Fixes indentation
This commit is contained in:
parent
05e41577fc
commit
dfb1e7aebf
1 changed files with 164 additions and 164 deletions
258
src/main.cpp
258
src/main.cpp
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@ -17,187 +17,187 @@ using namespace std;
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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const GLfloat quad[] = {
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// x y z, r g b
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1, -1, 0, 1, 0, 0,
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-1, -1, 0, 0, 1, 0,
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1, 1, 0, 0, 0, 1,
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-1, 1, 0, 1, 1, 1
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// x y z, r g b
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1, -1, 0, 1, 0, 0,
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-1, -1, 0, 0, 1, 0,
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1, 1, 0, 0, 0, 1,
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-1, 1, 0, 1, 1, 1
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};
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static void check_shader(GLuint s){
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GLint logLength;
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glGetShaderiv(s, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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GLchar *log = (GLchar *)malloc(logLength);
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glGetShaderInfoLog(s, logLength, &logLength, log);
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std::cout << "Shader compile log:\n%s" << log << std::endl;
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free(log);
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}
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GLint logLength;
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glGetShaderiv(s, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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GLchar *log = (GLchar *)malloc(logLength);
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glGetShaderInfoLog(s, logLength, &logLength, log);
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std::cout << "Shader compile log:\n%s" << log << std::endl;
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free(log);
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}
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}
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string slurp(string filename) {
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ifstream in(filename);
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stringstream sstr;
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sstr << in.rdbuf();
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return sstr.str();
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ifstream in(filename);
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stringstream sstr;
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sstr << in.rdbuf();
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return sstr.str();
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}
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struct App {
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float time;
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GLuint program;
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GLint uniform;
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GLuint vao;
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GLuint posBufferName;
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float time;
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GLuint program;
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GLint uniform;
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GLuint vao;
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GLuint posBufferName;
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void initialize(){
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time = 0;
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program = glCreateProgram();
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void initialize(){
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time = 0;
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program = glCreateProgram();
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auto v_source_str = slurp("Fractal.vsh");
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auto v_source = v_source_str.c_str();
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GLuint v = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(v, 1, &v_source, NULL);
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glCompileShader(v);
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check_shader(v);
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auto v_source_str = slurp("Fractal.vsh");
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auto v_source = v_source_str.c_str();
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GLuint v = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(v, 1, &v_source, NULL);
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glCompileShader(v);
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check_shader(v);
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auto f_source_str = slurp("Fractal.fsh");
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auto f_source = f_source_str.c_str();
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GLuint f = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(f, 1, &f_source, NULL);
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glCompileShader(f);
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check_shader(f);
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auto f_source_str = slurp("Fractal.fsh");
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auto f_source = f_source_str.c_str();
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GLuint f = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(f, 1, &f_source, NULL);
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glCompileShader(f);
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check_shader(f);
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glAttachShader(program, v);
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glAttachShader(program, f);
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glAttachShader(program, v);
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glAttachShader(program, f);
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glBindAttribLocation(program, 0, "position");
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glBindAttribLocation(program, 1, "color");
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glBindAttribLocation(program, 0, "position");
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glBindAttribLocation(program, 1, "color");
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glLinkProgram(program);
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glLinkProgram(program);
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uniform = glGetUniformLocation(program, "rotation");
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uniform = glGetUniformLocation(program, "rotation");
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glDetachShader(program, v);
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glDeleteShader(v);
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glDetachShader(program, f);
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glDeleteShader(f);
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glDetachShader(program, v);
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glDeleteShader(v);
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glDetachShader(program, f);
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glDeleteShader(f);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &posBufferName);
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glBindBuffer(GL_ARRAY_BUFFER, posBufferName);
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glBufferData(GL_ARRAY_BUFFER, 4*6*4, quad, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 4*6*4, quad, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*4, BUFFER_OFFSET(0));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*4, BUFFER_OFFSET(3*4));
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}
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6*4, BUFFER_OFFSET(0));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6*4, BUFFER_OFFSET(3*4));
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}
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void draw(){
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time += 1/60.0f;
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void draw(){
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time += 1/60.0f;
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glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(program);
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glUniform1f(uniform, time);
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glBindVertexArray(vao);
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glUseProgram(program);
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glUniform1f(uniform, time);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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};
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int main(){
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App a;
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App a;
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NSAppWrapper app;
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NSAppWrapper app;
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app.create_window({
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[&](ContextParameters){
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a.initialize();
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},
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[&](ContextParameters){
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a.draw();
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},
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nullptr
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});
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app.create_window({
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[&](ContextParameters){
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a.initialize();
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},
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[&](ContextParameters){
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a.draw();
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},
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nullptr
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});
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app.run();
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app.run();
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auto context = cl::Context::getDefault();
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cout << context << endl;
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auto context = cl::Context::getDefault();
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cout << context << endl;
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cl_int err = 0;
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// build the program
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auto KernelSource = slurp("Kernel.cl");
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cl::Program program(context, {KernelSource.c_str(), KernelSource.size()}, true, &err);
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check(err);
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cout << program << endl;
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cl_int err = 0;
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// build the program
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auto KernelSource = slurp("Kernel.cl");
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cl::Program program(context, {KernelSource.c_str(), KernelSource.size()}, true, &err);
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check(err);
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cout << program << endl;
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// grab the kernel
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KernelOp kernel(program, "square", &err);
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check(err);
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// grab the kernel
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KernelOp kernel(program, "square", &err);
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check(err);
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// create a queue
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cl::CommandQueue queue(context, context.getInfo<CL_CONTEXT_DEVICES>().front());
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// create a queue
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cl::CommandQueue queue(context, context.getInfo<CL_CONTEXT_DEVICES>().front());
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// make a lot of data
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constexpr size_t W = 1280 * 4;
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constexpr size_t H = 800 * 4;
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std::vector<cl_float> input_vector(W*H);
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// make a lot of data
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constexpr size_t W = 1280 * 4;
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constexpr size_t H = 800 * 4;
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std::vector<cl_float> input_vector(W*H);
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for(int y = 0; y < H; ++y){
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for(int x = 0; x < W; ++x){
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input_vector[x + W*y] = 10 * ((x / double(W) - 0.5) + 1.3371337*(y / double(H) - 0.5));
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}
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}
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for(int y = 0; y < H; ++y){
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for(int x = 0; x < W; ++x){
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input_vector[x + W*y] = 10 * ((x / double(W) - 0.5) + 1.3371337*(y / double(H) - 0.5));
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}
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}
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// transfer data into buffers
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cl::Buffer input(context, input_vector.begin(), input_vector.end(), false, true);
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// transfer data into buffers
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cl::Buffer input(context, input_vector.begin(), input_vector.end(), false, true);
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int r = 80, g = 40, b = 20;
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int r = 80, g = 40, b = 20;
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// DO IT (in place)
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for(int i = 0; i < r; ++i){
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check(kernel(queue, W, H, input, W, input));
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}
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// DO IT (in place)
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for(int i = 0; i < r; ++i){
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check(kernel(queue, W, H, input, W, input));
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}
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// read back
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queue.finish();
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// read back
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queue.finish();
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auto red = input_vector;
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auto red = input_vector;
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// DO IT (in place)
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for(int i = 0; i < g; ++i){
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check(kernel(queue, W, H, input, W, input));
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}
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// DO IT (in place)
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for(int i = 0; i < g; ++i){
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check(kernel(queue, W, H, input, W, input));
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}
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// read back
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queue.finish();
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// read back
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queue.finish();
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auto green = input_vector;
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auto green = input_vector;
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// DO IT (in place)
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for(int i = 0; i < b; ++i){
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check(kernel(queue, W, H, input, W, input));
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}
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// DO IT (in place)
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for(int i = 0; i < b; ++i){
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check(kernel(queue, W, H, input, W, input));
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}
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// read back
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queue.finish();
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// read back
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queue.finish();
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auto& blue = input_vector;
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auto& blue = input_vector;
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// test
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cout << "opencl is done" << endl;
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png::ostream<> image(W, H, "test.png");
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for(int i = 0; i < red.size(); ++i){
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image << png::ostream<>::pixel(blue[i], red[i], green[i]);
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}
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cout << "png is saved" << endl;
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// test
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cout << "opencl is done" << endl;
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png::ostream<> image(W, H, "test.png");
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for(int i = 0; i < red.size(); ++i){
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image << png::ostream<>::pixel(blue[i], red[i], green[i]);
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}
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cout << "png is saved" << endl;
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}
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