/* 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 "OCLGLMsaaTexture.h" #include #include #include #include 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; }