コード例 #1
0
        // Computes the simulation via OpenCL
        void OpenCLTick()
        {
            for (int i = 0; i < patternbuffer.Length; i++) patternbuffer[i] = 0;
            patternbuffer.CopyToDevice();
            secondbuffer.CopyToDevice();

            // Set openCL arguments
            kernel.SetArgument(0, patternbuffer);
            kernel.SetArgument(1, secondbuffer);
            kernel.SetArgument(2, pw);
            kernel.SetArgument(3, ph);
            // Execute kernel
            long[] workSize = { pw*32,ph };

            // NO INTEROP PATH:
            // Use OpenCL to fill a C# pixel array, encapsulated in an
            // OpenCLBuffer<int> object (buffer). After filling the buffer, it
            // is copied to the screen surface, so the template code can show
            // it in the window.
            // execute the kernel
            kernel.Execute(workSize);
            // get the data from the device to the host
            patternbuffer.CopyFromDevice();
            // swap buffers
            for (int i = 0; i < pw * ph; i++) second[i] = patternbuffer[i];
        }
コード例 #2
0
ファイル: game.cs プロジェクト: vincentlandes/template_PI
        // SIMULATE
        // Takes the pattern in array 'second', and applies the rules of Game of Life to produce the next state
        // in array 'pattern'. At the end, the result is copied back to 'second' for the next generation.
        void Simulate()
        {
            pattern_buffer.CopyToDevice();
            second_buffer.CopyToDevice();
            // clear destination pattern
            // for (int i = 0; i < pw * ph; i++) pattern[i] = 0;
            long[] worksize_empty = { pw *ph };
            empty.Execute(worksize_empty);
            // process all pixels, skipping one pixel boundary
            uint w = (pw * 32) - 1, h = ph - 1;

            long[] worksize_process = { w, h };
            process.Execute(worksize_process);

            /*
             * for (uint y = 1; y < h; y++)
             * {
             *  for (uint x = 1; x < w; x++)
             *  {
             *      // count active neighbors
             *      uint n = GetBit(x - 1, y - 1) + GetBit(x, y - 1) + GetBit(x + 1, y - 1) + GetBit(x - 1, y) +
             *          GetBit(x + 1, y) + GetBit(x - 1, y + 1) + GetBit(x, y + 1) + GetBit(x + 1, y + 1);
             *      if ((GetBit(x, y) == 1 && n == 2) || n == 3) BitSet(x, y);
             *  }
             * }
             */
            // swap buffers
            //for (int i = 0; i < pw * ph; i++) second[i] = pattern[i];
            long[] worksize_swap = { pw *ph };
            swap.Execute(worksize_swap);
            pattern_buffer.CopyFromDevice();
            second_buffer.CopyFromDevice();
        }
コード例 #3
0
ファイル: game.cs プロジェクト: hinlopen/gol-opencl
        public void Process()
        {
            GL.Finish();
            screen.Clear(0);
            timer.Start();

            generatie++;
            // if (generatie % 2 == 1) {
            //     k_sim.SetArgument(0, patroon);
            //     k_sim.SetArgument(1, volgende); // @Todo: dit ook voor de halo kernels
            //     k_copy.SetArgument(0, patroon);
            //     k_copy.SetArgument(1, volgende);
            // }
            // else {
            //     k_sim.SetArgument(0, volgende);
            //     k_sim.SetArgument(1, patroon);
            //     k_copy.SetArgument(0, volgende);
            //     k_copy.SetArgument(1, patroon);
            // }

            if (GLInterop)
            {
                if (resolution != lastResolution)
                {
                    image          = new OpenCLImage <int>(ocl, resolution.x, resolution.y);
                    lastResolution = resolution;
                    k_sim.SetArgument(3, resolution);
                }

                k_sim.SetArgument(5, image);
                k_sim.LockOpenGLObject(image.texBuffer);
                k_sim.Execute(werk);
                k_sim.UnlockOpenGLObject(image.texBuffer);
            }
            else
            {
                k_sim.SetArgument(5, buffer);
                k_sim.Execute(werk);
                buffer.CopyFromDevice();
                for (int i = 0; i < buffer.Length; ++i)
                {
                    screen.pixels[i] = buffer[i];
                }
            }

            k_copy.Execute(werk_klein);  // Kopieer wat zojuist in patroon is geschreven naar de tweede buffer

            timer.Stop();
            Console.Write("\r{0}ms", timer.ElapsedMilliseconds);
            timer.Reset();
        }
コード例 #4
0
	public void Tick()
	{
		GL.Finish();
		// clear the screen
		screen.Clear( 0 );
		// do opencl stuff
		if (GLInterop) kernel.SetArgument( 0, image );
				  else kernel.SetArgument( 0, buffer );
		kernel.SetArgument( 1, t );
		t += 0.1f;
 		// execute kernel
		long [] workSize = { 512, 512 };
		long [] localSize = { 32, 4 };
		if (GLInterop)
		{
			// INTEROP PATH:
			// Use OpenCL to fill an OpenGL texture; this will be used in the
			// Render method to draw a screen filling quad. This is the fastest
			// option, but interop may not be available on older systems.
			// lock the OpenGL texture for use by OpenCL
			kernel.LockOpenGLObject( image.texBuffer );
			// execute the kernel
			kernel.Execute( workSize, localSize );
			// unlock the OpenGL texture so it can be used for drawing a quad
			kernel.UnlockOpenGLObject( image.texBuffer );
		}
		else
		{
			// NO INTEROP PATH:
			// Use OpenCL to fill a C# pixel array, encapsulated in an
			// OpenCLBuffer<int> object (buffer). After filling the buffer, it
			// is copied to the screen surface, so the template code can show
			// it in the window.
			// execute the kernel
			kernel.Execute( workSize, localSize );
			// get the data from the device to the host
			buffer.CopyFromDevice();
			// plot pixels using the data on the host
			for( int y = 0; y < 512; y++ ) for( int x = 0; x < 512; x++ )
			{
				screen.pixels[x + y * screen.width] = buffer[x + y * 512];
			}
		}
	}
コード例 #5
0
ファイル: game.cs プロジェクト: Renzzauw/Concurrency-P3
        // TICK
        // Main application entry point: the template calls this function once per frame.
        public void Tick()
        {
            // start timer
            timer.Restart();
            // run the simulation, 1 step
            GL.Finish();
	        // clear the screen
	        screen.Clear(0);
            // do opencl stuff
            if (!GLInterop)
            {
                kernel.SetArgument(0, buffer);
                // if we have an even generation, we set the "pattern" variable in opencl 
                // to the patternBuffer and "second" to the secondBuffer
                // if the generation is odd, we set "pattern" to secondBuffer and
                // "second" to patternBuffer
                // So every generation these buffers get swapped, so we don't have to
                // manually swap them every time
                if (generation % 2 == 0)
                {
                    kernel.SetArgument(4, patternBuffer);
                    kernel.SetArgument(5, secondBuffer);
                }
                else
                {
                    kernel.SetArgument(4, secondBuffer);
                    kernel.SetArgument(5, patternBuffer);
                }
            }
            kernel.SetArgument(6, xoffset);
            kernel.SetArgument(7, yoffset);

            // execute kernel
            long[] workSize = { amountOfCells };
	        if (GLInterop)
	        {
		        // INTEROP PATH:
		        // Use OpenCL to fill an OpenGL texture; this will be used in the
		        // Render method to draw a screen filling quad. This is the fastest
		        // option, but interop may not be available on older systems.
		        // lock the OpenGL texture for use by OpenCL
		        kernel.LockOpenGLObject( image.texBuffer );
		        // execute the kernel
		        kernel.Execute( workSize, null );
                // Wait for the kernel to finish
                kernel.Finish();
                // execute the copy kernel
                copyKernel.Execute(workSize, null);
                // wait for the copykernel to finish
                copyKernel.Finish();
		        // unlock the OpenGL texture so it can be used for drawing a quad
		        kernel.UnlockOpenGLObject( image.texBuffer );
	        }
	        else
	        {
		        // NO INTEROP PATH:
		        // Use OpenCL to fill a C# pixel array, encapsulated in an
		        // OpenCLBuffer<int> object (buffer). After filling the buffer, it
		        // is copied to the screen surface, so the template code can show
		        // it in the window.
		        // execute the kernel
		        kernel.Execute( workSize, null );
                // get the data from the device to the host
                buffer.CopyFromDevice();
                // plot pixels using the data on the host
                for (int y = 0; y < screenHeight; y++)
                {
                    for (int x = 0; x < screenWidth; x++)
                    {
                        int index = x + y * screenWidth;
                        screen.pixels[index] = buffer[index];
                    }
                }
	        }
            // report performance
            Console.WriteLine("generation " + generation++ + ": " + timer.ElapsedMilliseconds + "ms");
        }
コード例 #6
0
        // TICK
        // Main application entry point: the template calls this function once per frame.
        public void Tick()
        {
            GL.Finish();
            // start timer
            timer.Restart();
            //Initiate work sizes
            long[] workSize  = { pw, ph };
            long[] workSize2 = { pw *ph };
            //Set kernel arguments
            kernel.SetArgument(5, xoffset);
            kernel.SetArgument(6, yoffset);
            resolution = (int)(zoom * 512);
            long[] workSize3 = { resolution / 32, resolution };
            kernel.SetArgument(7, resolution);
            // run the simulation, 1 step
            screen.Clear(0);
            if (GLinterop)
            {
                if (resolution != oldResolution)
                {
                    image         = new OpenCLImage <int>(ocl, resolution, resolution);
                    oldResolution = resolution;
                }

                //set image as argument
                imageClearKernel.SetArgument(0, image);

                imageClearKernel.LockOpenGLObject(image.texBuffer);
                imageClearKernel.Execute(workSize3);
                imageClearKernel.UnlockOpenGLObject(image.texBuffer);

                //lock image object
                kernel.SetArgument(0, image);
                kernel.LockOpenGLObject(image.texBuffer);

                //run kernel
                kernel.Execute(workSize);

                //unlock image object
                kernel.UnlockOpenGLObject(image.texBuffer);

                secondKernel.Execute(workSize2);
            }
            else
            {
                kernel.SetArgument(0, buffer);
                for (int i = 0; i < buffer.Length; i++)
                {
                    buffer[i] = 0;
                }
                buffer.CopyToDevice();
                kernel.Execute(workSize);
                secondKernel.Execute(workSize2);
                buffer.CopyFromDevice();
                for (uint y = 0; y < screen.height; y++)
                {
                    for (uint x = 0; x < screen.width; x++)
                    {
                        screen.Plot(x, y, buffer[x + y * 512]);
                    }
                }
            }
            // visualize current state
            // report performance
            Console.WriteLine("generation " + generation++ + ": " + timer.ElapsedMilliseconds + "ms");
            //Console.ReadLine();
        }