Files
OpenCL-CTS/test_conformance/gl/test_fence_sync.cpp
Kevin Petit d8733efc0f Synchronise with Khronos-private Gitlab branch
The maintenance of the conformance tests is moving to Github.

This commit contains all the changes that have been done in
Gitlab since the first public release of the conformance tests.

Signed-off-by: Kevin Petit <kevin.petit@arm.com>
2019-03-05 16:23:49 +00:00

679 lines
25 KiB
C++

//
// Copyright (c) 2017 The Khronos Group Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
#include "testBase.h"
#include "../../test_common/gl/setup.h"
#include "../../test_common/harness/genericThread.h"
#if defined( __APPLE__ )
#include <OpenGL/glu.h>
#else
#include <GL/glu.h>
#include <CL/cl_gl.h>
#endif
#ifndef GLsync
// For OpenGL before 3.2, we look for the ARB_sync extension and try to use that
#if !defined(_WIN32)
#include <inttypes.h>
#endif // !_WIN32
typedef int64_t GLint64;
typedef uint64_t GLuint64;
typedef struct __GLsync *GLsync;
typedef GLsync (*glFenceSyncPtr)(GLenum condition,GLbitfield flags);
glFenceSyncPtr glFenceSyncFunc;
typedef bool (*glIsSyncPtr)(GLsync sync);
glIsSyncPtr glIsSyncFunc;
typedef void (*glDeleteSyncPtr)(GLsync sync);
glDeleteSyncPtr glDeleteSyncFunc;
typedef GLenum (*glClientWaitSyncPtr)(GLsync sync,GLbitfield flags,GLuint64 timeout);
glClientWaitSyncPtr glClientWaitSyncFunc;
typedef void (*glWaitSyncPtr)(GLsync sync,GLbitfield flags,GLuint64 timeout);
glWaitSyncPtr glWaitSyncFunc;
typedef void (*glGetInteger64vPtr)(GLenum pname, GLint64 *params);
glGetInteger64vPtr glGetInteger64vFunc;
typedef void (*glGetSyncivPtr)(GLsync sync,GLenum pname,GLsizei bufSize,GLsizei *length,
GLint *values);
glGetSyncivPtr glGetSyncivFunc;
#define CHK_GL_ERR() printf("%s\n", gluErrorString(glGetError()))
static void InitSyncFns( void )
{
glFenceSyncFunc = (glFenceSyncPtr)glutGetProcAddress( "glFenceSync" );
glIsSyncFunc = (glIsSyncPtr)glutGetProcAddress( "glIsSync" );
glDeleteSyncFunc = (glDeleteSyncPtr)glutGetProcAddress( "glDeleteSync" );
glClientWaitSyncFunc = (glClientWaitSyncPtr)glutGetProcAddress( "glClientWaitSync" );
glWaitSyncFunc = (glWaitSyncPtr)glutGetProcAddress( "glWaitSync" );
glGetInteger64vFunc = (glGetInteger64vPtr)glutGetProcAddress( "glGetInteger64v" );
glGetSyncivFunc = (glGetSyncivPtr)glutGetProcAddress( "glGetSynciv" );
}
#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
#define GL_OBJECT_TYPE 0x9112
#define GL_SYNC_CONDITION 0x9113
#define GL_SYNC_STATUS 0x9114
#define GL_SYNC_FLAGS 0x9115
#define GL_SYNC_FENCE 0x9116
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
#define GL_UNSIGNALED 0x9118
#define GL_SIGNALED 0x9119
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull
#define GL_ALREADY_SIGNALED 0x911A
#define GL_TIMEOUT_EXPIRED 0x911B
#define GL_CONDITION_SATISFIED 0x911C
#define GL_WAIT_FAILED 0x911D
#define USING_ARB_sync 1
#endif
typedef cl_event (CL_API_CALL *clCreateEventFromGLsyncKHR_fn)( cl_context context, GLsync sync, cl_int *errCode_ret) ;
clCreateEventFromGLsyncKHR_fn clCreateEventFromGLsyncKHR_ptr;
static const char *updateBuffersKernel[] = {
"__kernel void update( __global float4 * vertices, __global float4 *colors, int horizWrap, int rowIdx )\n"
"{\n"
" size_t tid = get_global_id(0);\n"
"\n"
" size_t xVal = ( tid & ( horizWrap - 1 ) );\n"
" vertices[ tid * 2 + 0 ] = (float4)( xVal, rowIdx*16.f, 0.0f, 1.f );\n"
" vertices[ tid * 2 + 1 ] = (float4)( xVal, rowIdx*16.f + 4.0f, 0.0f, 1.f );\n"
"\n"
" int rowV = rowIdx + 1;\n"
" colors[ tid * 2 + 0 ] = (float4)( ( rowV & 1 ) / 255.f, ( ( rowV & 2 ) >> 1 ) / 255.f, ( ( rowV & 4 ) >> 2 ) / 255.f, 1.f );\n"
" //colors[ tid * 2 + 0 ] = (float4)( (float)xVal/(float)horizWrap, 1.0f, 1.0f, 1.0f );\n"
" colors[ tid * 2 + 1 ] = colors[ tid * 2 + 0 ];\n"
"}\n" };
//Passthrough VertexShader
static const char *vertexshader =
"#version 150\n"
"uniform mat4 projMatrix;\n"
"in vec4 inPosition;\n"
"in vec4 inColor;\n"
"out vec4 vertColor;\n"
"void main (void) {\n"
" gl_Position = projMatrix*inPosition;\n"
" vertColor = inColor;\n"
"}\n";
//Passthrough FragmentShader
static const char *fragmentshader =
"#version 150\n"
"in vec4 vertColor;\n"
"out vec4 outColor;\n"
"void main (void) {\n"
" outColor = vertColor;\n"
"}\n";
GLuint createShaderProgram(GLint *posLoc, GLint *colLoc)
{
GLint logLength, status;
GLuint program = glCreateProgram();
GLuint vpShader;
vpShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vpShader, 1, (const GLchar **)&vertexshader, NULL);
glCompileShader(vpShader);
glGetShaderiv(vpShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar*) malloc(logLength);
glGetShaderInfoLog(vpShader, logLength, &logLength, log);
log_info("Vtx Shader compile log:\n%s", log);
free(log);
}
glGetShaderiv(vpShader, GL_COMPILE_STATUS, &status);
if (status == 0)
{
log_error("Failed to compile vtx shader:\n");
return 0;
}
glAttachShader(program, vpShader);
GLuint fpShader;
fpShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fpShader, 1, (const GLchar **)&fragmentshader, NULL);
glCompileShader(fpShader);
glGetShaderiv(fpShader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar*)malloc(logLength);
glGetShaderInfoLog(fpShader, logLength, &logLength, log);
log_info("Frag Shader compile log:\n%s", log);
free(log);
}
glAttachShader(program, fpShader);
glGetShaderiv(fpShader, GL_COMPILE_STATUS, &status);
if (status == 0)
{
log_error("Failed to compile frag shader:\n\n");
return 0;
}
glLinkProgram(program);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar*)malloc(logLength);
glGetProgramInfoLog(program, logLength, &logLength, log);
log_info("Program link log:\n%s", log);
free(log);
}
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == 0)
{
log_error("Failed to link program\n");
return 0;
}
*posLoc = glGetAttribLocation(program, "inPosition");
*colLoc = glGetAttribLocation(program, "inColor");
return program;
}
void destroyShaderProgram(GLuint program)
{
GLuint shaders[2];
GLsizei count;
glUseProgram(0);
glGetAttachedShaders(program, 2, &count, shaders);
int i;
for(i = 0; i < count; i++)
{
glDetachShader(program, shaders[i]);
glDeleteShader(shaders[i]);
}
glDeleteProgram(program);
}
// This function queues up and runs the above CL kernel that writes the vertex data
cl_int run_cl_kernel( cl_kernel kernel, cl_command_queue queue, cl_mem stream0, cl_mem stream1,
cl_int rowIdx, cl_event fenceEvent, size_t numThreads )
{
cl_int error = clSetKernelArg( kernel, 3, sizeof( rowIdx ), &rowIdx );
test_error( error, "Unable to set kernel arguments" );
clEventWrapper acqEvent1, acqEvent2, kernEvent, relEvent1, relEvent2;
int numEvents = ( fenceEvent != NULL ) ? 1 : 0;
cl_event *fence_evt = ( fenceEvent != NULL ) ? &fenceEvent : NULL;
error = (*clEnqueueAcquireGLObjects_ptr)( queue, 1, &stream0, numEvents, fence_evt, &acqEvent1 );
test_error( error, "Unable to acquire GL obejcts");
error = (*clEnqueueAcquireGLObjects_ptr)( queue, 1, &stream1, numEvents, fence_evt, &acqEvent2 );
test_error( error, "Unable to acquire GL obejcts");
cl_event evts[ 2 ] = { acqEvent1, acqEvent2 };
error = clEnqueueNDRangeKernel( queue, kernel, 1, NULL, &numThreads, NULL, 2, evts, &kernEvent );
test_error( error, "Unable to execute test kernel" );
error = (*clEnqueueReleaseGLObjects_ptr)( queue, 1, &stream0, 1, &kernEvent, &relEvent1 );
test_error(error, "clEnqueueReleaseGLObjects failed");
error = (*clEnqueueReleaseGLObjects_ptr)( queue, 1, &stream1, 1, &kernEvent, &relEvent2 );
test_error(error, "clEnqueueReleaseGLObjects failed");
evts[ 0 ] = relEvent1;
evts[ 1 ] = relEvent2;
error = clWaitForEvents( 2, evts );
test_error( error, "Unable to wait for release events" );
return 0;
}
class RunThread : public genericThread
{
public:
cl_kernel mKernel;
cl_command_queue mQueue;
cl_mem mStream0, mStream1;
cl_int mRowIdx;
cl_event mFenceEvent;
size_t mNumThreads;
RunThread( cl_kernel kernel, cl_command_queue queue, cl_mem stream0, cl_mem stream1, size_t numThreads )
: mKernel( kernel ), mQueue( queue ), mStream0( stream0 ), mStream1( stream1 ), mNumThreads( numThreads )
{
}
void SetRunData( cl_int rowIdx, cl_event fenceEvent )
{
mRowIdx = rowIdx;
mFenceEvent = fenceEvent;
}
virtual void * IRun( void )
{
cl_int error = run_cl_kernel( mKernel, mQueue, mStream0, mStream1, mRowIdx, mFenceEvent, mNumThreads );
return (void *)error;
}
};
int test_fence_sync_single( cl_device_id device, cl_context context, cl_command_queue queue, bool separateThreads, GLint rend_vs, GLint read_vs, cl_device_id rend_device )
{
int error;
const int framebufferSize = 512;
if( !is_extension_available( device, "cl_khr_gl_event" ) )
{
log_info( "NOTE: cl_khr_gl_event extension not present on this device; skipping fence sync test\n" );
return 0;
}
// Ask OpenCL for the platforms. Warn if more than one platform found,
// since this might not be the platform we want. By default, we simply
// use the first returned platform.
cl_uint nplatforms;
cl_platform_id platform;
clGetPlatformIDs(0, NULL, &nplatforms);
clGetPlatformIDs(1, &platform, NULL);
if (nplatforms > 1) {
log_info("clGetPlatformIDs returned multiple values. This is not "
"an error, but might result in obtaining incorrect function "
"pointers if you do not want the first returned platform.\n");
// Show them the platform name, in case it is a problem.
size_t size;
char *name;
clGetPlatformInfo(platform, CL_PLATFORM_NAME, 0, NULL, &size);
name = (char*)malloc(size);
clGetPlatformInfo(platform, CL_PLATFORM_NAME, size, name, NULL);
log_info("Using platform with name: %s \n", name);
free(name);
}
clCreateEventFromGLsyncKHR_ptr = (clCreateEventFromGLsyncKHR_fn)clGetExtensionFunctionAddressForPlatform(platform, "clCreateEventFromGLsyncKHR");
if( clCreateEventFromGLsyncKHR_ptr == NULL )
{
log_error( "ERROR: Unable to run fence_sync test (clCreateEventFromGLsyncKHR function not discovered!)\n" );
clCreateEventFromGLsyncKHR_ptr = (clCreateEventFromGLsyncKHR_fn)clGetExtensionFunctionAddressForPlatform(platform, "clCreateEventFromGLsyncAPPLE");
return -1;
}
#ifdef USING_ARB_sync
char *gl_version_str = (char*)glGetString( GL_VERSION );
float glCoreVersion;
sscanf(gl_version_str, "%f", &glCoreVersion);
if( glCoreVersion < 3.0f )
{
log_info( "OpenGL version %f does not support fence/sync! Skipping test.\n", glCoreVersion );
return 0;
}
#ifdef __APPLE__
CGLContextObj currCtx = CGLGetCurrentContext();
CGLPixelFormatObj pixFmt = CGLGetPixelFormat(currCtx);
GLint val, screen;
CGLGetVirtualScreen(currCtx, &screen);
CGLDescribePixelFormat(pixFmt, screen, kCGLPFAOpenGLProfile, &val);
if(val != kCGLOGLPVersion_3_2_Core)
{
log_error( "OpenGL context was not created with OpenGL version >= 3.0 profile even though platform supports it"
"OpenGL profile %f does not support fence/sync! Skipping test.\n", glCoreVersion );
return -1;
}
#else
// Need platform specific way to query if current GL context was created with 3.x profile
log_error( "ERROR: not implemented\n\n" );
return -1;
#endif
InitSyncFns();
#endif
#ifdef __APPLE__
CGLSetVirtualScreen(CGLGetCurrentContext(), rend_vs);
#else
// Need platform specific way to set device with id rend_vs the current
// rendering target
log_error( "ERROR: not implemented\n\n" );
return -1;
#endif
GLint posLoc, colLoc;
GLuint shaderprogram = createShaderProgram(&posLoc, &colLoc);
if(!shaderprogram)
{
log_error("Failed to create shader program\n");
return -1;
}
float l = 0.0f; float r = framebufferSize;
float b = 0.0f; float t = framebufferSize;
float projMatrix[16] = { 2.0f/(r-l), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f/(t-b), 0.0f, 0.0f,
0.0f, 0.0f, -1.0f, 0.0f,
-(r+l)/(r-l), -(t+b)/(t-b), 0.0f, 1.0f
};
glUseProgram(shaderprogram);
GLuint projMatLoc = glGetUniformLocation(shaderprogram, "projMatrix");
glUniformMatrix4fv(projMatLoc, 1, 0, projMatrix);
glUseProgram(0);
// Note: the framebuffer is just the target to verify our results against, so we don't
// really care to go through all the possible formats in this case
glFramebufferWrapper glFramebuffer;
glRenderbufferWrapper glRenderbuffer;
error = CreateGLRenderbufferRaw( framebufferSize, 128, GL_COLOR_ATTACHMENT0_EXT,
GL_RGBA, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV,
&glFramebuffer, &glRenderbuffer );
if( error != 0 )
return error;
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBufferWrapper vtxBuffer, colorBuffer;
glGenBuffers( 1, &vtxBuffer );
glGenBuffers( 1, &colorBuffer );
const int numHorizVertices = ( framebufferSize * 64 ) + 1;
glBindBuffer( GL_ARRAY_BUFFER, vtxBuffer );
glBufferData( GL_ARRAY_BUFFER, sizeof( GLfloat ) * numHorizVertices * 2 * 4, NULL, GL_STATIC_DRAW );
glBindBuffer( GL_ARRAY_BUFFER, colorBuffer );
glBufferData( GL_ARRAY_BUFFER, sizeof( GLfloat ) * numHorizVertices * 2 * 4, NULL, GL_STATIC_DRAW );
// Now that the requisite objects are bound, we can attempt program
// validation:
glValidateProgram(shaderprogram);
GLint logLength, status;
glGetProgramiv(shaderprogram, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar*)malloc(logLength);
glGetProgramInfoLog(shaderprogram, logLength, &logLength, log);
log_info("Program validate log:\n%s", log);
free(log);
}
glGetProgramiv(shaderprogram, GL_VALIDATE_STATUS, &status);
if (status == 0)
{
log_error("Failed to validate program\n");
return 0;
}
clProgramWrapper program;
clKernelWrapper kernel;
clMemWrapper streams[ 2 ];
if( create_single_kernel_helper( context, &program, &kernel, 1, updateBuffersKernel, "update" ) )
return -1;
streams[ 0 ] = (*clCreateFromGLBuffer_ptr)( context, CL_MEM_READ_WRITE, vtxBuffer, &error );
test_error( error, "Unable to create CL buffer from GL vertex buffer" );
streams[ 1 ] = (*clCreateFromGLBuffer_ptr)( context, CL_MEM_READ_WRITE, colorBuffer, &error );
test_error( error, "Unable to create CL buffer from GL color buffer" );
error = clSetKernelArg( kernel, 0, sizeof( streams[ 0 ] ), &streams[ 0 ] );
test_error( error, "Unable to set kernel arguments" );
error = clSetKernelArg( kernel, 1, sizeof( streams[ 1 ] ), &streams[ 1 ] );
test_error( error, "Unable to set kernel arguments" );
cl_int horizWrap = (cl_int)framebufferSize;
error = clSetKernelArg( kernel, 2, sizeof( horizWrap ), &horizWrap );
test_error( error, "Unable to set kernel arguments" );
glViewport( 0, 0, framebufferSize, framebufferSize );
glClearColor( 0, 0, 0, 0 );
glClear( GL_COLOR_BUFFER_BIT );
glClear( GL_DEPTH_BUFFER_BIT );
glDisable( GL_DEPTH_TEST );
glEnable( GL_BLEND );
glBlendFunc( GL_ONE, GL_ONE );
clEventWrapper fenceEvent;
GLsync glFence = 0;
// Do a loop through 8 different horizontal stripes against the framebuffer
RunThread thread( kernel, queue, streams[ 0 ], streams[ 1 ], (size_t)numHorizVertices );
for( int i = 0; i < 8; i++ )
{
// if current rendering device is not the compute device and
// separateThreads == false which means compute is going on same
// thread and we are using implicit synchronization (no GLSync obj used)
// then glFlush by clEnqueueAcquireGLObject is not sufficient ... we need
// to wait for rendering to finish on other device before CL can start
// writing to CL/GL shared mem objects. When separateThreads is true i.e.
// we are using GLSync obj to synchronize then we dont need to call glFinish
// here since CL should wait for rendering on other device before this
// GLSync object to finish before it starts writing to shared mem object.
// Also rend_device == compute_device no need to call glFinish
if(rend_device != device && !separateThreads)
glFinish();
if( separateThreads )
{
thread.SetRunData( (cl_int)i, fenceEvent );
thread.Start();
error = (cl_int)(size_t)thread.Join();
}
else
{
error = run_cl_kernel( kernel, queue, streams[ 0 ], streams[ 1 ], (cl_int)i, fenceEvent, (size_t)numHorizVertices );
}
test_error( error, "Unable to run CL kernel" );
glUseProgram(shaderprogram);
glEnableVertexAttribArray(posLoc);
glEnableVertexAttribArray(colLoc);
glBindBuffer( GL_ARRAY_BUFFER, vtxBuffer );
glVertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), 0);
glBindBuffer( GL_ARRAY_BUFFER, colorBuffer );
glVertexAttribPointer(colLoc, 4, GL_FLOAT, GL_FALSE, 4*sizeof(GLfloat), 0);
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glDrawArrays( GL_TRIANGLE_STRIP, 0, numHorizVertices * 2 );
glDisableVertexAttribArray(posLoc);
glDisableVertexAttribArray(colLoc);
glUseProgram(0);
if( separateThreads )
{
// If we're on the same thread, then we're testing implicit syncing, so we
// don't need the actual fence code
if( fenceEvent != NULL )
{
clReleaseEvent( fenceEvent );
glDeleteSyncFunc( glFence );
}
glFence = glFenceSyncFunc( GL_SYNC_GPU_COMMANDS_COMPLETE, 0 );
fenceEvent = clCreateEventFromGLsyncKHR_ptr( context, glFence, &error );
test_error( error, "Unable to create CL event from GL fence" );
// in case of explicit synchronization, we just wait for the sync object to complete
// in clEnqueueAcquireGLObject but we dont flush. Its application's responsibility
// to flush on the context on which glSync is created
glFlush();
}
}
if( glFence != 0 )
// Don't need the final release for fenceEvent, because the wrapper will take care of that
glDeleteSyncFunc( glFence );
#ifdef __APPLE__
CGLSetVirtualScreen(CGLGetCurrentContext(), read_vs);
#else
// Need platform specific code to set the current rendering device (OpenGL target)
// to device with id read_vs so that next glReadPixels get submitted to that device
log_error( "ERROR: not implemented\n\n" );
return -1;
#endif
// Grab the contents of the final framebuffer
BufferOwningPtr<char> resultData( ReadGLRenderbuffer( glFramebuffer, glRenderbuffer,
GL_COLOR_ATTACHMENT0_EXT,
GL_RGBA, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, kUChar,
framebufferSize, 128 ) );
// Check the contents now. We should end up with solid color bands 32 pixels high and the
// full width of the framebuffer, at values (128,128,128) due to the additive blending
for( int i = 0; i < 8; i++ )
{
for( int y = 0; y < 4; y++ )
{
// Note: coverage will be double because the 63-0 triangle overwrites again at the end of the pass
cl_uchar valA = ( ( ( i + 1 ) & 1 ) ) * numHorizVertices * 2 / framebufferSize;
cl_uchar valB = ( ( ( i + 1 ) & 2 ) >> 1 ) * numHorizVertices * 2 / framebufferSize;
cl_uchar valC = ( ( ( i + 1 ) & 4 ) >> 2 ) * numHorizVertices * 2 / framebufferSize;
cl_uchar *row = (cl_uchar *)&resultData[ ( i * 16 + y ) * framebufferSize * 4 ];
for( int x = 0; x < ( framebufferSize - 1 ) - 1; x++ )
{
if( ( row[ x * 4 ] != valA ) || ( row[ x * 4 + 1 ] != valB ) ||
( row[ x * 4 + 2 ] != valC ) )
{
log_error( "ERROR: Output framebuffer did not validate!\n" );
DumpGLBuffer( GL_UNSIGNED_BYTE, framebufferSize, 128, resultData );
log_error( "RUNS:\n" );
uint32_t *p = (uint32_t *)(char *)resultData;
size_t a = 0;
for( size_t t = 1; t < framebufferSize * framebufferSize; t++ )
{
if( p[ a ] != 0 )
{
if( p[ t ] == 0 )
{
log_error( "RUN: %ld to %ld (%d,%d to %d,%d) 0x%08x\n", a, t - 1,
(int)( a % framebufferSize ), (int)( a / framebufferSize ),
(int)( ( t - 1 ) % framebufferSize ), (int)( ( t - 1 ) / framebufferSize ),
p[ a ] );
a = t;
}
}
else
{
if( p[ t ] != 0 )
{
a = t;
}
}
}
return -1;
}
}
}
}
destroyShaderProgram(shaderprogram);
glDeleteVertexArrays(1, &vao);
return 0;
}
int test_fence_sync( cl_device_id device, cl_context context, cl_command_queue queue, int numElements )
{
GLint vs_count = 0;
cl_device_id *device_list = NULL;
if( !is_extension_available( device, "cl_khr_gl_event" ) )
{
log_info( "NOTE: cl_khr_gl_event extension not present on this device; skipping fence sync test\n" );
return 0;
}
#ifdef __APPLE__
CGLContextObj ctx = CGLGetCurrentContext();
CGLPixelFormatObj pix = CGLGetPixelFormat(ctx);
CGLError err = CGLDescribePixelFormat(pix, 0, kCGLPFAVirtualScreenCount, &vs_count);
device_list = (cl_device_id *) malloc(sizeof(cl_device_id)*vs_count);
clGetGLContextInfoAPPLE(context, ctx, CL_CGL_DEVICES_FOR_SUPPORTED_VIRTUAL_SCREENS_APPLE, sizeof(cl_device_id)*vs_count, device_list, NULL);
#else
// Need platform specific way of getting devices from CL context to which OpenGL can render
// If not available it can be replaced with clGetContextInfo with CL_CONTEXT_DEVICES
log_error( "ERROR: not implemented\n\n" );
return -1;
#endif
GLint rend_vs, read_vs;
int error = 0;
int any_failed = 0;
// Loop through all the devices capable to OpenGL rendering
// and set them as current rendering target
for(rend_vs = 0; rend_vs < vs_count; rend_vs++)
{
// Loop through all the devices and set them as current
// compute target
for(read_vs = 0; read_vs < vs_count; read_vs++)
{
cl_device_id rend_device = device_list[rend_vs], read_device = device_list[read_vs];
char rend_name[200], read_name[200];
clGetDeviceInfo(rend_device, CL_DEVICE_NAME, sizeof(rend_name), rend_name, NULL);
clGetDeviceInfo(read_device, CL_DEVICE_NAME, sizeof(read_name), read_name, NULL);
log_info("Rendering on: %s, read back on: %s\n", rend_name, read_name);
error = test_fence_sync_single( device, context, queue, false, rend_vs, read_vs, rend_device );
any_failed |= error;
if( error != 0 )
log_error( "ERROR: Implicit syncing with GL sync events failed!\n\n" );
else
log_info("Implicit syncing Passed\n");
error = test_fence_sync_single( device, context, queue, true, rend_vs, read_vs, rend_device );
any_failed |= error;
if( error != 0 )
log_error( "ERROR: Explicit syncing with GL sync events failed!\n\n" );
else
log_info("Explicit syncing Passed\n");
}
}
free(device_list);
return any_failed;
}