mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-24 18:49:18 +08:00
748 lines
22 KiB
C++
748 lines
22 KiB
C++
/* 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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// USE_TEXSUBIMAGE2D uses 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 = "simpleCUDA2GL";
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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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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 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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char *ref_file = NULL;
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bool enable_cuda = true;
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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 rendering")
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#endif
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GLuint shDraw;
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////////////////////////////////////////////////////////////////////////////////
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extern "C" void launch_cudaProcess(dim3 grid, dim3 block, int sbytes,
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unsigned int *g_odata, int imgw);
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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 deleteTexture(GLuint *tex);
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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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#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_draw_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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"out uvec4 FragColor;\n"
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"void main()\n"
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"{"
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" FragColor = uvec4(gl_Color.xyz * 255.0, 255.0);\n"
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"}\n";
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#endif
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// copy image and process using CUDA
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void generateCUDAImage() {
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// run the Cuda kernel
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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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// 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(image_width / block.x, image_height / block.y, 1);
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// execute CUDA kernel
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launch_cudaProcess(grid, block, 0, out_data, image_width);
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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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checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_pbo_dest_resource, 0));
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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
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#ifndef USE_TEXSUBIMAGE2D
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glUseProgram(shDrawTex);
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GLint id = glGetUniformLocation(shDrawTex, "texImage");
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glUniform1i(id, 0); // texture unit 0 to "texImage"
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SDK_CHECK_ERROR_GL();
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#endif
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 0.0);
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glVertex3f(-1.0, -1.0, 0.5);
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glTexCoord2f(1.0, 0.0);
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glVertex3f(1.0, -1.0, 0.5);
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glTexCoord2f(1.0, 1.0);
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glVertex3f(1.0, 1.0, 0.5);
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glTexCoord2f(0.0, 1.0);
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glVertex3f(-1.0, 1.0, 0.5);
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glEnd();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glDisable(GL_TEXTURE_2D);
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#ifndef USE_TEXSUBIMAGE2D
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glUseProgram(0);
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#endif
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SDK_CHECK_ERROR_GL();
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Display callback
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////////////////////////////////////////////////////////////////////////////////
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void display() {
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sdkStartTimer(&timer);
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if (enable_cuda) {
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generateCUDAImage();
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displayImage(tex_cudaResult);
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}
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// NOTE: I needed to add this call so the timing is consistent.
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// Need to investigate why
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cudaDeviceSynchronize();
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sdkStopTimer(&timer);
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// flip backbuffer
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glutSwapBuffers();
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// If specified, Check rendering against reference,
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if (ref_file && g_CheckRender && g_CheckRender->IsQAReadback()) {
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static int pass = 0;
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if (pass > 0) {
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g_CheckRender->readback(window_width, window_height);
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char currentOutputPPM[256];
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sprintf(currentOutputPPM, "kilt.ppm");
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g_CheckRender->savePPM(currentOutputPPM, true, NULL);
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if (!g_CheckRender->PPMvsPPM(currentOutputPPM,
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sdkFindFilePath(ref_file, pArgv[0]),
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MAX_EPSILON, 0.30f)) {
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g_TotalErrors++;
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}
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Cleanup((g_TotalErrors == 0) ? EXIT_SUCCESS : EXIT_FAILURE);
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}
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pass++;
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}
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// Update fps counter, fps/title display and log
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if (++fpsCount == fpsLimit) {
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char cTitle[256];
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float fps = 1000.0f / sdkGetAverageTimerValue(&timer);
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sprintf(cTitle, "CUDA GL Post Processing (%d x %d): %.1f fps", window_width,
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window_height, fps);
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glutSetWindowTitle(cTitle);
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// printf("%s\n", cTitle);
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fpsCount = 0;
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fpsLimit = (int)((fps > 1.0f) ? fps : 1.0f);
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sdkResetTimer(&timer);
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}
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}
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void timerEvent(int value) {
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glutPostRedisplay();
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glutTimerFunc(REFRESH_DELAY, timerEvent, 0);
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}
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////////////////////////////////////////////////////////////////////////////////
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//! Keyboard events handler
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////////////////////////////////////////////////////////////////////////////////
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void keyboard(unsigned char key, int /*x*/, int /*y*/) {
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switch (key) {
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case (27):
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Cleanup(EXIT_SUCCESS);
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break;
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case ' ':
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enable_cuda ^= 1;
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#ifdef USE_TEXTURE_RGBA8UI
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if (enable_cuda) {
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glClearColorIuiEXT(128, 128, 128, 255);
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} else {
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glClearColor(0.5, 0.5, 0.5, 1.0);
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}
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#endif
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break;
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}
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}
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void reshape(int w, int h) {
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window_width = w;
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window_height = h;
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}
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void mainMenu(int i) { keyboard((unsigned char)i, 0, 0); }
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////////////////////////////////////////////////////////////////////////////////
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//!
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////////////////////////////////////////////////////////////////////////////////
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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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// create a texture
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glGenTextures(1, tex_cudaResult);
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glBindTexture(GL_TEXTURE_2D, *tex_cudaResult);
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// set basic parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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#ifdef USE_TEXSUBIMAGE2D
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, size_x, size_y, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, NULL);
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SDK_CHECK_ERROR_GL();
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#else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI_EXT, size_x, size_y, 0,
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GL_RGBA_INTEGER_EXT, GL_UNSIGNED_BYTE, NULL);
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SDK_CHECK_ERROR_GL();
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// register this texture with CUDA
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checkCudaErrors(cudaGraphicsGLRegisterImage(
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&cuda_tex_result_resource, *tex_cudaResult, GL_TEXTURE_2D,
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cudaGraphicsMapFlagsWriteDiscard));
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#endif
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}
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////////////////////////////////////////////////////////////////////////////////
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//!
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////////////////////////////////////////////////////////////////////////////////
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void deleteTexture(GLuint *tex) {
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glDeleteTextures(1, tex);
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SDK_CHECK_ERROR_GL();
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*tex = 0;
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}
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////////////////////////////////////////////////////////////////////////////////
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// Program main
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////////////////////////////////////////////////////////////////////////////////
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int main(int argc, char **argv) {
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#if defined(__linux__)
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char *Xstatus = getenv("DISPLAY");
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if (Xstatus == NULL) {
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printf("Waiving execution as X server is not running\n");
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exit(EXIT_WAIVED);
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}
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setenv("DISPLAY", ":0", 0);
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#endif
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printf("%s Starting...\n\n", argv[0]);
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if (checkCmdLineFlag(argc, (const char **)argv, "file")) {
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getCmdLineArgumentString(argc, (const char **)argv, "file", &ref_file);
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}
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pArgc = &argc;
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pArgv = argv;
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|
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// use command-line specified CUDA device, otherwise use device with highest
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// Gflops/s
|
|
if (checkCmdLineFlag(argc, (const char **)argv, "device")) {
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printf("[%s]\n", argv[0]);
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printf(" Does not explicitly support -device=n\n");
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printf(
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" This sample requires OpenGL. Only -file=<reference> are "
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"supported\n");
|
|
printf("exiting...\n");
|
|
exit(EXIT_WAIVED);
|
|
}
|
|
|
|
if (ref_file) {
|
|
printf("(Test with OpenGL verification)\n");
|
|
runStdProgram(argc, argv);
|
|
} else {
|
|
printf("(Interactive OpenGL Demo)\n");
|
|
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);
|
|
|
|
if (iGLUTWindowHandle) {
|
|
glutDestroyWindow(iGLUTWindowHandle);
|
|
}
|
|
|
|
// finalize logs and leave
|
|
printf("simpleCUDA2GL Exiting...\n");
|
|
}
|
|
|
|
void Cleanup(int iExitCode) {
|
|
FreeResource();
|
|
printf("PPM Images are %s\n",
|
|
(iExitCode == EXIT_SUCCESS) ? "Matching" : "Not Matching");
|
|
exit(iExitCode);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//!
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
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;
|
|
|
|
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);
|
|
// load shader programs
|
|
shDraw = compileGLSLprogram(NULL, glsl_draw_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 (GL context has been created already)
|
|
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("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[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;
|
|
}
|