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mandelmain.c
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#include "mandelmain.h"
#include <time.h>
int rendertarget = TARGET_AVX;
SDL_Window *win;
SDL_Renderer *rend;
SDL_Texture *tex;
SDL_mutex *mutex;
int mutexstatus;
int close_requested = 0;
struct RenderSettings rs;
void renderWindow(SDL_Renderer *rend, SDL_Texture *tex, struct RenderSettings rs) {
int pitch;
void *screenbuf;
mutexstatus = SDL_TryLockMutex(mutex);
if (mutexstatus != 0) {
fprintf(stderr, "Couldn't lock mutex\n");
return;
}
SDL_LockTexture(tex, NULL, &screenbuf, &pitch);
rs.outputBuffer = screenbuf;
time_t start, end;
struct timespec curTime;
clock_gettime(CLOCK_REALTIME, &curTime);
start = curTime.tv_sec * 1000000000 + curTime.tv_nsec;
switch (rendertarget) {
case TARGET_CUDA:
printf("Renderer: CUDA double precision\n");
mandelbrotCUDA(rs);
break;
case TARGET_CUDASP:
printf("Renderer: CUDA single precision\n");
mandelbrotCUDAsp(rs);
break;
case TARGET_AVX:
printf("Renderer: AVX\n");
mandelbrotAVX(rs);
break;
case TARGET_GMP:
printf("Renderer: GMP\n");
mandelbrotGMP(rs);
break;
case TARGET_CPU:
printf("Renderer: CPU\n");
mandelbrotCPU(rs);
break;
default:
mandelbrotCPU(rs);
break;
}
clock_gettime(CLOCK_REALTIME, &curTime);
end = curTime.tv_sec * 1000000000 + curTime.tv_nsec;
double duration_sec = (double)(end - start) / 1000000000.0;
printf("Time: %f \n", duration_sec);
SDL_UnlockTexture(tex);
SDL_RenderClear(rend);
SDL_RenderCopy(rend, tex, NULL, NULL);
SDL_RenderPresent(rend);
SDL_UnlockMutex(mutex);
}
void setupSDL() {
SDL_Init(SDL_INIT_VIDEO);
win = SDL_CreateWindow("sdltest", 0, 0, INITIAL_WINDOW_WIDTH, INITIAL_WINDOW_HEIGHT,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
rend = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
tex = SDL_CreateTexture(rend, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING,
rs.width, rs.height);
mutex = SDL_CreateMutex();
}
// clang-format off
float vertices[] = {
// positions // texture coords
1.0f, 1.0f, 0.0f, 1.0f, 0.0f, // top right
1.0f, -1.0f, 0.0f, 1.0f, 1.0f, // bottom right
-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, // bottom left
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
// clang-format on
void handleEvent(SDL_Event event) {
switch (event.type) {
case SDL_QUIT:
close_requested = 1;
break;
case SDL_KEYDOWN:
switch (event.key.keysym.scancode) {
case SDL_SCANCODE_ESCAPE:
close_requested = 1;
break;
case SDL_SCANCODE_KP_MINUS:
case SDL_SCANCODE_MINUS:
if (rs.zoom > 0.5)
rs.zoom = rs.zoom / 1.5;
renderWindow(rend, tex, rs);
break;
case SDL_SCANCODE_KP_DIVIDE:
rs.zoom = 1.0;
renderWindow(rend, tex, rs);
break;
case SDL_SCANCODE_KP_PLUS:
case SDL_SCANCODE_EQUALS:
rs.zoom = rs.zoom * 1.5;
renderWindow(rend, tex, rs);
break;
case SDL_SCANCODE_RIGHT:
rs.xoffset += (0.2 / rs.zoom);
renderWindow(rend, tex, rs);
break;
case SDL_SCANCODE_LEFT:
rs.xoffset -= (0.2 / rs.zoom);
renderWindow(rend, tex, rs);
break;
case SDL_SCANCODE_UP:
rs.yoffset += (0.2 / rs.zoom);
renderWindow(rend, tex, rs);
break;
case SDL_SCANCODE_DOWN:
rs.yoffset -= (0.2 / rs.zoom);
renderWindow(rend, tex, rs);
break;
case SDL_SCANCODE_G:
SDL_Delay(1);
SDL_GLContext glcontext = SDL_GL_CreateContext(win);
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
FILE *fp;
char buff[MAX_SHADER_SIZE];
fp = fopen("shader.fs", "r");
size_t count = fread(buff, 1, MAX_SHADER_SIZE, (FILE *)fp);
buff[count] = '\0';
fclose(fp);
const char *shaderSource = buff;
glShaderSource(fragmentShader, 1, &shaderSource, NULL);
fp = fopen("shader.vs", "r");
count = fread(buff, 1, MAX_SHADER_SIZE, (FILE *)fp);
buff[count] = '\0';
fclose(fp);
glShaderSource(vertexShader, 1, &shaderSource, NULL);
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
GLuint VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// texture
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
rs.width = 16384;
rs.height = 16384;
void *data;
data = (unsigned *)malloc(rs.width * rs.height * 4);
rs.outputBuffer = data;
mandelbrotAVX(rs);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rs.width, rs.height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, data);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glUseProgram(shaderProgram);
glBindVertexArray(VAO); // seeing as we only have a single VAO there's no need to bind it every time, but we'll do so to keep things a bit more organized
mat4 transform = GLM_MAT4_IDENTITY_INIT;
for (int i = 0; i < 1000; i++) {
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
// glm_scale(transform, (vec3) {1.01f, 1.01f, 1.01f});
glm_rotate(transform, 0.003f, (vec3){0.0f, 0.0f, 1.0f});
glm_rotate(transform, 0.005f, (vec3){0.0f, 1.0f, 0.0f});
glm_rotate(transform, 0.007f, (vec3){1.0f, 0.0f, 0.0f});
unsigned int transformLoc = glGetUniformLocation(shaderProgram, "transform");
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, (float *)transform);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
SDL_GL_SwapWindow(win);
SDL_Delay(16);
}
SDL_Delay(1000);
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
SDL_GL_DeleteContext(glcontext);
free(data);
break;
case SDL_SCANCODE_W:
rs.iterations = rs.iterations * 2;
renderWindow(rend, tex, rs);
break;
case SDL_SCANCODE_S:
if (rs.iterations > 1) {
rs.iterations = rs.iterations / 2;
renderWindow(rend, tex, rs);
}
break;
case SDL_SCANCODE_1:
rendertarget = 0;
renderWindow(rend, tex, rs);
SDL_Delay(100);
break;
case SDL_SCANCODE_2:
rendertarget = 1;
renderWindow(rend, tex, rs);
SDL_Delay(100);
break;
case SDL_SCANCODE_3:
rendertarget = 2;
renderWindow(rend, tex, rs);
SDL_Delay(100);
break;
case SDL_SCANCODE_4:
rendertarget = 3;
renderWindow(rend, tex, rs);
SDL_Delay(100);
break;
case SDL_SCANCODE_5:
rendertarget = 4;
renderWindow(rend, tex, rs);
SDL_Delay(100);
break;
default:
break;
}
printf("Xoffset: %.15f\n", rs.xoffset);
printf("Yoffset: %.15f\n", rs.yoffset);
printf("Zoom: %f\n", rs.zoom);
printf("Iter: %d\n", rs.iterations);
printf("\n");
break;
case SDL_WINDOWEVENT:
// printf("%d\n", event.window.event);
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
mutexstatus = SDL_TryLockMutex(mutex);
if (mutexstatus == 0) {
SDL_DestroyTexture(tex);
rs.width = event.window.data1;
rs.height = event.window.data2;
tex = SDL_CreateTexture(rend, SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_STREAMING,
rs.width, rs.height);
renderWindow(rend, tex, rs);
SDL_UnlockMutex(mutex);
} else {
fprintf(stderr, "Couldn't lock mutex in event loop\n");
}
}
break;
default:
break;
printf("%d\n", event.type);
}
}
int main(int argc, char *argv[]) {
rs.zoom = 1.0;
rs.xoffset = 0;
rs.yoffset = 0;
rs.iterations = 50;
rs.width = INITIAL_WINDOW_WIDTH;
rs.height = INITIAL_WINDOW_HEIGHT;
setupSDL();
initCUDA(rs);
GLenum err = glewInit();
if (GLEW_OK != err) {
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
}
fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
if (argc > 1 && strcmp(argv[1], "bench") == 0) {
close_requested = 1;
// arbitrarily chosen zoom point for benchmarking
rs.xoffset = -1.484935782949454;
rs.zoom = 16585998.481410;
rs.iterations = 5000;
// rs.xoffset = -1.478036884621246;
// rs.zoom = 194.619507;
// rs.iterations = 500;
// rs.xoffset = -1.483321409799798;
// rs.zoom = 16100687809804.728516;
// rs.iterations = 25600;
rendertarget = TARGET_CPU;
renderWindow(rend, tex, rs);
rendertarget = TARGET_AVX;
renderWindow(rend, tex, rs);
rendertarget = TARGET_CUDASP;
renderWindow(rend, tex, rs);
rendertarget = TARGET_CUDA;
}
renderWindow(rend, tex, rs);
while (!close_requested) {
SDL_Event event;
SDL_WaitEvent(&event);
handleEvent(event);
}
SDL_DestroyRenderer(rend);
SDL_DestroyWindow(win);
freeCUDA();
SDL_Quit();
}