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c++ - Cuda + OpenGL 互操作性,glDrawArrays() 访问冲突

转载 作者:塔克拉玛干 更新时间:2023-11-03 07:45:55 25 4
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首先,我想为我在下面提供的代码量道歉,我不确定,但我可能会违反发布规则。

我正在尝试修改 nvidia 的 cuda 示例 fluidsGL(可以在此处看到示例 https://www.youtube.com/watch?v=jU9wgSu4_zw),这样我就可以加载自定义图像(例如 PNG),然后在其上应用流体解算器,而不是修改随机像素,以类似流体的方式有效地扭曲它。

在尝试了许多不同的实现之后,我发现使用两个 vbo 可能是可能的,一个用于将被发送到流体求解器内核的 float2 粒子,另一个用于颜色,我用来自图像的 RGBA 信息。

虽然我在 glDrawArrays 中遇到了访问冲突,但我仍然没有弄清楚为什么,在早期的尝试中,我尝试使用一个带有名为 vertex_data 的结构的 vbo,它包含一个 float2 和一个 uchar4,通过 glbufferdata 发送它并让内核计算它的 float2 部分,但也发生了访问冲突异常。

如果有人愿意帮助我,我将不胜感激

typedef unsigned char ubyte;

#define DEVICE __device__
#define GLOBAL __global__

#define MAX(a,b) ((a > b) ? a : b)
#define DIM 512
#define DS DIM*DIM

glm::mat4 m_mat;

// CUFFT plan handle
cufftHandle planr2c;
cufftHandle planc2r;
static float2 *vxfield = NULL;
static float2 *vyfield = NULL;

float2 *hvfield = NULL;
float2 *dvfield = NULL;
static int wWidth = MAX(512, DIM);
static int wHeight = MAX(512, DIM);

/*-----CUSTOM STRUCT-----------------------------------------------------*/

struct GLTexture
{
GLuint id;
int width;
int height;
};


vertex_data data[DS];

//c linkage
/*--------------------------------------------------------------------------------------------------------------------------------*/
extern "C" void addForces(float2 *v, int dx, int dy, int spx, int spy, float fx, float fy, int r);
extern "C" void advectVelocity(float2 *v, float *vx, float *vy, int dx, int pdx, int dy, float dt);
extern "C" void diffuseProject(float2 *vx, float2 *vy, int dx, int dy, float dt, float visc);
extern "C" void updateVelocity(float2 *v, float *vx, float *vy, int dx, int pdx, int dy);
extern "C" void advectParticles(GLuint vbo, float2 *v, int dx, int dy, float dt);
/*--------------------------------------------------------------------------------------------------------------------------------*/

GLSLProgram prog;
IOManager m_manager;
GLTexture m_tex;
std::vector<ubyte> in_img;
std::vector<ubyte> out_img;
vertex_data vData[6];


GLuint positionsVBO;
GLuint colorsVBO;
cudaGraphicsResource* positionsVBO_CUDA;
float2 *particles = NULL;

float2 *part_cuda = NULL;

int lastx = 0, lasty = 0;
int clicked = 0;
size_t tPitch = 0;

float myrand(void)
{
return rand() / (float)RAND_MAX;
}

void initParticles(float2 *p, int dx, int dy)
{
int i, j;

for (i = 0; i < dy; i++)
{
for (j = 0; j < dx; j++)
{
p[i*dx + j].x = (j + 0.5f + (myrand() - 0.5f)) / dx;
p[i*dx + j].y = (i + 0.5f + (myrand() - 0.5f)) / dy;
}
}

}




void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 27:

glutDestroyWindow(glutGetWindow());
exit(0);
return;


default:
break;
}
}

void click(int button, int updown, int x, int y)
{
lastx = x;
lasty = y;
clicked = !clicked;
}

void motion(int x, int y)
{
// Convert motion coordinates to domain
float fx = (lastx / (float)wWidth);
float fy = (lasty / (float)wHeight);
int nx = (int)(fx * DIM);
int ny = (int)(fy * DIM);

if (clicked && nx < DIM - FR && nx > FR - 1 && ny < DIM - FR && ny > FR - 1)
{
int ddx = x - lastx;
int ddy = y - lasty;
fx = ddx / (float)wWidth;
fy = ddy / (float)wHeight;
int spy = ny - FR;
int spx = nx - FR;
addForces(dvfield, DIM, DIM, spx, spy, FORCE * DT * fx, FORCE * DT * fy, FR);
lastx = x;
lasty = y;
}

glutPostRedisplay();
}

void cleanup(void)
{
cudaGraphicsUnregisterResource(positionsVBO_CUDA);

unbindTexture();
deleteTexture();

// Free all host and device resources
free(hvfield);
free(particles);
cudaFree(dvfield);
cudaFree(vxfield);
cudaFree(vyfield);
cufftDestroy(planr2c);
cufftDestroy(planc2r);

glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glDeleteBuffersARB(1, &positionsVBO);
}

void run_simulation(void){

//Execute kernel

advectVelocity(dvfield, (float *)vxfield, (float *)vyfield, DIM, RPADW, DIM, DT);
diffuseProject(vxfield, vyfield, CPADW, DIM, DT, VIS);
updateVelocity(dvfield, (float *)vxfield, (float *)vyfield, DIM, RPADW, DIM);
advectParticles(positionsVBO, dvfield, DIM, DIM, DT);



}


void initShaders(){
prog.compileShaders("vShader.vertex", "fShader.frag");
prog.addAttribute("vertexPos");
prog.addAttribute("vertexColor");

prog.linkShaders();
}



void pre_display()
{

glViewport(0, 0, 512, 512);
glutPostRedisplay();

}

void display()
{
pre_display();

// render points from vertex buffer
glClear(GL_COLOR_BUFFER_BIT);

initShaders();

run_simulation();

prog.use();

//GLint textureUniform = prog.getUniformLocation("mySampler");
//glUniform1i(textureUniform, 0);
//glActiveTexture(GL_TEXTURE0);

GLint pUniform = prog.getUniformLocation("P");
glUniformMatrix4fv(pUniform, 1, GL_FALSE, &m_mat[0][0]);

glBindBufferARB(GL_ARRAY_BUFFER_ARB, positionsVBO);

glPointSize(1);

glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

//glEnableVertexAttribArray(0); tried to manually enable the arrays
//glEnableVertexAttribArray(1);


glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);

glVertexAttribPointer(0, 2, GL_FLOAT, GL_TRUE, sizeof(float2), 0);

glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); //dont need this but access violaton persists without it anyway

glBindBufferARB(GL_ARRAY_BUFFER_ARB, colorsVBO);

glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(vertex_data) ,(void*)(offsetof(vertex_data, col)));


glDrawArrays(GL_POINTS, 0, DS);

glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);

prog.unuse();


glDisable(GL_TEXTURE_2D); //from nvidia's probably linked to the cudaarray_t


// Swap buffers
glutSwapBuffers();

}

void initGL()
{
int foo = 1;
char *bar = "bar";
glutInit(&foo, &bar);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize(DIM, DIM);
glutCreateWindow("mate21");

glClearColor(0.0, 0.0, 0.0, 1.0);


glutKeyboardFunc(keyboard);
glutMouseFunc(click);
glutMotionFunc(motion);



glutDisplayFunc(display);

glewInit();
}

void setGLDevice(){
cudaDeviceProp prop;
int dev;

memset(&prop, 0, sizeof(cudaDeviceProp));
prop.major = 1;
prop.minor = 0;
cudaChooseDevice(&dev, &prop);
cudaGLSetGLDevice(dev);
}



void createVBO(){

//reading rgba information from image to out_img
unsigned long width, height;
IOManager::readFileToBuffer("jojo_test.png", in_img);
decodePNG(out_img, width, height, &(in_img[0]), in_img.size());


//data.resize(DS); data used to be a vector, gave up on that
for (int i = 0; i < DS; ++i){

//data[i].pos = particles[i]; edited vertex_data struct for rgba only
data[i].col.x = out_img[i * 4 + 0];
data[i].col.y = out_img[i * 4 + 1];
data[i].col.z = out_img[i * 4 + 2];
data[i].col.w = out_img[i * 4 + 3];

}


glGenBuffers(1, &positionsVBO);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, positionsVBO);

glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(float2)*DS, particles , GL_DYNAMIC_DRAW_ARB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);

cudaGraphicsGLRegisterBuffer(&positionsVBO_CUDA, positionsVBO, cudaGraphicsMapFlagsNone);

glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);

glGenBuffers(1, &colorsVBO);
glBindBuffer(GL_ARRAY_BUFFER_ARB, colorsVBO);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vertex_data)*DS, data, GL_DYNAMIC_DRAW_ARB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);



}

int main()
{
setGLDevice();

initGL();

//orthogonal view matrix with glm
m_mat = glm::ortho(0, 1, 1, 0, 0, 1);





hvfield = (float2 *)malloc(sizeof(float2) * DS);
memset(hvfield, 0, sizeof(float2) * DS);

// Allocate and initialize device data
cudaMallocPitch((void **)&dvfield, &tPitch, sizeof(float2)*DIM, DIM);

cudaMemcpy(dvfield, hvfield, sizeof(float2) * DS,
cudaMemcpyHostToDevice);
// Temporary complex velocity field data
cudaMalloc((void **)&vxfield, sizeof(float2) * PDS);
cudaMalloc((void **)&vyfield, sizeof(float2) * PDS);

setupTexture(DIM, DIM);
bindTexture();

// Create particle array
particles = (float2 *)malloc(sizeof(float2) * DS);
memset(particles, 0, sizeof(float2) * DS);

initParticles(particles, DIM, DIM);

// Create CUFFT transform plan configuration
cufftPlan2d(&planr2c, DIM, DIM, CUFFT_R2C);
cufftPlan2d(&planc2r, DIM, DIM, CUFFT_C2R);

cufftSetCompatibilityMode(planr2c, CUFFT_COMPATIBILITY_FFTW_PADDING);
cufftSetCompatibilityMode(planc2r, CUFFT_COMPATIBILITY_FFTW_PADDING);


createVBO();

//cleanup
glutCloseFunc(cleanup);
//Launch rendering loop
glutMainLoop();
}

这是对 float2 粒子有效模拟流体的相关内核

extern "C"
void advectParticles(GLuint vbo, float2 *v, int dx, int dy, float dt)
{
dim3 grid((dx/TILEX)+(!(dx%TILEX)?0:1), (dy/TILEY)+(!(dy%TILEY)?0:1));
dim3 tids(TIDSX, TIDSY);

float2 *p;
cudaGraphicsMapResources(1, &positionsVBO_CUDA, 0);


size_t num_bytes;
cudaGraphicsResourceGetMappedPointer((void **)&p, &num_bytes,positionsVBO_CUDA);


advectParticles_k<<<grid, tids>>>(p, v, dx, dy, dt, TILEY/TIDSY, tPitch);


cudaGraphicsUnmapResources(1, &positionsVBO_CUDA, 0);

}

和 advectParticles_k:

__global__ void
advectParticles_k(float2 *part, float2 *v, int dx, int dy,
float dt, int lb, size_t pitch)
{

int gtidx = blockIdx.x * blockDim.x + threadIdx.x;
int gtidy = blockIdx.y * (lb * blockDim.y) + threadIdx.y * lb;
int p;

// gtidx is the domain location in x for this thread
float2 pterm, vterm;

if (gtidx < dx)
{
for (p = 0; p < lb; p++)
{
// fi is the domain location in y for this thread
int fi = gtidy + p;

if (fi < dy)
{
int fj = fi * dx + gtidx;
pterm = part[fj];

int xvi = ((int)(pterm.x * dx));
int yvi = ((int)(pterm.y * dy));
vterm = *((float2 *)((char *)v + yvi * pitch) + xvi);

pterm.x += dt * vterm.x;
pterm.x = pterm.x - (int)pterm.x;
pterm.x += 1.f;
pterm.x = pterm.x - (int)pterm.x;
pterm.y += dt * vterm.y;
pterm.y = pterm.y - (int)pterm.y;
pterm.y += 1.f;
pterm.y = pterm.y - (int)pterm.y;

part[fj] = pterm;
}
} // If this thread is inside the domain in Y
} // If this thread is inside the domain in X
}

谢谢

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