public FLSetup(string testName, string kernelPath, string performance = "performance", Type[] checkPipeline = null, bool useMultiThreading = false, int workSizeMultiplier = 2) : base(testName, performance) { KernelDatabase = new KernelDatabase(CLAPI.MainThread, kernelPath, DataVectorTypes.Uchar1); InstructionSet = FLInstructionSet.CreateWithBuiltInTypes(KernelDatabase); BufferCreator = BufferCreator.CreateWithBuiltInTypes(); CheckBuilder = null; if (checkPipeline == null) { CheckBuilder = FLProgramCheckBuilder.CreateDefaultCheckBuilder(InstructionSet, BufferCreator); } else { CheckBuilder = new FLProgramCheckBuilder(InstructionSet, BufferCreator); foreach (Type useCheck in checkPipeline) { CheckBuilder.AddProgramCheck((FLProgramCheck)Activator.CreateInstance(useCheck)); } } Parser = new FLParser(InstructionSet, BufferCreator, new WorkItemRunnerSettings(useMultiThreading, workSizeMultiplier)); CheckBuilder.Attach(Parser, true); Directory.CreateDirectory(RunResultPath); Directory.CreateDirectory(DataOutputDirectory); }
public static string RunParserInitBenchmark(string testAdd, int iterations, string performanceFolder = "performance", bool useChecks = true, bool useMultiThreading = false, int workSizeMultiplier = 2) { //FLSetup setup = new FLSetup("FL_ParserProcess_Performance"+ testAdd, "resources/kernel", performanceFolder, // useChecks, useMultiThreading, workSizeMultiplier); StringBuilder logOut = new StringBuilder($"Performance Tests: {DateTime.Now:HH:mm:ss}\n"); FLInstructionSet iset = null; BufferCreator bc = null; FLParser parser = null; FLProgramCheckBuilder checkBuilder = null; KernelDatabase db = new KernelDatabase(CLAPI.MainThread, "resources/kernel", DataVectorTypes.Uchar1); string key = "ParserInitPerformance"; Logger.Log(LogType.Log, $"------------------------Run {key} Starting------------------------", 1); PerformanceTester.PerformanceResult result = PerformanceTester.Tester.RunTest(key, iterations, null, (int its) => { iset = FLInstructionSet.CreateWithBuiltInTypes(db); bc = BufferCreator.CreateWithBuiltInTypes(); checkBuilder = FLProgramCheckBuilder.CreateDefaultCheckBuilder(iset, bc); parser = new FLParser(iset, bc); }, null); logOut.AppendLine("\t" + result); Logger.Log(LogType.Log, $"------------------------Run {key} Finished------------------------", 1); return(logOut.ToString()); }
public FLRunner(CLAPI instance, FLInstructionSet instructionSet, BufferCreator bufferCreator) : this( instance, instructionSet, bufferCreator, FLProgramCheckBuilder .CreateDefaultCheckBuilder( instructionSet, bufferCreator ) ) { }
public FLScriptRunner(CLAPI instance, DataVectorTypes dataVectorTypes = DataVectorTypes.Uchar1, string kernelFolder = "resources/kernel") { Db = new KernelDatabase(instance, kernelFolder, dataVectorTypes); InstructionSet = FLInstructionSet.CreateWithBuiltInTypes(Db); BufferCreator = BufferCreator.CreateWithBuiltInTypes(); ProgramChecks = FLProgramCheckBuilder.CreateDefaultCheckBuilder(InstructionSet, BufferCreator); Parser = new FLParser(InstructionSet, BufferCreator); ProgramChecks.Attach(Parser, true); Instance = instance; ProcessQueue = new Queue <FlScriptExecutionContext>(); }
public FLC2TexUnpacker(CLAPI instance, FLInstructionSet iset, BufferCreator bc) { runner = new FLRunner( instance, iset, bc, FLProgramCheckBuilder.CreateDefaultCheckBuilder( iset, bc, FLProgramCheckType .InputValidationOptimized ) ); }
protected override void InitializeScene() { creator = BufferCreator.CreateWithBuiltInTypes(); iset = FLInstructionSet.CreateWithBuiltInTypes(CLAPI.MainThread, "assets/kernel/"); checkPipeline = FLProgramCheckBuilder.CreateDefaultCheckBuilder(iset, creator); parser = new FLParser(iset, creator); checkPipeline.Attach(parser, true); Add(DebugConsoleComponent.CreateConsole()); Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView( MathHelper.DegreesToRadians(75f), //Field of View Vertical 16f / 9f, //Aspect Ratio 0.1f, //Near Plane 1000f); //Far Plane BasicCamera bc = new BasicCamera(proj, Vector3.Zero); Add(bc); //Adding the BasicCamera(That is a gameobject under the hood) to the scene to receive events SetCamera(bc); //Sets the Camera as the "active" camera that the scene will be rendered from. GameObject box = new GameObject(-Vector3.UnitZ * 4, "Box"); //Creating a new Empty GameObject LitMeshRendererComponent lmr = new LitMeshRendererComponent( //Creating a Renderer Component DefaultFilepaths.DefaultLitShader, //The OpenGL Shader used(Unlit and Lit shaders are provided) Prefabs.Cube, //The Mesh that is going to be used by the MeshRenderer tex, //Diffuse Texture to put on the mesh 1); //Render Mask (UI = 1 << 30) box.AddComponent(lmr); //Attaching the Renderer to the GameObject box.AddComponent(new RotateSelfComponent()); //Adding a component that rotates the Object on the Y-Axis Add(box); //Adding the Object to the Scene. FLBuffer buffer = new FLBuffer(TextureLoader.TextureToMemoryBuffer(CLAPI.MainThread, tex, "BufferForFLProgram"), 128, 128); FLProgram program = parser.Process(new FLParserInput("assets/filter/red.fl")).Initialize(iset); program.Run(CLAPI.MainThread, buffer, true); FLBuffer result = program.GetActiveBuffer(false); byte[] dat = CLAPI.ReadBuffer <byte>(CLAPI.MainThread, result.Buffer, (int)result.Buffer.Size); //Create a texture from the output. TextureLoader.Update(tex, dat, 128, 128); result.Dispose(); }
public static void InitializeFL(bool noDialogs, FLProgramCheckType checkType) { NoDialogs = noDialogs; int maxTasks = 6; Logger.Log(LogType.Log, "Initializing FS", 1); PrepareFileSystem(); SetProgress("Initializing Logging System", 0, 1, maxTasks); Debug.DefaultInitialization(); SetProgress("Initializing Resource System", 0, 2, maxTasks); InitializeResourceSystem(); SetProgress("Initializing Plugin System", 0, 3, maxTasks); InitializePluginSystem(); PluginManager.LoadPlugins(Host); SetProgress("Running Custom Actions", 0, 4, maxTasks); CustomStartupActions?.Invoke(); SetProgress("Initializing FL", 0, 5, maxTasks); Container = InitializeCLKernels("resources/kernel"); FLProgramCheckBuilder builder = FLProgramCheckBuilder.CreateDefaultCheckBuilder( Container.InstructionSet, Container.BufferCreator, checkType ); Container.SetCheckBuilder(builder); SetProgress("Finished", 0, 6, maxTasks); }
protected override void InitializeScene() { creator = BufferCreator.CreateWithBuiltInTypes(); iset = FLInstructionSet.CreateWithBuiltInTypes(CLAPI.MainThread, "assets/kernel/"); checkPipeline = FLProgramCheckBuilder.CreateDefaultCheckBuilder(iset, creator); parser = new FLParser(iset, creator); checkPipeline.Attach(parser, true); Mesh plane = MeshLoader.FileToMesh("assets/models/plane.obj"); Texture texQuad = TextureLoader.ParameterToTexture(1024, 1024, "FLDisplayTextureQuad"); Texture texSphere = TextureLoader.ParameterToTexture(1024, 1024, "FLDisplayTextureSphere"); GameObject objSphere = new GameObject(new Vector3(1, 1, 0), "SphereDisplay"); LitMeshRendererComponent sphereLmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Sphere, texSphere, 1); objSphere.AddComponent(sphereLmr); sphereLmr.Textures = new[] { sphereLmr.Textures[0], DefaultFilepaths.DefaultTexture }; objSphere.AddComponent(new RotatingComponent()); GameObject objQuad = new GameObject(new Vector3(-1, 1, 0), "QuadDisplay"); LitMeshRendererComponent quadLmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, plane, texQuad, 1); objQuad.AddComponent(quadLmr); quadLmr.Textures = new[] { quadLmr.Textures[0], DefaultFilepaths.DefaultTexture }; objQuad.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(45)); GameObject sourceCube = new GameObject(new Vector3(0, 10, 10), "Light Source"); sourceCube.AddComponent(new LightComponent()); sourceCube.AddComponent(new RotateAroundComponent { Slow = 0.15f }); sourceCube.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Cube, TextureLoader.ColorToTexture(Color.White), 1)); GameObject uiText = new GameObject(new Vector3(0), "UIText"); uiText.AddComponent(new FlGeneratorComponent(new List <LitMeshRendererComponent> { sphereLmr, quadLmr }, 512, 512, true)); Add(sourceCube); Add(uiText); Add(DebugConsoleComponent.CreateConsole()); Add(objSphere); Add(objQuad); GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG") { Scale = new Vector3(25, 1, 25) }; bgObj.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Cube, GenerateGroundTexture(), 1)); Add(bgObj); BasicCamera mainCamera = new BasicCamera( Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f), GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero); object mc = mainCamera; EngineConfig.LoadConfig("assets/configs/camera_fldemo.xml", ref mc); Add(mainCamera); SetCamera(mainCamera); GameObject camContainer = new GameObject("CamContainer"); BasicCamera inPicCam = new BasicCamera( Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f), GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero); inPicCam.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(0)); inPicCam.Translate(new Vector3(0, 2, 4)); inPicCam.AddComponent(new RotateAroundComponent()); GameObject zeroPoint = new GameObject("Zero"); Add(zeroPoint); LookAtComponent comp = new LookAtComponent(); comp.SetTarget(zeroPoint); inPicCam.AddComponent(comp); Add(inPicCam); splitCam = new RenderTarget(inPicCam, 1, Color.FromArgb(0, 0, 0, 0)) { MergeType = RenderTargetMergeType.Additive, ViewPort = new Rectangle(0, 0, (int)(GameEngine.Instance.Width * 0.3f), (int)(GameEngine.Instance.Height * 0.3f)) }; Add(camContainer); GameEngine.Instance.AddRenderTarget(splitCam); }