Exemple #1
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    def set_opencl(self):
        #Get all devices that fit requirements
        #from one platform
        good_devices = []
        good_platform = None
        for platform in OpenCL.get_platforms():
            for device in platform.get_devices():
                if device.meets_requirements():
                    good_devices.append(device)
            if len(good_devices) > 0:
                good_platform = platform
                break

        #Raise a not-supported exception if there are no good devices
        if len(good_devices) == 0:
            raise Exception("This program is not supported on your hardware")

        #Create a OpenCL context with platform specific properties
        properties = self.get_context_properties(good_platform)
        self.context = Context(good_devices, properties=properties)

        #Create the context queue
        self.queue = CommandQueue(self.context)

        #print OpenCL version
        print "Using OpenCL version: " + str(
            good_platform.get_info(platform_info.VERSION))
    def set_opencl(self):
        #Get all devices that fit requirements
        #from one platform
        good_devices = []
        good_platform = None
        for platform in OpenCL.get_platforms():
            for device in platform.get_devices():
                if device.meets_requirements():
                    good_devices.append(device)
            if len(good_devices) > 0:
                good_platform = platform
                break

        #Raise a not-supported exception if there are no good devices
        if len(good_devices) == 0:
            raise Exception("This program is not supported on your hardware")

        #Create a OpenCL context with platform specific properties
        properties = self.get_context_properties(good_platform)
        self.context = Context(good_devices, properties=properties)

        #Create the context queue
        self.queue = CommandQueue(self.context)

        #print OpenCL version
        print "Using OpenCL version: " + str(good_platform.get_info(platform_info.VERSION))
def main():
    devices = get_devices()
    try:
        debug(CL_DEVICE_TYPE(devices[0].type))
    except IndexError as ie:
        exception(ie)
    context = Context(devices)
    queue = CommandQueue(context)  # Create queue for each kernel execution

    source = read_kernel_source("median_filter.cl")
    program = Program(context, source).build()  # Kernel function instantiation

    image = imread('../data/noisyImage.jpg',
                   flatten=True).astype(float32)  # Read in image
    imshow(image)

    start_usec = perf_counter()
    args = allocate_variables(context, image)

    program.medianFilter(queue, image.shape, None, *args)  # Call Kernel.
    # Automatically takes care of block/grid distribution. Note explicit naming of kernel to execute.

    result = copy_from_buffer(queue, args[1], image.shape,
                              image.dtype)  # Copy the result back from buffer
    debug("%g milliseconds" % (1e3 * (perf_counter() - start_usec)))

    imshow(result)
    imsave('../data/medianFilter-OpenCL.jpg', result)  # Show the blurred image
Exemple #4
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    def setUp(self):
        numpy.random.seed(42)

        self.ctx = create_some_context(answers=[0, 0])
        self.queue = CommandQueue(self.ctx)

        self.image = CLImage(self.ctx, (256, 256))

        self.solver = FastBoxCounting()
Exemple #5
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def rotate(angle, ctx, in_img_buf, out_img_buf, h, w, prg):
    times = {}
    pt = perf_counter()
    with CommandQueue(ctx) as queue:
        prg.rotate_(queue, (w, h), None, in_img_buf, out_img_buf, w, h,
                    float32(angle))
        times["Execution"] = perf_counter() - pt
        pt = perf_counter()
        dest = zeros((w, h, 4), dtype=uint8)
        enqueue_copy(queue, dest, out_img_buf, origin=(0, 0), region=(w, h))
        times["Copying"] = perf_counter() - pt
    print("\n".join("%s:\t%g" % i for i in times.items()))
    return dest
Exemple #6
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def find_set(x0, y0, dx, dy, w, h, ctx, buf, prg):
    """Find Mandelbrot set"""
    times = {}
    pt = perf_counter()
    with CommandQueue(ctx) as queue:
        prg.mandelbrot(queue, (w, h), None, buf, int32(w), int32(h),
                       float64(x0), float64(y0), float64(dx), float64(dy))
        times["Execution"] = perf_counter() - pt
        pt = perf_counter()
        dest = zeros((h, w, 4), dtype=uint8)
        enqueue_copy(queue, dest, buf, origin=(0, 0), region=(w, h))
        times["Copying"] = perf_counter() - pt
    print("\n".join("%s:\t%g" % i for i in times.items()))
    return dest
Exemple #7
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    def __init__(self,
                 model,
                 Observer=CLObserver,
                 Propagator=CL1Propagator,
                 ctx=None):
        if not ctx:
            ctx = create_some_context()
        self.model = model

        self.grid_array = self.model.build_grid()
        with CommandQueue(ctx) as queue:
            self.grid = to_device(queue, self.grid_array)
        self.observer = Observer(model, ctx=ctx)
        self.propagator = Propagator(model, ctx=ctx)

        self.candidate = self.observer.observe(self.grid)[1:]
        self.done = False
Exemple #8
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    def __init__(self, **ctx_kw_args):
        print("""
\t############ WELCOME TO CHIMERA.CL ############
""")
        if ctx_kw_args == {}:
            print("""
\t  CONTEXT IS NOT CHOSEN, PLEASE, DO IT NOW.
\t  TO AVOID BEING ASKED IN THE FUTURE, YOU MAY
\t  SPECIFY ARGUMENT OF COMMUNICATOR, e.g.
\t    comm = Communicator(answers=[0,2])
\t################################################
""")
            ctx_kw_args['interactive'] = True
        self.ctx = create_some_context(**ctx_kw_args)
        self.queue = CommandQueue(self.ctx)

        api = ocl_api()
        self.thr = api.Thread(cqd=self.queue)

        selected_dev = self.queue.device
        self.dev_type = device_type.to_string(selected_dev.type)
        self.dev_name = self.queue.device.name
        self.plat_name = selected_dev.platform.vendor
        self.ocl_version = selected_dev.opencl_c_version

        print("""
\t  {} DEVICE {} IS CHOSEN
\t  ON {} PLATFORM
\t  WITH {} COMPILER
""".format(self.dev_type, self.dev_name, self.plat_name, self.ocl_version))

        if self.dev_type == 'CPU' and self.plat_name == 'Apple':
            print('\t\tReikna FFT is replaced by pyFFTW')
            self.fft_method = 'pyFFTW'
        else:
            self.fft_method = 'Reikna'

        if self.dev_type == 'CPU':
            print('\t\tReikna MatrixMul is replaced by numpy.dot')
            self.dot_method = 'NumPy'
        else:
            self.dot_method = 'Reikna'
Exemple #9
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#! /usr/bin/env python3

#  Calculation of π using quadrature. Using PyOpenCL.
#
#  Copyright © 2012, 2014  Russel Winder

from time import time

from pyopencl import create_some_context, CommandQueue, Program, Buffer, mem_flags, enqueue_read_buffer

import numpy

from output import out

n = 1000000000
delta = 1.0 / n
startTime = time()
context = create_some_context()
queue = CommandQueue(context)
with open('processSlice_opencl.cl', 'r') as f:
    kernel = Program(context, f.read()).build()
# Quadro FX 570 card on Anglides only supports 32-bit operations, hence float not double.
results = numpy.array(n, dtype=numpy.float32)
buffer = Buffer(context, mem_flags.WRITE_ONLY, results.nbytes)
kernel.processSlice(queue, results.shape, None, numpy.int32(n),
                    numpy.float32(delta), buffer)
enqueue_read_buffer(queue, buffer, results).wait()
pi = 4.0 * delta * numpy.sum(results)
elapseTime = time() - startTime
out(__file__, pi, n, elapseTime)
Exemple #10
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    n, m, p = 3, 4, 5

a = random.randint(2, size=(n * m)).astype(float32)
b = random.randint(2, size=(m * p)).astype(float32)
c = zeros((n * p), dtype=float32)
TIMES = {}
ctx = create_some_context()

a_buf = Buffer(ctx, mf.READ_ONLY | mf.COPY_HOST_PTR, hostbuf=a)
b_buf = Buffer(ctx, mf.READ_ONLY | mf.COPY_HOST_PTR, hostbuf=b)
c_buf = Buffer(ctx, mf.WRITE_ONLY, c.nbytes)
pt = perf_counter()
prg = Program(ctx, load_cl_text("multiply_matr.cl")).build()
TIMES["Compilation"] = perf_counter() - pt
pt = perf_counter()
with CommandQueue(ctx) as queue:
    prg.multiply(queue, c.shape, None, uint16(n), uint16(m), uint16(p), a_buf,
                 b_buf, c_buf)
    TIMES["Execution"] = perf_counter() - pt
    pt = perf_counter()
    enqueue_copy(queue, c, c_buf)
    TIMES["Copying"] = perf_counter() - pt
a_buf.release()
b_buf.release()
c_buf.release()
print("matrix A:")
print(a.reshape(n, m))
print("matrix B:")
print(b.reshape(m, p))
print("multiplied A*B:")
print(c.reshape(n, p))
Exemple #11
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class Raytracer:
    """Raytraced Renderer"""
    """
       INITIALISATION
    """
    def __init__(self, resolution, object):
        #initialize display
        self.set_display(resolution)
        self.width, self.height = resolution

        #initialize opengl
        self.set_opengl()

        #initialize opencl
        self.set_opencl()

        #build program
        self.load_program()

        #create the texture we render to
        self.create_texture()

        #Create global OpenCL buffers
        self.create_buffers()

        self.object = object
        self.load_object()

        #print OpenGL Version
        print "Using OpenGL version: " + glGetString(GL_VERSION)

    def set_display(self, resolution):
        #Create a pygame window
        pygame.display.init()
        pygame.display.set_mode(resolution, pygame.OPENGL | pygame.DOUBLEBUF)

    def set_opengl(self):
        #create shader program
        vertex_shader = Shader("raytraced/vertex.vert")
        fragment_shader = Shader("raytraced/fragment.frag")
        self.draw_program = ShaderProgram(vertex_shader.id, fragment_shader.id)

        #create render quad
        self.render_quad = QUAD()

    def set_opencl(self):
        #Get all devices that fit requirements
        #from one platform
        good_devices = []
        good_platform = None
        for platform in OpenCL.get_platforms():
            for device in platform.get_devices():
                if device.meets_requirements():
                    good_devices.append(device)
            if len(good_devices) > 0:
                good_platform = platform
                break

        #Raise a not-supported exception if there are no good devices
        if len(good_devices) == 0:
            raise Exception("This program is not supported on your hardware")

        #Create a OpenCL context with platform specific properties
        properties = self.get_context_properties(good_platform)
        self.context = Context(good_devices, properties=properties)

        #Create the context queue
        self.queue = CommandQueue(self.context)

        #print OpenCL version
        print "Using OpenCL version: " + str(
            good_platform.get_info(platform_info.VERSION))

    def get_context_properties(self, plat):
        #reference context properties enumeration
        out = []

        #link OpenCL context platform
        out.append((context_properties.PLATFORM, plat))
        #link OpenGL context
        out.append(
            (context_properties.GL_CONTEXT_KHR, platform.GetCurrentContext()))
        #link platform specific window contexts
        if "GLX" in globals():
            out.append((context_properties.GLX_DISPLAY_KHR,
                        GLX.glXGetCurrentDisplay()))
        if "WGL" in globals():
            out.append((context_properties.WGL_HDC_KHR, WGL.wglGetCurrentDC()))

        #return context properties
        return out

    def load_program(self):
        #Read all the lines of the cl file into one string (safely)
        with open("raytraced/Raytracer.cl", "r") as file:
            source = ''.join(file.readlines())

        #Create the opencl program
        program = Program(self.context, source)

        #make program options
        options = "-cl-mad-enable -cl-fast-relaxed-math -Werror -I %s" % os.path.dirname(
            os.path.abspath(__file__))

        #build program
        program.build(options=options)
        self.kernel = program.raytrace
        self.kernel.set_scalar_arg_dtypes([None, None, None, numpy.int32])

        #Match OpenCL Dtype. May not work everywhere
        cltypes.Vertex, c_decl = OpenCL.tools.match_dtype_to_c_struct(
            self.context.devices[0], 'Vertex', cltypes.Vertex)

    def create_texture(self):
        #Grab the screen size
        width, height = self.width, self.height

        #Create a GL texture objects
        self.gl_texture = texture = glGenTextures(1)

        #Bind the texture so we can change things
        glBindTexture(GL_TEXTURE_2D, texture)

        #Add parameters for texture access
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)

        #upload texture to GPU
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
                     GL_FLOAT, None)

        #wait for OpenGL to finish executing every command
        glFinish()

        #Link the opengl texture to opencl
        self.render_texture = GLTexture(self.context, mem_flags.READ_WRITE,
                                        GL_TEXTURE_2D, 0, texture, 2)

    def create_buffers(self):
        self.meshes_buffer = None

    def load_object(self):
        vertices = []
        for tri in self.object.triangles:
            #Built vertex object
            position = tuple(list(self.object.vertices[tri]) + [0.0])
            normal = tuple(list(self.object.normals[tri]) + [0.0])
            vertex = (position, normal)
            vertices.append(vertex)

        self.meshes_array = numpy.array(vertices, dtype=cltypes.Vertex)

        #Make buffers
        self.meshes_buffer = Buffer(self.context,
                                    mem_flags.READ_ONLY
                                    | mem_flags.COPY_HOST_PTR,
                                    hostbuf=self.meshes_array)

    def render(self, camera):
        camera_info = camera.getCl_info()

        #Grab the screen size
        width, height = self.width, self.height

        #wait for OpenGL to finish all functions
        glFinish()
        #Bind OpenGL texture for OpenCL
        OpenCL.enqueue_acquire_gl_objects(self.queue, [self.render_texture])

        #Queue Raytrace
        self.raytrace(camera_info)

        #Unbind OpenGL texture from OpenCL
        OpenCL.enqueue_release_gl_objects(self.queue, [self.render_texture])

        #Render rendered texture to back-buffer
        self.render_render_texture()

        #Swap back and front buffers
        pygame.display.flip()

    def raytrace(self, camera_info):
        #Grab the global memory size (screen size)
        global_size = (self.width, self.height)

        #Execute OpenCL kernel with arguments
        self.kernel(self.queue, global_size, None, self.render_texture,
                    camera_info, self.meshes_buffer, len(self.meshes_array))

        #Wait for OpenCL to finish rendering
        self.queue.finish()

    def render_render_texture(self):
        #Reset projection matrix
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        #Bind shader program
        glUseProgram(self.draw_program.id)

        #Bind render-texture for reading
        glActiveTexture(GL_TEXTURE0 + self.gl_texture)
        glBindTexture(GL_TEXTURE_2D, self.gl_texture)
        #Set argument in shader program
        glUniform1i(self.draw_program.renderTexture, self.gl_texture)

        #Render render-quad with texture to back-buffer
        glCallList(self.render_quad)

    def close(self):
        #close the pygame window
        pygame.quit()
class Raytracer:
    """Raytraced Renderer"""

    """
       INITIALISATION
    """
    def __init__(self, resolution, object):
        #initialize display
        self.set_display(resolution)
        self.width, self.height = resolution

        #initialize opengl
        self.set_opengl()

        #initialize opencl
        self.set_opencl()

        #build program
        self.load_program()

        #create the texture we render to
        self.create_texture()

        #Create global OpenCL buffers
        self.create_buffers()

        self.object = object
        self.load_object()

        #print OpenGL Version
        print "Using OpenGL version: " + glGetString(GL_VERSION)

    def set_display(self, resolution):
        #Create a pygame window
        pygame.display.init()
        pygame.display.set_mode(resolution,
                                pygame.OPENGL|pygame.DOUBLEBUF)

    def set_opengl(self):
        #create shader program
        vertex_shader = Shader("raytraced/vertex.vert")
        fragment_shader = Shader("raytraced/fragment.frag")
        self.draw_program = ShaderProgram(vertex_shader.id, fragment_shader.id)

        #create render quad
        self.render_quad = QUAD()

    def set_opencl(self):
        #Get all devices that fit requirements
        #from one platform
        good_devices = []
        good_platform = None
        for platform in OpenCL.get_platforms():
            for device in platform.get_devices():
                if device.meets_requirements():
                    good_devices.append(device)
            if len(good_devices) > 0:
                good_platform = platform
                break

        #Raise a not-supported exception if there are no good devices
        if len(good_devices) == 0:
            raise Exception("This program is not supported on your hardware")

        #Create a OpenCL context with platform specific properties
        properties = self.get_context_properties(good_platform)
        self.context = Context(good_devices, properties=properties)

        #Create the context queue
        self.queue = CommandQueue(self.context)

        #print OpenCL version
        print "Using OpenCL version: " + str(good_platform.get_info(platform_info.VERSION))

    def get_context_properties(self, plat):
        #reference context properties enumeration
        out = []

        #link OpenCL context platform
        out.append((context_properties.PLATFORM, plat))
        #link OpenGL context
        out.append((context_properties.GL_CONTEXT_KHR, platform.GetCurrentContext()))
        #link platform specific window contexts
        if "GLX" in globals():
            out.append((context_properties.GLX_DISPLAY_KHR, GLX.glXGetCurrentDisplay()))
        if "WGL" in globals():
            out.append((context_properties.WGL_HDC_KHR, WGL.wglGetCurrentDC()))

        #return context properties
        return out

    def load_program(self):
        #Read all the lines of the cl file into one string (safely)
        with open("raytraced/Raytracer.cl", "r") as file:
            source = ''.join(file.readlines())

        #Create the opencl program
        program = Program(self.context, source)

        #make program options
        options = "-cl-mad-enable -cl-fast-relaxed-math -Werror -I %s" % os.path.dirname(os.path.abspath(__file__))

        #build program
        program.build(options=options)
        self.kernel = program.raytrace
        self.kernel.set_scalar_arg_dtypes([None, None, None,
                                           numpy.int32])

        #Match OpenCL Dtype. May not work everywhere
        cltypes.Vertex, c_decl = OpenCL.tools.match_dtype_to_c_struct(self.context.devices[0], 'Vertex', cltypes.Vertex)

    def create_texture(self):
        #Grab the screen size
        width, height = self.width, self.height

        #Create a GL texture objects
        self.gl_texture = texture = glGenTextures(1)

        #Bind the texture so we can change things
        glBindTexture(GL_TEXTURE_2D, texture)

        #Add parameters for texture access
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)

        #upload texture to GPU
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
                     width, height, 0, GL_RGBA,
                     GL_FLOAT, None)

        #wait for OpenGL to finish executing every command
        glFinish()

        #Link the opengl texture to opencl
        self.render_texture = GLTexture(self.context,
                                        mem_flags.READ_WRITE,
                                        GL_TEXTURE_2D, 0,
                                        texture, 2)

    def create_buffers(self):
        self.meshes_buffer = None

    def load_object(self):
        vertices = []
        for tri in self.object.triangles:
            #Built vertex object
            position = tuple(list(self.object.vertices[tri]) + [0.0])
            normal = tuple(list(self.object.normals[tri]) + [0.0])
            vertex = (position, normal)
            vertices.append(vertex)

        self.meshes_array = numpy.array(vertices, dtype=cltypes.Vertex)

        #Make buffers
        self.meshes_buffer = Buffer(self.context, mem_flags.READ_ONLY | mem_flags.COPY_HOST_PTR, hostbuf=self.meshes_array)

    def render(self, camera):
        camera_info = camera.getCl_info()

        #Grab the screen size
        width, height = self.width, self.height

        #wait for OpenGL to finish all functions
        glFinish()
        #Bind OpenGL texture for OpenCL
        OpenCL.enqueue_acquire_gl_objects(self.queue, [self.render_texture])

        #Queue Raytrace
        self.raytrace(camera_info)

        #Unbind OpenGL texture from OpenCL
        OpenCL.enqueue_release_gl_objects(self.queue, [self.render_texture])

        #Render rendered texture to back-buffer
        self.render_render_texture()

        #Swap back and front buffers
        pygame.display.flip()

    def raytrace(self, camera_info):
        #Grab the global memory size (screen size)
        global_size = (self.width, self.height)

        #Execute OpenCL kernel with arguments
        self.kernel(self.queue, global_size, None,
                    self.render_texture, camera_info,
                    self.meshes_buffer,
                    len(self.meshes_array))

        #Wait for OpenCL to finish rendering
        self.queue.finish()

    def render_render_texture(self):
        #Reset projection matrix
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        #Bind shader program
        glUseProgram(self.draw_program.id)

        #Bind render-texture for reading
        glActiveTexture(GL_TEXTURE0 + self.gl_texture)
        glBindTexture(GL_TEXTURE_2D, self.gl_texture)
        #Set argument in shader program
        glUniform1i(self.draw_program.renderTexture, self.gl_texture)

        #Render render-quad with texture to back-buffer
        glCallList(self.render_quad)

    def close(self):
        #close the pygame window
        pygame.quit()
Exemple #13
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    def setUp(self):
        numpy.random.seed(42)

        self.ctx = create_some_context(answers=[0, 0])
        self.queue = CommandQueue(self.ctx)
Exemple #14
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 def setUp(self):
     self.ctx = create_some_context(answers=[0, 0])
     self.queue = CommandQueue(self.ctx)