button == Button3) gui_mode = GUI_ROTATE;
|
|
mouse_old_x = event.xbutton.x;
|
|
mouse_old_y = event.xbutton.y;
|
|
}
|
|
|
|
if (event.type == ButtonRelease) {
|
|
printf("Mouse button %d released at (%d,%d)\n", event.xbutton.button,
|
|
event.xbutton.x, event.xbutton.y);
|
|
|
|
gui_mode = GUI_IDLE;
|
|
mouse_old_x = event.xbutton.x;
|
|
mouse_old_y = event.xbutton.y;
|
|
}
|
|
|
|
if (event.type == MotionNotify) {
|
|
// printf("Mouse motion towards %d %d, GUI mode is 0x%x\n",
|
|
// event.xmotion.x, event.xmotion.y, gui_mode);
|
|
float dx, dy;
|
|
dx = (float)(event.xmotion.x - mouse_old_x);
|
|
dy = (float)(event.xmotion.y - mouse_old_y);
|
|
|
|
if (gui_mode == GUI_ROTATE) {
|
|
rotate_x += dy * 0.2f;
|
|
rotate_y += dx * 0.2f;
|
|
printf("rot x %f y %f\n", rotate_x, rotate_y);
|
|
}
|
|
if (gui_mode == GUI_TRANSLATE) {
|
|
translate_z += dy * 0.01f;
|
|
printf("translate z %f\n", translate_z);
|
|
}
|
|
|
|
mouse_old_x = event.xmotion.x;
|
|
mouse_old_y = event.xmotion.y;
|
|
}
|
|
}
|
|
|
|
display_thisframe(0.010);
|
|
usleep(1000); // need not take full CPU and GPU
|
|
|
|
graphics_swap_buffers();
|
|
// printf("frame %d\n",frame++);
|
|
}
|
|
|
|
label_stop_x:
|
|
// 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);
|
|
}
|