コード例 #1
0
ファイル: game.cs プロジェクト: PyotrRomanov/RHS
        // initialize renderer: takes in command line parameters passed by template code
        public void Init(int rt, bool gpu, int platformIdx)
        {
            // pass command line parameters
            runningTime = rt;
            useGPU      = gpu;
            gpuPlatform = platformIdx;
            // initialize accumulator
            accumulator = new Vector3[screen.width * screen.height];
            ClearAccumulator();
            // setup scene
            scene = new Scene();
            // setup camera
            camera = new Camera(screen.width, screen.height);

            // Generate randoms
            Console.Write("Generating randoms....\t");

            randoms = new float[1000];
            Random r = RTTools.GetRNG();

            for (int i = 0; i < 1000; i++)
            {
                randoms[i] = (float)r.NextDouble();
            }

            int variable = r.Next();

            Console.WriteLine("Done!");

            // initialize required opencl things if gpu is used
            if (useGPU)
            {
                StreamReader streamReader = new StreamReader("../../kernel.cl");
                string       clSource     = streamReader.ReadToEnd();
                streamReader.Close();

                platform = ComputePlatform.Platforms[0];
                context  = new ComputeContext(ComputeDeviceTypes.Gpu, new ComputeContextPropertyList(platform), null, IntPtr.Zero);
                queue    = new ComputeCommandQueue(context, context.Devices[0], ComputeCommandQueueFlags.None);

                program = new ComputeProgram(context, clSource);
                try
                {
                    program.Build(null, null, null, IntPtr.Zero);
                    kernel = program.CreateKernel("Main");

                    sceneBuffer  = new ComputeBuffer <Vector4>(context, ComputeMemoryFlags.ReadOnly | ComputeMemoryFlags.UseHostPointer, scene.toCL());
                    rndBuffer    = new ComputeBuffer <float>(context, ComputeMemoryFlags.ReadOnly | ComputeMemoryFlags.UseHostPointer, randoms);
                    cameraBuffer = new ComputeBuffer <Vector3>(context, ComputeMemoryFlags.ReadOnly | ComputeMemoryFlags.UseHostPointer, camera.toCL());
                    outputBuffer = new ComputeBuffer <int>(context, ComputeMemoryFlags.WriteOnly | ComputeMemoryFlags.UseHostPointer, screen.pixels);
                    skydome      = new ComputeBuffer <float>(context, ComputeMemoryFlags.ReadOnly | ComputeMemoryFlags.UseHostPointer, scene.Skydome);

                    kernel.SetMemoryArgument(0, outputBuffer);
                    kernel.SetValueArgument(1, screen.width);
                    kernel.SetValueArgument(2, screen.height);
                    kernel.SetMemoryArgument(3, sceneBuffer);
                    kernel.SetValueArgument(4, scene.toCL().Length);
                    kernel.SetMemoryArgument(5, skydome);
                    kernel.SetMemoryArgument(6, cameraBuffer);
                    kernel.SetMemoryArgument(7, rndBuffer);
                }
                catch (ComputeException e) {
                    Console.WriteLine("Error in kernel code: {0}", program.GetBuildLog(context.Devices[0]));
                    Console.ReadLine();
                    useGPU = false;
                }
            }
            else
            {
                return;
            }
        }
コード例 #2
0
ファイル: game.cs プロジェクト: PyotrRomanov/RHS
        bool useGPU = true; // GPU code enabled (from commandline)

        #endregion Fields

        #region Methods

        // initialize renderer: takes in command line parameters passed by template code
        public void Init( int rt, bool gpu, int platformIdx )
        {
            // pass command line parameters
            runningTime = rt;
            useGPU = gpu;
            gpuPlatform = platformIdx;
            // initialize accumulator
            accumulator = new Vector3[screen.width * screen.height];
            ClearAccumulator();
            // setup scene
            scene = new Scene();
            // setup camera
            camera = new Camera( screen.width, screen.height );

            // Generate randoms
            Console.Write("Generating randoms....\t");

            randoms = new float[1000];
            Random r = RTTools.GetRNG();
            for (int i = 0; i < 1000; i++)
            randoms[i] = (float)r.NextDouble();

            int variable = r.Next();

            Console.WriteLine("Done!");

            // initialize required opencl things if gpu is used
            if (useGPU)
            {
            StreamReader streamReader = new StreamReader("../../kernel.cl");
            string clSource = streamReader.ReadToEnd();
            streamReader.Close();

            platform = ComputePlatform.Platforms[0];
            context = new ComputeContext(ComputeDeviceTypes.Gpu, new ComputeContextPropertyList(platform), null, IntPtr.Zero);
            queue = new ComputeCommandQueue(context, context.Devices[0], ComputeCommandQueueFlags.None);

            program = new ComputeProgram(context, clSource);
            try
            {
                program.Build(null, null, null, IntPtr.Zero);
                kernel = program.CreateKernel("Main");

                sceneBuffer = new ComputeBuffer<Vector4>(context, ComputeMemoryFlags.ReadOnly | ComputeMemoryFlags.UseHostPointer, scene.toCL());
                rndBuffer = new ComputeBuffer<float>(context, ComputeMemoryFlags.ReadOnly | ComputeMemoryFlags.UseHostPointer, randoms);
                cameraBuffer = new ComputeBuffer<Vector3>(context, ComputeMemoryFlags.ReadOnly | ComputeMemoryFlags.UseHostPointer, camera.toCL());
                outputBuffer = new ComputeBuffer<int>(context, ComputeMemoryFlags.WriteOnly | ComputeMemoryFlags.UseHostPointer, screen.pixels);
                skydome = new ComputeBuffer<float>(context, ComputeMemoryFlags.ReadOnly | ComputeMemoryFlags.UseHostPointer, scene.Skydome);

                kernel.SetMemoryArgument(0, outputBuffer);
                kernel.SetValueArgument(1, screen.width);
                kernel.SetValueArgument(2, screen.height);
                kernel.SetMemoryArgument(3, sceneBuffer);
                kernel.SetValueArgument(4, scene.toCL().Length);
                kernel.SetMemoryArgument(5, skydome);
                kernel.SetMemoryArgument(6, cameraBuffer);
                kernel.SetMemoryArgument(7, rndBuffer);

            }
            catch (ComputeException e) {
                Console.WriteLine("Error in kernel code: {0}", program.GetBuildLog(context.Devices[0]));
                Console.ReadLine();
                useGPU = false;
            }
            }
            else {
            return;
            }
        }
コード例 #3
0
ファイル: game.cs プロジェクト: PyotrRomanov/RHS
        // tick: renders one frame
        public void Tick()
        {
            // initialize timer
            if (firstFrame)
            {
                timer.Reset();
                timer.Start();
                firstFrame = false;
            }
            // handle keys, only when running time set to -1 (infinite)
            if (runningTime == -1)
            {
                if (camera.HandleInput())
                {
                    // camera moved; restart
                    ClearAccumulator();
                }
            }
            // render
            if (false)     // if (useGPU)
            {
                // add your CPU + OpenCL path here
                // mind the gpuPlatform parameter! This allows us to specify the platform on our
                // test system.
                // note: it is possible that the automated test tool provides you with a different
                // platform number than required by your hardware. In that case, you can hardcode
                // the platform during testing (ignoring gpuPlatform); do not forget to put back
                // gpuPlatform before submitting!
                long[] workSize  = { screen.width, screen.height };
                long[] localSize = { 16, 2 };
                queue.Execute(kernel, null, workSize, null, null);
                queue.Finish();

                queue.ReadFromBuffer(outputBuffer, ref screen.pixels, true, null);
                Console.WriteLine(screen.pixels[0]);

                Random r = RTTools.GetRNG();
                for (int i = 0; i < 1000; i++)
                {
                    randoms[i] = (float)r.NextDouble();
                }
                rndBuffer    = new ComputeBuffer <float>(context, ComputeMemoryFlags.ReadOnly | ComputeMemoryFlags.UseHostPointer, randoms);
                cameraBuffer = new ComputeBuffer <Vector3>(context, ComputeMemoryFlags.ReadOnly | ComputeMemoryFlags.UseHostPointer, camera.toCL());
                kernel.SetMemoryArgument(6, cameraBuffer);
                kernel.SetMemoryArgument(7, rndBuffer);
            }
            else
            {
                // this is your CPU only path
                float scale = 1.0f / (float)++spp;

                Parallel.For(0, screen.height, y => {
                    for (int x = 0; x < screen.width; x++)
                    {
                        // generate primary ray
                        Ray ray = camera.Generate(RTTools.GetRNG(), x, y);
                        // trace path
                        int pixelIdx           = x + y * screen.width;
                        accumulator[pixelIdx] += Sample(ray, 0, x, y);
                        // plot final color
                        screen.pixels[pixelIdx] = RTTools.Vector3ToIntegerRGB(scale * accumulator[pixelIdx]);
                    }
                });
            }
            // stop and report when max render time elapsed
            int elapsedSeconds = (int)(timer.ElapsedMilliseconds / 1000);

            if (runningTime != -1)
            {
                if (elapsedSeconds >= runningTime)
                {
                    OpenTKApp.Report((int)timer.ElapsedMilliseconds, spp, screen);
                }
            }
        }