SWDEV-291787 - Update files with proper EOL

Change-Id: I3be96a3bb7d1d944f3a14b595df8ec533af6f953


[ROCm/clr commit: 82156484b4]
This commit is contained in:
Julia Jiang
2021-07-07 18:03:52 -04:00
parent 748680e8a6
commit 318fd353de
268 changed files with 45780 additions and 45780 deletions
@@ -18,281 +18,281 @@
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE. */
#include "OCLGLMsaaTexture.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
const static char* strKernel =
"__kernel void gl_msaa_test( __global uint4 *output, read_only "
"image2d_msaa_t source, unsigned int numSamples){ \n"
" int tidX = get_global_id(0);\n"
" int tidY = get_global_id(1);\n"
" for (int i = 0 ; i < numSamples ; i++) {\n"
" uint4 value = read_imageui( source, (int2)( tidX, tidY ) ,i);\n"
" int index = (tidY * get_image_width( source ) + tidX)*numSamples + "
"i;\n"
" output[ index ] = value;\n"
" }\n"
"}\n";
const static char* glDownSampleShader =
"uniform sampler2DMS MsaaTex;\n"
"uniform int numSamples;\n"
"uniform ivec2 resolution;\n"
"\n"
"varying vec4 gl_TexCoord[ ]; \n"
"\n"
"void main(void)\n"
"{\n"
" vec4 accum = vec4(0.0,0.0,0.0,0.0);\n"
" ivec2 coord = ivec2(resolution * gl_TexCoord[0].xy) ;\n"
" for ( int i = 0 ; i < numSamples ; i++)\n"
" {\n"
" accum += texelFetch(MsaaTex,coord,i);\n"
" }\n"
" accum /= numSamples;\n"
" \n"
" \n"
" \n"
" gl_FragColor = accum;\n"
"}";
OCLGLMsaaTexture::OCLGLMsaaTexture()
: msaaDepthBuffer_(0),
msaaFrameBufferOBJ_(0),
msaaColorBuffer_(0),
glShader_(0),
glprogram_(0),
clOutputBuffer_(0),
clMsaa_(0),
pGLOutput_(0),
pCLOutput_(0) {
_numSubTests = 1;
_currentTest = 0;
}
OCLGLMsaaTexture::~OCLGLMsaaTexture() {}
void OCLGLMsaaTexture::open(unsigned int test, char* units, double& conversion,
unsigned int deviceId) {
OCLGLCommon::open(test, units, conversion, deviceId);
if (_errorFlag) return;
_currentTest = test;
// Build the kernel
program_ = _wrapper->clCreateProgramWithSource(context_, 1, &strKernel, NULL,
&error_);
CHECK_RESULT((error_ != CL_SUCCESS),
"clCreateProgramWithSource() failed (%d)", error_);
error_ = _wrapper->clBuildProgram(program_, 1, &devices_[deviceId], NULL,
NULL, NULL);
if (error_ != CL_SUCCESS) {
char programLog[1024];
_wrapper->clGetProgramBuildInfo(program_, devices_[deviceId],
CL_PROGRAM_BUILD_LOG, 1024, programLog, 0);
printf("\n%s\n", programLog);
fflush(stdout);
}
CHECK_RESULT((error_ != CL_SUCCESS), "clBuildProgram() failed (%d)", error_);
kernel_ = _wrapper->clCreateKernel(program_, "gl_msaa_test", &error_);
CHECK_RESULT((error_ != CL_SUCCESS), "clCreateKernel() failed (%d)", error_);
}
void OCLGLMsaaTexture::run(void) {
if (_errorFlag) {
return;
}
bool retVal;
switch (_currentTest) {
case 0:
retVal = testMsaaRead(GL_RGBA, 2);
break;
default:
CHECK_RESULT(true, "unsupported test number\n");
}
CHECK_RESULT((retVal != true), "cl-gl depth test failed ");
}
unsigned int OCLGLMsaaTexture::close(void) {
if (pGLOutput_) {
free(pGLOutput_);
pGLOutput_ = NULL;
}
if (pCLOutput_) {
free(pCLOutput_);
pCLOutput_ = NULL;
}
clReleaseMemObject(clMsaa_);
clReleaseMemObject(clOutputBuffer_);
glFinish();
// unbind the texture and frame buffer.
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
// clean gl resources
glDeleteFramebuffers(1, &msaaFrameBufferOBJ_);
msaaFrameBufferOBJ_ = 0;
glDeleteTextures(1, &msaaColorBuffer_);
msaaColorBuffer_ = 0;
glDeleteTextures(1, &msaaDepthBuffer_);
msaaDepthBuffer_ = 0;
glDeleteProgram(glprogram_);
glDeleteShader(glShader_);
return OCLGLCommon::close();
}
bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
unsigned int numSamples) {
size_t dimSizes[] = {c_dimSize, c_dimSize};
unsigned int bufferSize = c_dimSize * c_dimSize * 4;
bool retVal = false;
createGLFragmentProgramFromSource(glDownSampleShader, glShader_, glprogram_);
/////////////////////
// create msaa FBO //
/////////////////////
glGenFramebuffers(1, &msaaFrameBufferOBJ_);
glBindFramebuffer(GL_FRAMEBUFFER, msaaFrameBufferOBJ_);
// create textures
glGenTextures(1, &msaaColorBuffer_);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaColorBuffer_);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA8,
c_dimSize, c_dimSize, GL_TRUE);
glGenTextures(1, &msaaDepthBuffer_);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaDepthBuffer_);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples,
GL_DEPTH_COMPONENT24, c_dimSize, c_dimSize, GL_TRUE);
//
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, msaaColorBuffer_,
0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, msaaDepthBuffer_,
0);
// verify all resource allocations are well.
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (GL_FRAMEBUFFER_COMPLETE != status) {
return false;
}
// set up gl state machine
glViewport(0, 0, c_dimSize, c_dimSize); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(30.0f, (GLfloat)c_dimSize / (GLfloat)c_dimSize, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
// The Type Of Depth Testing To Do
glClear(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glBegin(GL_QUADS); // Draw A Quad
glVertex3f(-1.0f, 1.0f, -6.0f); // Top Left
glVertex3f(1.0f, 1.0f, -6.0f); // Top Right
glVertex3f(1.0f, -1.0f, -3.0f); // Bottom Right
glVertex3f(-1.0f, -1.0f, -3.0f); // Bottom Left
glEnd();
glFinish();
cl_int error;
clOutputBuffer_ = _wrapper->clCreateBuffer(context_, CL_MEM_WRITE_ONLY,
bufferSize, NULL, &error);
if (CL_SUCCESS != error) return false;
clMsaa_ = _wrapper->clCreateFromGLTexture(context_, CL_MEM_READ_WRITE,
GL_TEXTURE_2D_MULTISAMPLE, 0,
msaaColorBuffer_, &error);
if (CL_SUCCESS != error) return false;
GLsizei samples;
error = _wrapper->clGetGLTextureInfo(clMsaa_, CL_GL_NUM_SAMPLES,
sizeof(samples), &samples, NULL);
error = _wrapper->clEnqueueAcquireGLObjects(cmdQueues_[_deviceId], 1,
&clMsaa_, 0, NULL, NULL);
if (CL_SUCCESS != error) return false;
_wrapper->clSetKernelArg(kernel_, 0, sizeof(cl_mem), &clOutputBuffer_);
_wrapper->clSetKernelArg(kernel_, 1, sizeof(cl_mem), &clMsaa_);
_wrapper->clSetKernelArg(kernel_, 2, sizeof(unsigned int), &numSamples);
_wrapper->clEnqueueNDRangeKernel(cmdQueues_[_deviceId], kernel_, 2, NULL,
dimSizes, NULL, 0, NULL, NULL);
_wrapper->clEnqueueReleaseGLObjects(cmdQueues_[_deviceId], 1, &clMsaa_, 0,
NULL, NULL);
pGLOutput_ = (unsigned int*)malloc(bufferSize);
pCLOutput_ = (unsigned int*)malloc(bufferSize);
_wrapper->clEnqueueReadBuffer(cmdQueues_[_deviceId], clOutputBuffer_, CL_TRUE,
0, bufferSize, pCLOutput_, 0, NULL, NULL);
// down sample
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaColorBuffer_);
glUseProgram(glprogram_);
glUniform1i(glGetUniformLocation(glprogram_, "numSamples"), numSamples);
glUniform2i(glGetUniformLocation(glprogram_, "resolution"), c_dimSize,
c_dimSize);
glUniform1i(glGetUniformLocation(glprogram_, "MsaaTex"), 0);
// printOpenGLError();
glBegin(GL_QUADS);
glVertex2f(-1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glUseProgram(0);
glReadPixels(0, 0, c_dimSize, c_dimSize, GL_BGRA, GL_UNSIGNED_BYTE,
pGLOutput_);
if (absDiff(pGLOutput_, pCLOutput_, c_dimSize)) retVal = true;
return retVal;
}
bool OCLGLMsaaTexture::absDiff(unsigned int* pGLBuffer, unsigned int* pCLBuffer,
const unsigned int c_dimSize) {
bool retVal = true;
for (unsigned int i = 0; i < c_dimSize * c_dimSize; i++) {
char clPixel[4];
char glPixel[4];
char diff[4] = {0};
memcpy(clPixel, &(pCLBuffer[i]), sizeof(clPixel));
memcpy(glPixel, &(pGLBuffer[i]), sizeof(glPixel));
for (int j = 0; j < 4; j++) {
diff[j] = abs(clPixel[j] - glPixel[i]);
if (diff[j] > 10) retVal = false;
}
}
return retVal;
}
#include "OCLGLMsaaTexture.h"
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
const static char* strKernel =
"__kernel void gl_msaa_test( __global uint4 *output, read_only "
"image2d_msaa_t source, unsigned int numSamples){ \n"
" int tidX = get_global_id(0);\n"
" int tidY = get_global_id(1);\n"
" for (int i = 0 ; i < numSamples ; i++) {\n"
" uint4 value = read_imageui( source, (int2)( tidX, tidY ) ,i);\n"
" int index = (tidY * get_image_width( source ) + tidX)*numSamples + "
"i;\n"
" output[ index ] = value;\n"
" }\n"
"}\n";
const static char* glDownSampleShader =
"uniform sampler2DMS MsaaTex;\n"
"uniform int numSamples;\n"
"uniform ivec2 resolution;\n"
"\n"
"varying vec4 gl_TexCoord[ ]; \n"
"\n"
"void main(void)\n"
"{\n"
" vec4 accum = vec4(0.0,0.0,0.0,0.0);\n"
" ivec2 coord = ivec2(resolution * gl_TexCoord[0].xy) ;\n"
" for ( int i = 0 ; i < numSamples ; i++)\n"
" {\n"
" accum += texelFetch(MsaaTex,coord,i);\n"
" }\n"
" accum /= numSamples;\n"
" \n"
" \n"
" \n"
" gl_FragColor = accum;\n"
"}";
OCLGLMsaaTexture::OCLGLMsaaTexture()
: msaaDepthBuffer_(0),
msaaFrameBufferOBJ_(0),
msaaColorBuffer_(0),
glShader_(0),
glprogram_(0),
clOutputBuffer_(0),
clMsaa_(0),
pGLOutput_(0),
pCLOutput_(0) {
_numSubTests = 1;
_currentTest = 0;
}
OCLGLMsaaTexture::~OCLGLMsaaTexture() {}
void OCLGLMsaaTexture::open(unsigned int test, char* units, double& conversion,
unsigned int deviceId) {
OCLGLCommon::open(test, units, conversion, deviceId);
if (_errorFlag) return;
_currentTest = test;
// Build the kernel
program_ = _wrapper->clCreateProgramWithSource(context_, 1, &strKernel, NULL,
&error_);
CHECK_RESULT((error_ != CL_SUCCESS),
"clCreateProgramWithSource() failed (%d)", error_);
error_ = _wrapper->clBuildProgram(program_, 1, &devices_[deviceId], NULL,
NULL, NULL);
if (error_ != CL_SUCCESS) {
char programLog[1024];
_wrapper->clGetProgramBuildInfo(program_, devices_[deviceId],
CL_PROGRAM_BUILD_LOG, 1024, programLog, 0);
printf("\n%s\n", programLog);
fflush(stdout);
}
CHECK_RESULT((error_ != CL_SUCCESS), "clBuildProgram() failed (%d)", error_);
kernel_ = _wrapper->clCreateKernel(program_, "gl_msaa_test", &error_);
CHECK_RESULT((error_ != CL_SUCCESS), "clCreateKernel() failed (%d)", error_);
}
void OCLGLMsaaTexture::run(void) {
if (_errorFlag) {
return;
}
bool retVal;
switch (_currentTest) {
case 0:
retVal = testMsaaRead(GL_RGBA, 2);
break;
default:
CHECK_RESULT(true, "unsupported test number\n");
}
CHECK_RESULT((retVal != true), "cl-gl depth test failed ");
}
unsigned int OCLGLMsaaTexture::close(void) {
if (pGLOutput_) {
free(pGLOutput_);
pGLOutput_ = NULL;
}
if (pCLOutput_) {
free(pCLOutput_);
pCLOutput_ = NULL;
}
clReleaseMemObject(clMsaa_);
clReleaseMemObject(clOutputBuffer_);
glFinish();
// unbind the texture and frame buffer.
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
// clean gl resources
glDeleteFramebuffers(1, &msaaFrameBufferOBJ_);
msaaFrameBufferOBJ_ = 0;
glDeleteTextures(1, &msaaColorBuffer_);
msaaColorBuffer_ = 0;
glDeleteTextures(1, &msaaDepthBuffer_);
msaaDepthBuffer_ = 0;
glDeleteProgram(glprogram_);
glDeleteShader(glShader_);
return OCLGLCommon::close();
}
bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
unsigned int numSamples) {
size_t dimSizes[] = {c_dimSize, c_dimSize};
unsigned int bufferSize = c_dimSize * c_dimSize * 4;
bool retVal = false;
createGLFragmentProgramFromSource(glDownSampleShader, glShader_, glprogram_);
/////////////////////
// create msaa FBO //
/////////////////////
glGenFramebuffers(1, &msaaFrameBufferOBJ_);
glBindFramebuffer(GL_FRAMEBUFFER, msaaFrameBufferOBJ_);
// create textures
glGenTextures(1, &msaaColorBuffer_);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaColorBuffer_);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA8,
c_dimSize, c_dimSize, GL_TRUE);
glGenTextures(1, &msaaDepthBuffer_);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaDepthBuffer_);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples,
GL_DEPTH_COMPONENT24, c_dimSize, c_dimSize, GL_TRUE);
//
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, msaaColorBuffer_,
0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, msaaDepthBuffer_,
0);
// verify all resource allocations are well.
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (GL_FRAMEBUFFER_COMPLETE != status) {
return false;
}
// set up gl state machine
glViewport(0, 0, c_dimSize, c_dimSize); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(30.0f, (GLfloat)c_dimSize / (GLfloat)c_dimSize, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
// The Type Of Depth Testing To Do
glClear(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glBegin(GL_QUADS); // Draw A Quad
glVertex3f(-1.0f, 1.0f, -6.0f); // Top Left
glVertex3f(1.0f, 1.0f, -6.0f); // Top Right
glVertex3f(1.0f, -1.0f, -3.0f); // Bottom Right
glVertex3f(-1.0f, -1.0f, -3.0f); // Bottom Left
glEnd();
glFinish();
cl_int error;
clOutputBuffer_ = _wrapper->clCreateBuffer(context_, CL_MEM_WRITE_ONLY,
bufferSize, NULL, &error);
if (CL_SUCCESS != error) return false;
clMsaa_ = _wrapper->clCreateFromGLTexture(context_, CL_MEM_READ_WRITE,
GL_TEXTURE_2D_MULTISAMPLE, 0,
msaaColorBuffer_, &error);
if (CL_SUCCESS != error) return false;
GLsizei samples;
error = _wrapper->clGetGLTextureInfo(clMsaa_, CL_GL_NUM_SAMPLES,
sizeof(samples), &samples, NULL);
error = _wrapper->clEnqueueAcquireGLObjects(cmdQueues_[_deviceId], 1,
&clMsaa_, 0, NULL, NULL);
if (CL_SUCCESS != error) return false;
_wrapper->clSetKernelArg(kernel_, 0, sizeof(cl_mem), &clOutputBuffer_);
_wrapper->clSetKernelArg(kernel_, 1, sizeof(cl_mem), &clMsaa_);
_wrapper->clSetKernelArg(kernel_, 2, sizeof(unsigned int), &numSamples);
_wrapper->clEnqueueNDRangeKernel(cmdQueues_[_deviceId], kernel_, 2, NULL,
dimSizes, NULL, 0, NULL, NULL);
_wrapper->clEnqueueReleaseGLObjects(cmdQueues_[_deviceId], 1, &clMsaa_, 0,
NULL, NULL);
pGLOutput_ = (unsigned int*)malloc(bufferSize);
pCLOutput_ = (unsigned int*)malloc(bufferSize);
_wrapper->clEnqueueReadBuffer(cmdQueues_[_deviceId], clOutputBuffer_, CL_TRUE,
0, bufferSize, pCLOutput_, 0, NULL, NULL);
// down sample
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaColorBuffer_);
glUseProgram(glprogram_);
glUniform1i(glGetUniformLocation(glprogram_, "numSamples"), numSamples);
glUniform2i(glGetUniformLocation(glprogram_, "resolution"), c_dimSize,
c_dimSize);
glUniform1i(glGetUniformLocation(glprogram_, "MsaaTex"), 0);
// printOpenGLError();
glBegin(GL_QUADS);
glVertex2f(-1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glUseProgram(0);
glReadPixels(0, 0, c_dimSize, c_dimSize, GL_BGRA, GL_UNSIGNED_BYTE,
pGLOutput_);
if (absDiff(pGLOutput_, pCLOutput_, c_dimSize)) retVal = true;
return retVal;
}
bool OCLGLMsaaTexture::absDiff(unsigned int* pGLBuffer, unsigned int* pCLBuffer,
const unsigned int c_dimSize) {
bool retVal = true;
for (unsigned int i = 0; i < c_dimSize * c_dimSize; i++) {
char clPixel[4];
char glPixel[4];
char diff[4] = {0};
memcpy(clPixel, &(pCLBuffer[i]), sizeof(clPixel));
memcpy(glPixel, &(pGLBuffer[i]), sizeof(glPixel));
for (int j = 0; j < 4; j++) {
diff[j] = abs(clPixel[j] - glPixel[i]);
if (diff[j] > 10) retVal = false;
}
}
return retVal;
}