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// includes #include <stdio.h> #include <stdlib.h> #include <string.h> #include <math.h> #include <time.h> #include <GL/glew.h> #include <GL/glut.h> // error codes #define ERROR_GLSL -1 #define ERROR_GLEW -2 #define ERROR_TEXTURE -3 #define ERROR_BINDFBO -4 #define ERROR_FBOTEXTURE -5 #define ERROR_PARAMS -6 // prototypes bool checkFramebufferStatus(void); void checkGLErrors(const char *label); void printResults(void); void createTextures(void); void createAllTextureParameters(void); void initGLSL(void); void initFBO(void); void initGLEW(void); void initGLUT(int argc, char** argv); void performComputation(void); void printProgramInfoLog(GLuint obj); void printShaderInfoLog(GLuint obj); void printVector(const float *p, const int N); void setupTexture(const GLuint texID); void swap(void); void transferFromTexture(float* data); void transferToTexture(float* data, GLuint texID); // problem size, texture size, number of iterations (set from command line) int N; int texSize; // texture identifiers GLuint yTexID[2]; GLuint xTexID; GLuint aTexID; // ping pong management vars int writeTex = 0; int readTex = 1; GLenum attachmentpoints[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT }; // GLSL vars GLuint glslProgram; GLuint fragmentShader; GLint yParam, xParam, alphaParam; // FBO identifier GLuint fb; // timing vars double start, end; // handle to offscreen "window", only used to properly shut down the app GLuint glutWindowHandle; // struct for variable parts of GL calls (texture format, float format etc) struct struct_textureParameters { char* name; GLenum texTarget; GLenum texInternalFormat; GLenum texFormat; char* shader_source; } rect_arb_rgba_32, // texture rectangles, texture_float_ARB, RGBA, 32 bits twod_arb_rgba_32; // texture 2ds, texture_float_ARB, RGBA, 32 bits // struct actually being used (set from command line) struct_textureParameters textureParameters; // actual data float* dataX; float* dataY; /** * main, just calls things in the appropriate order */ int main(int argc, char **argv) { if(argc < 2) { printf("USAGE: glsl <NUM OF ELEMENTS>\n"); } else { N = atoi (argv[1]); // create variables for GL createAllTextureParameters(); textureParameters = rect_arb_rgba_32; // calc texture dimensions if (textureParameters.texFormat == GL_RGBA) texSize = (int)sqrt(N/4.0); else texSize = (int)sqrt((double)N); // create data vectors dataX = (float*)malloc(N*sizeof(float)); dataY = (float*)malloc(N*sizeof(float)); // and fill with some arbitrary values for (int i=0; i<N; i++) { dataX[i] = 10; dataY[i] = 20; } // init glut and glew initGLUT(argc, argv); initGLEW(); // init offscreen framebuffer initFBO(); // create textures for vectors createTextures(); // init shader runtime initGLSL(); // and start computation performComputation(); // print results printResults(); // and clean up glDetachShader(glslProgram, fragmentShader); glDeleteShader(fragmentShader); glDeleteProgram(glslProgram); glDeleteFramebuffersEXT(1,&fb); free(dataX); free(dataY); glDeleteTextures(2,yTexID); glDeleteTextures (1,&xTexID); glutDestroyWindow (glutWindowHandle); } // exit return 0; } /** * Sets up a floating point texture with NEAREST filtering. * (mipmaps etc. are unsupported for floating point textures) */ void setupTexture (const GLuint texID) { // make active and bind glBindTexture(textureParameters.texTarget,texID); // turn off filtering and wrap modes glTexParameteri(textureParameters.texTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(textureParameters.texTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(textureParameters.texTarget, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(textureParameters.texTarget, GL_TEXTURE_WRAP_T, GL_CLAMP); // define texture with floating point format glTexImage2D(textureParameters.texTarget,0,textureParameters.texInternalFormat,texSize,texSize,0,textureParameters.texFormat,GL_FLOAT,0); // check if that worked if (glGetError() != GL_NO_ERROR) { printf("glTexImage2D():\t\t\t [FAIL]\n"); exit (ERROR_TEXTURE); } } /** * Transfers data from currently texture, and stores it in given array. */ void transferFromTexture(float* data) { glReadBuffer(attachmentpoints[readTex]); glReadPixels(0, 0, texSize, texSize,textureParameters.texFormat,GL_FLOAT,data); } /** * Transfers data to texture. * Check web page for detailed explanation on the difference between ATI and NVIDIA. */ void transferToTexture (float* data, GLuint texID) { glBindTexture(textureParameters.texTarget, texID); glTexSubImage2D(textureParameters.texTarget,0,0,0,texSize,texSize,textureParameters.texFormat,GL_FLOAT,data); } /** * creates textures, sets proper viewport etc. */ void createTextures (void) { // create textures // y gets two textures, alternatingly read-only and write-only, // x is just read-only glGenTextures (2, yTexID); glGenTextures (1, &xTexID); // set up textures setupTexture (yTexID[readTex]); transferToTexture(dataY,yTexID[readTex]); setupTexture (yTexID[writeTex]); transferToTexture(dataY,yTexID[writeTex]); setupTexture (xTexID); transferToTexture(dataX,xTexID); // set texenv mode from modulate (the default) to replace glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); // check if something went completely wrong checkGLErrors ("createFBOandTextures()"); } /** * Sets up GLUT, creates "window" (better put: valid GL context, since the window is never displayed) */ void initGLUT(int argc, char **argv) { glutInit ( &argc, argv ); glutWindowHandle = glutCreateWindow("GLSL"); } /** * Sets up GLEW to initialise OpenGL extensions */ void initGLEW (void) { int err = glewInit(); // sanity check if (GLEW_OK != err) { printf((char*)glewGetErrorString(err)); exit(ERROR_GLEW); } } /** * Creates framebuffer object, binds it to reroute rendering operations * from the traditional framebuffer to the offscreen buffer */ void initFBO(void) { // create FBO (off-screen framebuffer) glGenFramebuffersEXT(1, &fb); // bind offscreen framebuffer (that is, skip the window-specific render target) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); // viewport for 1:1 pixel=texture mapping glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, texSize, 0.0, texSize); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, texSize, texSize); } /** * Sets up the GLSL runtime and creates shader. */ void initGLSL(void) { // create program object glslProgram = glCreateProgram(); // create shader object (fragment shader) fragmentShader = glCreateShader(GL_FRAGMENT_SHADER_ARB); // set source for shader const GLchar* source = textureParameters.shader_source; glShaderSource(fragmentShader, 1, &source, NULL); // compile shader glCompileShader(fragmentShader); // check for errors printShaderInfoLog(fragmentShader); // attach shader to program glAttachShader (glslProgram, fragmentShader); // link into full program, use fixed function vertex pipeline glLinkProgram(glslProgram); // check for errors printProgramInfoLog(glslProgram); checkGLErrors("render(2)"); // Get location of the texture samplers for future use yParam = glGetUniformLocation(glslProgram, "textureY"); xParam = glGetUniformLocation(glslProgram, "textureX"); } /** * Prints results */ void printResults () { // get GPU results float* data = new float[N]; transferFromTexture (data); printf("GPU RESULTS:\n"); printVector (data,N); delete [] data; } /** * Performs the actual calculation. */ void performComputation(void) { // attach two textures to FBO glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachmentpoints[writeTex], textureParameters.texTarget, yTexID[writeTex], 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachmentpoints[readTex], textureParameters.texTarget, yTexID[readTex], 0); // enable GLSL program glUseProgram(glslProgram); // enable texture x (read-only, not changed in the computation loop) glActiveTexture(GL_TEXTURE1); glBindTexture(textureParameters.texTarget,xTexID); glUniform1i(xParam, 1); // texunit 1 // set render destination glDrawBuffer (attachmentpoints[writeTex]); // enable texture y_old (read-only) glActiveTexture(GL_TEXTURE0); glBindTexture(textureParameters.texTarget,yTexID[readTex]); glUniform1i(yParam,0); // texunit 0 // and render multitextured viewport-sized quad // depending on the texture target, switch between // normalised ([0,1]^2) and unnormalised ([0,w]x[0,h]) // texture coordinates // make quad filled to hit every pixel/texel // (should be default but we never know) glPolygonMode(GL_FRONT,GL_FILL); // and render the quad if (textureParameters.texTarget == GL_TEXTURE_2D) { // render with normalized texcoords glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f(0.0, 0.0); glTexCoord2f(1.0, 0.0); glVertex2f(texSize, 0.0); glTexCoord2f(1.0, 1.0); glVertex2f(texSize, texSize); glTexCoord2f(0.0, 1.0); glVertex2f(0.0, texSize); glEnd(); } else { // render with unnormalized texcoords glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f(0.0, 0.0); glTexCoord2f(texSize, 0.0); glVertex2f(texSize, 0.0); glTexCoord2f(texSize, texSize); glVertex2f(texSize, texSize); glTexCoord2f(0.0, texSize); glVertex2f(0.0, texSize); glEnd(); } // swap role of the two textures (read-only source becomes // write-only target and the other way round): swap(); // done, just do some checks if everything went smoothly. checkFramebufferStatus(); checkGLErrors("render()"); } /** * Sets up the various structs used to handle texture targets, texture formats etc. */ void createAllTextureParameters(void) { rect_arb_rgba_32.name = "TEXRECT - float_ARB - RGBA - 32"; rect_arb_rgba_32.texTarget = GL_TEXTURE_RECTANGLE_ARB; rect_arb_rgba_32.texInternalFormat = GL_RGBA32F_ARB; rect_arb_rgba_32.texFormat = GL_RGBA; rect_arb_rgba_32.shader_source = \ "#extension GL_ARB_texture_rectangle : enable\n" \ "uniform sampler2DRect textureY;" \ "uniform sampler2DRect textureX;" \ "void main(void) { " \ " vec4 y = texture2DRect(textureY, gl_TexCoord[0].st);" \ " vec4 x = texture2DRect(textureX, gl_TexCoord[0].st);" \ " gl_FragColor = y*x;"\ "}"; twod_arb_rgba_32.name = "tex2D - float_ARB - RGBA - 32"; twod_arb_rgba_32.texTarget = GL_TEXTURE_2D; twod_arb_rgba_32.texInternalFormat = GL_RGBA32F_ARB; twod_arb_rgba_32.texFormat = GL_RGBA; twod_arb_rgba_32.shader_source = \ "uniform sampler2D textureY;" \ "uniform sampler2D textureX;" \ "void main(void) { " \ " vec4 y = texture2D(textureY, gl_TexCoord[0].st);" \ " vec4 x = texture2D(textureX, gl_TexCoord[0].st);" \ " gl_FragColor = y*x;"\ "}"; } /** * Checks for OpenGL errors. * Extremely useful debugging function: When developing, * make sure to call this after almost every GL call. */ void checkGLErrors (const char *label) { GLenum errCode; const GLubyte *errStr; if ((errCode = glGetError()) != GL_NO_ERROR) { errStr = gluErrorString(errCode); printf("OpenGL ERROR: "); printf((char*)errStr); printf("(Label: "); printf(label); printf(")\n."); } } /** * Checks framebuffer status. * Copied directly out of the spec, modified to deliver a return value. */ bool checkFramebufferStatus() { GLenum status; status = (GLenum) glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); switch(status) { case GL_FRAMEBUFFER_COMPLETE_EXT: return true; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: printf("Framebuffer incomplete, incomplete attachment\n"); return false; case GL_FRAMEBUFFER_UNSUPPORTED_EXT: printf("Unsupported framebuffer format\n"); return false; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: printf("Framebuffer incomplete, missing attachment\n"); return false; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: printf("Framebuffer incomplete, attached images must have same dimensions\n"); return false; case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: printf("Framebuffer incomplete, attached images must have same format\n"); return false; case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT: printf("Framebuffer incomplete, missing draw buffer\n"); return false; case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT: printf("Framebuffer incomplete, missing read buffer\n"); return false; } return false; } /** * error checking for GLSL */ void printProgramInfoLog(GLuint obj) { int infologLength = 0; int charsWritten = 0; char *infoLog; glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &infologLength); if (infologLength > 1) { infoLog = (char *)malloc(infologLength); glGetProgramInfoLog(obj, infologLength, &charsWritten, infoLog); printf(infoLog); printf("\n"); free(infoLog); } } void printShaderInfoLog(GLuint obj) { int infologLength = 0; int charsWritten = 0; char *infoLog; glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &infologLength); if (infologLength > 1) { infoLog = (char *)malloc(infologLength); glGetShaderInfoLog(obj, infologLength, &charsWritten, infoLog); printf(infoLog); printf("\n"); free(infoLog); } } /** * Prints out given vector for debugging purposes. */ void printVector (const float *p, const int N) { for (int i=0; i<N; i++) printf("%f\n",p[i]); } /** * swaps the role of the two y-textures (read-only and write-only) * Can be done in a smarter way :-) */ void swap(void) { if (writeTex == 0) { writeTex = 1; readTex = 0; } else { writeTex = 0; readTex = 1; } }
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