SWDEV-470698 - fix formatting, add format check workflow (#657)
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@@ -84,17 +84,14 @@ void OCLGLMsaaTexture::open(unsigned int test, char* units, double& conversion,
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_currentTest = test;
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// Build the kernel
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program_ = _wrapper->clCreateProgramWithSource(context_, 1, &strKernel, NULL,
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&error_);
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CHECK_RESULT((error_ != CL_SUCCESS),
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"clCreateProgramWithSource() failed (%d)", error_);
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program_ = _wrapper->clCreateProgramWithSource(context_, 1, &strKernel, NULL, &error_);
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CHECK_RESULT((error_ != CL_SUCCESS), "clCreateProgramWithSource() failed (%d)", error_);
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error_ = _wrapper->clBuildProgram(program_, 1, &devices_[deviceId], NULL,
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NULL, NULL);
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error_ = _wrapper->clBuildProgram(program_, 1, &devices_[deviceId], NULL, NULL, NULL);
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if (error_ != CL_SUCCESS) {
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char programLog[1024];
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_wrapper->clGetProgramBuildInfo(program_, devices_[deviceId],
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CL_PROGRAM_BUILD_LOG, 1024, programLog, 0);
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_wrapper->clGetProgramBuildInfo(program_, devices_[deviceId], CL_PROGRAM_BUILD_LOG, 1024,
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programLog, 0);
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printf("\n%s\n", programLog);
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fflush(stdout);
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}
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@@ -154,8 +151,7 @@ unsigned int OCLGLMsaaTexture::close(void) {
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return OCLGLCommon::close();
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}
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bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
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unsigned int numSamples) {
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bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat, unsigned int numSamples) {
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size_t dimSizes[] = {c_dimSize, c_dimSize};
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unsigned int bufferSize = c_dimSize * c_dimSize * 4;
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@@ -171,19 +167,17 @@ bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
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// create textures
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glGenTextures(1, &msaaColorBuffer_);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaColorBuffer_);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA8,
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c_dimSize, c_dimSize, GL_TRUE);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA8, c_dimSize, c_dimSize,
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GL_TRUE);
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glGenTextures(1, &msaaDepthBuffer_);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, msaaDepthBuffer_);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples,
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GL_DEPTH_COMPONENT24, c_dimSize, c_dimSize, GL_TRUE);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_DEPTH_COMPONENT24, c_dimSize,
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c_dimSize, GL_TRUE);
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//
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, msaaColorBuffer_,
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0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, msaaDepthBuffer_,
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0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, msaaColorBuffer_, 0);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, msaaDepthBuffer_, 0);
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// verify all resource allocations are well.
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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@@ -199,32 +193,27 @@ bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
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glLoadIdentity();
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glEnable(GL_DEPTH_TEST);
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// The Type Of Depth Testing To Do
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glClear(GL_COLOR_BUFFER_BIT |
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GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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glBegin(GL_QUADS); // Draw A Quad
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glVertex3f(-1.0f, 1.0f, -6.0f); // Top Left
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glVertex3f(1.0f, 1.0f, -6.0f); // Top Right
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glVertex3f(1.0f, -1.0f, -3.0f); // Bottom Right
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glVertex3f(-1.0f, -1.0f, -3.0f); // Bottom Left
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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glBegin(GL_QUADS); // Draw A Quad
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glVertex3f(-1.0f, 1.0f, -6.0f); // Top Left
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glVertex3f(1.0f, 1.0f, -6.0f); // Top Right
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glVertex3f(1.0f, -1.0f, -3.0f); // Bottom Right
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glVertex3f(-1.0f, -1.0f, -3.0f); // Bottom Left
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glEnd();
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glFinish();
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cl_int error;
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clOutputBuffer_ = _wrapper->clCreateBuffer(context_, CL_MEM_WRITE_ONLY,
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bufferSize, NULL, &error);
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clOutputBuffer_ = _wrapper->clCreateBuffer(context_, CL_MEM_WRITE_ONLY, bufferSize, NULL, &error);
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if (CL_SUCCESS != error) return false;
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clMsaa_ = _wrapper->clCreateFromGLTexture(context_, CL_MEM_READ_WRITE,
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GL_TEXTURE_2D_MULTISAMPLE, 0,
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msaaColorBuffer_, &error);
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clMsaa_ = _wrapper->clCreateFromGLTexture(context_, CL_MEM_READ_WRITE, GL_TEXTURE_2D_MULTISAMPLE,
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0, msaaColorBuffer_, &error);
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if (CL_SUCCESS != error) return false;
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GLsizei samples;
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error = _wrapper->clGetGLTextureInfo(clMsaa_, CL_GL_NUM_SAMPLES,
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sizeof(samples), &samples, NULL);
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error = _wrapper->clGetGLTextureInfo(clMsaa_, CL_GL_NUM_SAMPLES, sizeof(samples), &samples, NULL);
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error = _wrapper->clEnqueueAcquireGLObjects(cmdQueues_[_deviceId], 1,
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&clMsaa_, 0, NULL, NULL);
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error = _wrapper->clEnqueueAcquireGLObjects(cmdQueues_[_deviceId], 1, &clMsaa_, 0, NULL, NULL);
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if (CL_SUCCESS != error) return false;
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_wrapper->clSetKernelArg(kernel_, 0, sizeof(cl_mem), &clOutputBuffer_);
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@@ -233,17 +222,16 @@ bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
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_wrapper->clSetKernelArg(kernel_, 2, sizeof(unsigned int), &numSamples);
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_wrapper->clEnqueueNDRangeKernel(cmdQueues_[_deviceId], kernel_, 2, NULL,
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dimSizes, NULL, 0, NULL, NULL);
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_wrapper->clEnqueueNDRangeKernel(cmdQueues_[_deviceId], kernel_, 2, NULL, dimSizes, NULL, 0, NULL,
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NULL);
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_wrapper->clEnqueueReleaseGLObjects(cmdQueues_[_deviceId], 1, &clMsaa_, 0,
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NULL, NULL);
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_wrapper->clEnqueueReleaseGLObjects(cmdQueues_[_deviceId], 1, &clMsaa_, 0, NULL, NULL);
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pGLOutput_ = (unsigned int*)malloc(bufferSize);
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pCLOutput_ = (unsigned int*)malloc(bufferSize);
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_wrapper->clEnqueueReadBuffer(cmdQueues_[_deviceId], clOutputBuffer_, CL_TRUE,
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0, bufferSize, pCLOutput_, 0, NULL, NULL);
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_wrapper->clEnqueueReadBuffer(cmdQueues_[_deviceId], clOutputBuffer_, CL_TRUE, 0, bufferSize,
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pCLOutput_, 0, NULL, NULL);
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// down sample
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@@ -251,8 +239,7 @@ bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
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glUseProgram(glprogram_);
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glUniform1i(glGetUniformLocation(glprogram_, "numSamples"), numSamples);
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glUniform2i(glGetUniformLocation(glprogram_, "resolution"), c_dimSize,
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c_dimSize);
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glUniform2i(glGetUniformLocation(glprogram_, "resolution"), c_dimSize, c_dimSize);
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glUniform1i(glGetUniformLocation(glprogram_, "MsaaTex"), 0);
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// printOpenGLError();
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@@ -271,8 +258,7 @@ bool OCLGLMsaaTexture::testMsaaRead(GLint internalFormat,
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
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glUseProgram(0);
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glReadPixels(0, 0, c_dimSize, c_dimSize, GL_BGRA, GL_UNSIGNED_BYTE,
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pGLOutput_);
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glReadPixels(0, 0, c_dimSize, c_dimSize, GL_BGRA, GL_UNSIGNED_BYTE, pGLOutput_);
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if (absDiff(pGLOutput_, pCLOutput_, c_dimSize)) retVal = true;
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