-
Notifications
You must be signed in to change notification settings - Fork 37
/
Copy pathmain.cpp
236 lines (196 loc) · 6.44 KB
/
main.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
#include <cstdio>
#include <sstream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <cuda_runtime_api.h>
#include <cuda_gl_interop.h>
#include "main.hpp"
/**
* C main function.
*/
int main(int argc, char* argv[]) {
// TODO: Change this line to use your name!
m_yourName = "Weiqi Chen";
if (init(argc, argv)) {
mainLoop();
}
return 0;
}
/**
* Initialization of CUDA and GLFW.
*/
bool init(int argc, char **argv) {
// Set window title to "Student Name: [SM 2.0] GPU Name"
std::string deviceName;
cudaDeviceProp deviceProp;
int gpuDevice = 0;
int device_count = 0;
cudaGetDeviceCount(&device_count);
if (gpuDevice > device_count) {
std::cout << "Error: GPU device number is greater than the number of devices!" <<
"Perhaps a CUDA-capable GPU is not installed?" << std::endl;
return false;
}
cudaGetDeviceProperties(&deviceProp, gpuDevice);
m_major = deviceProp.major;
m_minor = deviceProp.minor;
std::ostringstream ss;
ss << m_yourName << ": [SM " << m_major << "." << m_minor << "] " << deviceProp.name;
deviceName = ss.str();
// Window setup stuff
glfwSetErrorCallback(errorCallback);
if (!glfwInit()) {
return false;
}
m_width = 800;
m_height = 800;
m_window = glfwCreateWindow(m_width, m_height, deviceName.c_str(), NULL, NULL);
if (!m_window) {
glfwTerminate();
return false;
}
glfwMakeContextCurrent(m_window);
glfwSetKeyCallback(m_window, keyCallback);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
return false;
}
// init all of the things
initVAO();
initTextures();
initCUDA();
initPBO(&m_pbo);
GLuint passthroughProgram;
passthroughProgram = initShader();
glUseProgram(passthroughProgram);
glActiveTexture(GL_TEXTURE0);
return true;
}
void initPBO(GLuint *pbo) {
if (pbo) {
// set up vertex data parameter
int num_texels = m_width * m_height;
int num_values = num_texels * 4;
size_t 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 initVAO() {
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)m_positionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(m_positionLocation);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoords), texCoords, GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)m_texCoordsLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(m_texCoordsLocation);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexBufferObjID[2]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
}
void initCUDA() {
// Default to device ID 0. If you have more than one GPU and want to test a non-default one,
// change the device ID.
cudaGLSetGLDevice(0);
// Clean up on program exit
atexit(cleanupCUDA);
}
void initTextures() {
glGenTextures(1, &m_image);
glBindTexture(GL_TEXTURE_2D, m_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, m_width, m_height, 0, GL_BGRA,
GL_UNSIGNED_BYTE, NULL);
}
GLuint initShader() {
const char *attributeLocations[] = { "Position", "Tex" };
GLuint program = glslUtility::createDefaultProgram(attributeLocations, 2);
GLint location;
glUseProgram(program);
if ((location = glGetUniformLocation(program, "u_image")) != -1) {
glUniform1i(location, 0);
}
return program;
}
// ====================================
// Main loop 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, m_pbo);
// Execute the kernel
kernelVersionVis(dptr, m_width, m_height, m_major, m_minor);
// Unmap buffer object
cudaGLUnmapBufferObject(m_pbo);
}
void mainLoop() {
while (!glfwWindowShouldClose(m_window)) {
glfwPollEvents();
runCUDA();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, m_pbo);
glBindTexture(GL_TEXTURE_2D, m_image);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_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);
glfwSwapBuffers(m_window);
}
glfwDestroyWindow(m_window);
glfwTerminate();
}
void errorCallback(int error, const char *description) {
fprintf(stderr, "error %d: %s\n", error, description);
}
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
// ====================================
// Clean-up stuff
// ====================================
void cleanupCUDA() {
if (m_pbo) {
deletePBO(&m_pbo);
}
if (m_image) {
deleteTexture(&m_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;
}