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main.cpp
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// CIS565 CUDA Checker: A simple CUDA hello-world style program for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania
// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania
// This file includes code from:
// Rob Farber for CUDA-GL interop, from CUDA Supercomputing For The Masses: http://www.drdobbs.com/architecture-and-design/cuda-supercomputing-for-the-masses-part/222600097
// Varun Sampath and Patrick Cozzi for GLSL Loading, from CIS565 Spring 2012 HW5 at the University of Pennsylvania: http://cis565-spring-2012.github.com/
#include "main.h"
//-------------------------------
//-------------MAIN--------------
//-------------------------------
int main(int argc, char* argv[]){
//Change this line to use your name!
yourName = "Ashima Gupta";
init(argc, argv);
initVAO();
initTextures();
initCuda();
GLuint passthroughProgram;
passthroughProgram = initShader("shaders/passthroughVS.glsl", "shaders/passthroughFS.glsl");
glUseProgram(passthroughProgram);
glActiveTexture(GL_TEXTURE0);
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}
//-------------------------------
//---------RUNTIME STUFF---------
//-------------------------------
void runCuda(){
// Map OpenGL buffer object for writing from CUDA on a single GPU
// No data is moved (Win & Linux). When mapped to CUDA, OpenGL should not use this buffer
uchar4 *dptr=NULL;
cudaGLMapBufferObject((void**)&dptr, pbo);
// Execute the kernel
cudaKernel(dptr, width, height, major, minor);
// Unmap buffer object
cudaGLUnmapBufferObject(pbo);
}
void display(){
runCuda();
glBindBuffer( GL_PIXEL_UNPACK_BUFFER, pbo);
glBindTexture(GL_TEXTURE_2D, image);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glClear(GL_COLOR_BUFFER_BIT);
// VAO, shader program, and texture already bound
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glutPostRedisplay();
glutSwapBuffers();
}
void keyboard(unsigned char key, int x, int y)
{
std::cout << key << std::endl;
switch (key)
{
case(27):
exit(1);
break;
}
}
//-------------------------------
//----------SETUP STUFF----------
//-------------------------------
void init(int argc, char* argv[]){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(width, height);
// Set window title to "Student Name: GPU Name"
string deviceName;
cudaDeviceProp deviceProp;
int gpudevice = 0;
int device_count = 0;
cudaGetDeviceCount( &device_count);
if (gpudevice > device_count)
{
printf("Error: GPU device number is greater than the number of devices! Perhaps a CUDA-capable GPU is not installed?\n");
exit(1);
}
cudaGetDeviceProperties(&deviceProp, gpudevice);
deviceName = deviceProp.name;
deviceName = yourName + ": " + deviceProp.name;
major = deviceProp.major;
minor = deviceProp.minor;
glutCreateWindow(deviceName.c_str());
// Init GLEW
glewInit();
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
std::cout << "glewInit failed, aborting." << std::endl;
exit (1);
}
}
void initPBO(GLuint* pbo){
if (pbo) {
// set up vertex data parameter
int num_texels = width*height;
int num_values = num_texels * 4;
int size_tex_data = sizeof(GLubyte) * num_values;
// Generate a buffer ID called a PBO (Pixel Buffer Object)
glGenBuffers(1,pbo);
// Make this the current UNPACK buffer (OpenGL is state-based)
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, *pbo);
// Allocate data for the buffer. 4-channel 8-bit image
glBufferData(GL_PIXEL_UNPACK_BUFFER, size_tex_data, NULL, GL_DYNAMIC_COPY);
cudaGLRegisterBufferObject( *pbo );
}
}
void initCuda(){
// Use device with highest Gflops/s
cudaGLSetGLDevice( cutGetMaxGflopsDeviceId() );
initPBO(&pbo);
// Clean up on program exit
atexit(cleanupCuda);
runCuda();
}
void initTextures(){
glGenTextures(1,&image);
glBindTexture(GL_TEXTURE_2D, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA,
GL_UNSIGNED_BYTE, NULL);
}
void initVAO(void){
GLfloat vertices[] =
{
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f,
};
GLfloat texcoords[] =
{
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
GLushort indices[] = { 0, 1, 3, 3, 1, 2 };
GLuint vertexBufferObjID[3];
glGenBuffers(3, vertexBufferObjID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)positionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)texcoordsLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(texcoordsLocation);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexBufferObjID[2]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
}
GLuint initShader(const char *vertexShaderPath, const char *fragmentShaderPath){
GLuint program = glslUtility::createProgram(vertexShaderPath, fragmentShaderPath, attributeLocations, 2);
GLint location;
glUseProgram(program);
if ((location = glGetUniformLocation(program, "u_image")) != -1)
{
glUniform1i(location, 0);
}
return program;
}
//-------------------------------
//---------CLEANUP STUFF---------
//-------------------------------
void cleanupCuda(){
if(pbo) deletePBO(&pbo);
if(image) deleteTexture(&image);
}
void deletePBO(GLuint* pbo){
if (pbo) {
// unregister this buffer object with CUDA
cudaGLUnregisterBufferObject(*pbo);
glBindBuffer(GL_ARRAY_BUFFER, *pbo);
glDeleteBuffers(1, pbo);
*pbo = (GLuint)NULL;
}
}
void deleteTexture(GLuint* tex){
glDeleteTextures(1, tex);
*tex = (GLuint)NULL;
}