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2025-08-20 19:58:06 +05:30

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C++

/* 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 <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
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();
}