Example #1
0
void RunProfiling(int iterations, unsigned int uiWorkgroup)
{
    // once without timing to prime the GPU
    nbody->update(activeParams.m_timestep);
    nbody->synchronizeThreads();

	// Start timer 0 and process n loops on the GPU
    shrDeltaT(FUNCTIME);
    for (int i = 0; i < iterations; ++i)
    {
        nbody->update(activeParams.m_timestep);
    }
    nbody->synchronizeThreads();

    // Get elapsed time and throughput, then log to sample and master logs
    double dSeconds = shrDeltaT(FUNCTIME);
    double dGigaInteractionsPerSecond = 0.0;
    double dGigaFlops = 0.0;
    ComputePerfStats(dGigaInteractionsPerSecond, dGigaFlops, dSeconds, iterations);
    shrLogEx(LOGBOTH | MASTER, 0, "oclNBody-%s, Throughput = %.4f GFLOP/s, Time = %.5f s, Size = %u bodies, NumDevsUsed = %u, Workgroup = %u\n", 
        (bDouble ? "DP" : "SP"), dGigaFlops, dSeconds/(double)iterations, numBodies, uiNumDevsUsed, uiWorkgroup); 
}
// Primary GLUT callback loop function
//*****************************************************************************
void DisplayGL()
{
    // update the simulation, unless paused
    double dProcessingTime = 0.0;
    if (!bPause)
    {
        // start timer FUNCTIME if it's update time
        if (iFrameCount >= iFrameTrigger)
        {
            shrDeltaT(FUNCTIME); 
        }

        // Run the simlation computations
        nbody->update(activeParams.m_timestep); 
        nbody->getArray(BodySystem::BODYSYSTEM_POSITION);

        // Make graphics work with or without CL/GL interop 
        if (bUsePBO) 
        {
            renderer->setPBO((unsigned int)nbody->getCurrentReadBuffer(), nbody->getNumBodies());
        } 
        else 
        { 
            renderer->setPositions((float*)nbody->getCurrentReadBuffer(), nbody->getNumBodies());
        }

        // get processing time from timer FUNCTIME, if it's update time
        if (iFrameCount >= iFrameTrigger)
        {
            dProcessingTime = shrDeltaT(FUNCTIME); 
        }
    }

    // Redraw main graphics display, if enabled
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  
    if (displayEnabled)
    {
        // view transform
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        for (int c = 0; c < 3; ++c)
        {
            camera_trans_lag[c] += (camera_trans[c] - camera_trans_lag[c]) * inertia;
            camera_rot_lag[c] += (camera_rot[c] - camera_rot_lag[c]) * inertia;
        }
        glTranslatef(camera_trans_lag[0], camera_trans_lag[1], camera_trans_lag[2]);
        glRotatef(camera_rot_lag[0], 1.0, 0.0, 0.0);
        glRotatef(camera_rot_lag[1], 0.0, 1.0, 0.0);
        renderer->setSpriteSize(activeParams.m_pointSize);
        renderer->display(displayMode);
    }

    // Display user interface if enabled
    if (bShowSliders)
    {
        glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); // invert color
        glEnable(GL_BLEND);
	    paramlist->Render(0, 0);
        glDisable(GL_BLEND);
    }

    // Flip backbuffer to screen 
    glutSwapBuffers();

    //  If frame count has triggerd, increment the frame counter, and do fps stuff 
    if (iFrameCount++ > iFrameTrigger)
    {
        // If tour mode is enabled & interval has timed out, switch to next tour/demo mode
        dElapsedTime += shrDeltaT(DEMOTIME); 
        if (bTour && (dElapsedTime > demoTime))
        {
            dElapsedTime = 0.0;
            activeDemo = (activeDemo + 1) % numDemos;
            SelectDemo(activeDemo);
        }

        // get the perf and fps stats
        iFramesPerSec = (int)((double)iFrameCount/ shrDeltaT(FPSTIME));
        double dGigaInteractionsPerSecond = 0.0;
        double dGigaFlops = 0.0;
        ComputePerfStats(dGigaInteractionsPerSecond, dGigaFlops, dProcessingTime, 1);

        // If not paused, set the display window title, reset trigger and log info
        char cTitle[256];
        if(!bPause) 
        {
        #ifdef GPU_PROFILING
            #ifdef _WIN32
                sprintf_s(cTitle, 
                        "OpenCL for GPU Nbody Demo (%d bodies): %i fps | %0.4f BIPS | %0.4f GFLOP/s", 
		                numBodies, iFramesPerSec, dGigaInteractionsPerSecond, dGigaFlops);  
            #else 
                sprintf(cTitle, 
                        "OpenCL for GPU Nbody Demo (%d bodies): %i fps | %0.4f BIPS | %0.4f GFLOP/s", 
		                numBodies, iFramesPerSec, dGigaInteractionsPerSecond, dGigaFlops);  
            #endif
        #else
            #ifdef _WIN32
                sprintf_s(cTitle, 
                        "OpenCL for GPU Nbody Demo (%d bodies)", 
		                numBodies, iFramesPerSec, dGigaInteractionsPerSecond);  
            #else 
                sprintf(cTitle, 
                        "OpenCL for GPU Nbody Demo (%d bodies)", 
		                numBodies, iFramesPerSec, dGigaInteractionsPerSecond);  
            #endif
        #endif
            #ifndef __EMSCRIPTEN__
                glutSetWindowTitle(cTitle);
            #else
                printf("%s\n",cTitle);
            #endif
            // Log fps and processing info to console and file 
            shrLog("%s\n", cTitle); 

            // if doing quick test, exit
            if ((bNoPrompt) && (!--iTestSets))
            {
                // Cleanup up and quit
                shrQAFinish2(false, *pArgc, (const char **)pArgv, QA_PASSED);
                Cleanup(EXIT_SUCCESS);
            }

            // reset the frame counter and adjust trigger
            iFrameCount = 0; 
            iFrameTrigger = (iFramesPerSec > 1) ? iFramesPerSec * 2 : 1;
        }
    }

    #ifndef __EMSCRIPTEN__
        glutReportErrors();
    #endif
}