SWDEV-470698 - fix formatting, add format check workflow (#657)

This commit is contained in:
Danylo Lytovchenko
2025-08-20 16:28:06 +02:00
committed by GitHub
parent 5840940caa
commit f7338717ae
1574 changed files with 162972 additions and 199346 deletions
@@ -84,17 +84,14 @@ void OCLGLMsaaTexture::open(unsigned int test, char* units, double& conversion,
_currentTest = test;
// Build the kernel
program_ = _wrapper->clCreateProgramWithSource(context_, 1, &strKernel, NULL,
&error_);
CHECK_RESULT((error_ != CL_SUCCESS),
"clCreateProgramWithSource() failed (%d)", error_);
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);
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);
_wrapper->clGetProgramBuildInfo(program_, devices_[deviceId], CL_PROGRAM_BUILD_LOG, 1024,
programLog, 0);
printf("\n%s\n", programLog);
fflush(stdout);
}
@@ -154,8 +151,7 @@ unsigned int OCLGLMsaaTexture::close(void) {
return OCLGLCommon::close();
}
bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
unsigned int numSamples) {
bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat, unsigned int numSamples) {
size_t dimSizes[] = {c_dimSize, c_dimSize};
unsigned int bufferSize = c_dimSize * c_dimSize * 4;
@@ -171,19 +167,17 @@ bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
// 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);
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);
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);
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);
@@ -199,32 +193,27 @@ bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
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
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);
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);
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->clGetGLTextureInfo(clMsaa_, CL_GL_NUM_SAMPLES, sizeof(samples), &samples, NULL);
error = _wrapper->clEnqueueAcquireGLObjects(cmdQueues_[_deviceId], 1,
&clMsaa_, 0, NULL, 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_);
@@ -233,17 +222,16 @@ bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
_wrapper->clSetKernelArg(kernel_, 2, sizeof(unsigned int), &numSamples);
_wrapper->clEnqueueNDRangeKernel(cmdQueues_[_deviceId], kernel_, 2, NULL,
dimSizes, NULL, 0, NULL, NULL);
_wrapper->clEnqueueNDRangeKernel(cmdQueues_[_deviceId], kernel_, 2, NULL, dimSizes, NULL, 0, NULL,
NULL);
_wrapper->clEnqueueReleaseGLObjects(cmdQueues_[_deviceId], 1, &clMsaa_, 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);
_wrapper->clEnqueueReadBuffer(cmdQueues_[_deviceId], clOutputBuffer_, CL_TRUE, 0, bufferSize,
pCLOutput_, 0, NULL, NULL);
// down sample
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -251,8 +239,7 @@ bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
glUseProgram(glprogram_);
glUniform1i(glGetUniformLocation(glprogram_, "numSamples"), numSamples);
glUniform2i(glGetUniformLocation(glprogram_, "resolution"), c_dimSize,
c_dimSize);
glUniform2i(glGetUniformLocation(glprogram_, "resolution"), c_dimSize, c_dimSize);
glUniform1i(glGetUniformLocation(glprogram_, "MsaaTex"), 0);
// printOpenGLError();
@@ -271,8 +258,7 @@ bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glUseProgram(0);
glReadPixels(0, 0, c_dimSize, c_dimSize, GL_BGRA, GL_UNSIGNED_BYTE,
pGLOutput_);
glReadPixels(0, 0, c_dimSize, c_dimSize, GL_BGRA, GL_UNSIGNED_BYTE, pGLOutput_);
if (absDiff(pGLOutput_, pCLOutput_, c_dimSize)) retVal = true;