/* Copyright (c) 2010 - 2021 Advanced Micro Devices, Inc. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "OCLGLDepthTex.h" #include #include #include #include #include const static char* strKernel = "__kernel void gldepths_test( __global float *output, read_only image2d_t " "source, sampler_t sampler){ \n" " int tidX = get_global_id(0);\n" " int tidY = get_global_id(1);\n" " float4 value = read_imagef( source, sampler, (int2)( tidX, tidY ) );\n" " output[ tidY * get_image_width( source ) + tidX ] = value.z;\n" "}\n"; OCLGLDepthTex::OCLGLDepthTex() : glDepthBuffer_(0), frameBufferOBJ_(0), colorBuffer_(0), clOutputBuffer_(0), clDepth_(0), clSampler_(0), pGLOutput_(0), pCLOutput_(0), extensionSupported_(false) { _numSubTests = 8; _currentTest = 0; } OCLGLDepthTex::~OCLGLDepthTex() {} void OCLGLDepthTex::open(unsigned int test, char* units, double& conversion, unsigned int deviceId) { OCLGLCommon::open(test, units, conversion, deviceId); if (_errorFlag) return; char* pExtensions = (char*)malloc(8192); size_t returnSize; _wrapper->clGetDeviceInfo(devices_[deviceId], CL_DEVICE_EXTENSIONS, 8192, pExtensions, &returnSize); // if extension if not supported if (!strstr(pExtensions, "cl_khr_gl_depth_images")) { free(pExtensions); printf("skipping test depth interop not supported\n"); return; } free(pExtensions); extensionSupported_ = true; static const char* OpenCL20Kernel = "-cl-std=CL2.0"; const char* options = OpenCL20Kernel; if (test < 4) { options = NULL; } _currentTest = test % 4; // 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], options, 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_, "gldepths_test", &error_); CHECK_RESULT((error_ != CL_SUCCESS), "clCreateKernel() failed (%d)", error_); } void OCLGLDepthTex::run(void) { if (_errorFlag || !extensionSupported_) { return; } bool retVal; switch (_currentTest) { case 0: retVal = testDepthRead(GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); break; case 1: retVal = testDepthRead(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_FLOAT); break; case 2: retVal = testDepthRead(GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT); break; case 3: retVal = testDepthRead(GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV); break; default: CHECK_RESULT(true, "unsupported test number\n"); } CHECK_RESULT((retVal != true), "cl-gl depth test failed "); } bool OCLGLDepthTex::testDepthRead(GLint internalFormat, GLenum format, GLenum type) { const unsigned int bufferSize = c_dimSize * c_dimSize * 4; pGLOutput_ = (float*)malloc(bufferSize); pCLOutput_ = (float*)malloc(bufferSize); size_t dimSizes[] = {c_dimSize, c_dimSize}; bool retVal = false; // create Frame buffer object glGenFramebuffers(1, &frameBufferOBJ_); glBindFramebuffer(GL_FRAMEBUFFER, frameBufferOBJ_); // create textures glGenTextures(1, &colorBuffer_); glBindTexture(GL_TEXTURE_2D, colorBuffer_); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, c_dimSize, c_dimSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glGenTextures(1, &glDepthBuffer_); glBindTexture(GL_TEXTURE_2D, glDepthBuffer_); glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, c_dimSize, c_dimSize, 0, format, type, 0); GLint glError = glGetError(); // glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, colorBuffer_, 0); if (GL_DEPTH_COMPONENT == format) { glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, glDepthBuffer_, 0); } else { glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, glDepthBuffer_, 0); } glBindFramebuffer(GL_FRAMEBUFFER, frameBufferOBJ_); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != status) { printf("frame buffer incomplete!\n"); 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); glBindFramebuffer(GL_FRAMEBUFFER, frameBufferOBJ_); cl_int error; clOutputBuffer_ = _wrapper->clCreateBuffer(context_, CL_MEM_WRITE_ONLY, bufferSize, NULL, &error); if (CL_SUCCESS != error) return false; clSampler_ = _wrapper->clCreateSampler(context_, CL_FALSE, CL_ADDRESS_NONE, CL_FILTER_NEAREST, &error); if (CL_SUCCESS != error) return false; clDepth_ = _wrapper->clCreateFromGLTexture(context_, CL_MEM_READ_ONLY, GL_TEXTURE_2D, 0, glDepthBuffer_, &error); if (CL_SUCCESS != error) return false; for (int i = 0; i < 3; ++i) { // The Type Of Depth Testing To Do glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer const float zValues[3][2] = { {-6.f, -3.f}, {-5.f, -2.f}, {-4.f, -1.f}, }; glBegin(GL_QUADS); // Draw A Quad glVertex3f(-1.0f, 1.0f, zValues[i][0]); // Top Left glVertex3f(1.0f, 1.0f, zValues[i][0]); // Top Right glVertex3f(1.0f, -1.0f, zValues[i][1]); // Bottom Right glVertex3f(-1.0f, -1.0f, zValues[i][1]); // Bottom Left glEnd(); glFinish(); error = _wrapper->clEnqueueAcquireGLObjects(cmdQueues_[_deviceId], 1, &clDepth_, 0, NULL, NULL); _wrapper->clSetKernelArg(kernel_, 0, sizeof(cl_mem), &clOutputBuffer_); _wrapper->clSetKernelArg(kernel_, 1, sizeof(cl_mem), &clDepth_); _wrapper->clSetKernelArg(kernel_, 2, sizeof(cl_sampler), &clSampler_); _wrapper->clEnqueueNDRangeKernel(cmdQueues_[_deviceId], kernel_, 2, NULL, dimSizes, NULL, 0, NULL, NULL); _wrapper->clEnqueueReleaseGLObjects(cmdQueues_[_deviceId], 1, &clDepth_, 0, NULL, NULL); _wrapper->clEnqueueReadBuffer(cmdQueues_[_deviceId], clOutputBuffer_, CL_TRUE, 0, bufferSize, pCLOutput_, 0, NULL, NULL); glReadPixels(0, 0, c_dimSize, c_dimSize, GL_DEPTH_COMPONENT, GL_FLOAT, pGLOutput_); // test that both resources are identical. if (0 == memcmp(pGLOutput_, pCLOutput_, bufferSize)) { retVal = true; // test successful } else { printf("expected results is different from actual results\n"); dumpBuffer(pGLOutput_, "GLDepth.csv", c_dimSize); dumpBuffer(pCLOutput_, "clDepth_.csv", c_dimSize); } } return retVal; } unsigned int OCLGLDepthTex::close(void) { if (pGLOutput_) { free(pGLOutput_); pGLOutput_ = NULL; } if (pCLOutput_) { free(pCLOutput_); pCLOutput_ = NULL; } clReleaseMemObject(clDepth_); clReleaseMemObject(clOutputBuffer_); clReleaseSampler(clSampler_); // 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); // clean gl resources glDeleteFramebuffers(1, &frameBufferOBJ_); frameBufferOBJ_ = 0; glDeleteTextures(1, &colorBuffer_); colorBuffer_ = 0; glDeleteTextures(1, &glDepthBuffer_); glDepthBuffer_ = 0; return OCLGLCommon::close(); }