lwjgl/src/java/org/lwjgl/test/opencl/gl/Mandelbrot.cl

83 lines
2.5 KiB
Common Lisp

#ifdef DOUBLE_FP
#ifdef AMD_FP
#pragma OPENCL EXTENSION cl_amd_fp64 : enable
#else
#ifndef CL_VERSION_1_2
#pragma OPENCL EXTENSION cl_khr_fp64 : enable
#endif
#endif
#define varfloat double
#define _255 255.0
#else
#define varfloat float
#define _255 255.0f
#endif
#ifdef USE_TEXTURE
#define OUTPUT_TYPE __write_only image2d_t
#else
#define OUTPUT_TYPE global uint *
#endif
/**
* For a description of this algorithm please refer to
* http://en.wikipedia.org/wiki/Mandelbrot_set
* @author Michael Bien
*/
kernel void mandelbrot(
const int width, const int height,
const varfloat x0, const varfloat y0,
const varfloat rangeX, const varfloat rangeY,
OUTPUT_TYPE output, global uint *colorMap,
const int colorMapSize, const int maxIterations
) {
unsigned int ix = get_global_id(0);
unsigned int iy = get_global_id(1);
varfloat r = x0 + ix * rangeX / width;
varfloat i = y0 + iy * rangeY / height;
varfloat x = 0;
varfloat y = 0;
varfloat magnitudeSquared = 0;
int iteration = 0;
while ( magnitudeSquared < 4 && iteration < maxIterations ) {
varfloat x2 = x*x;
varfloat y2 = y*y;
y = 2 * x * y + i;
x = x2 - y2 + r;
magnitudeSquared = x2+y2;
iteration++;
}
if ( iteration == maxIterations ) {
#ifdef USE_TEXTURE
write_imagef(output, (int2)(ix, iy), (float4)0);
#else
output[iy * width + ix] = 0;
#endif
} else {
float alpha = (float)iteration / maxIterations;
int colorIndex = (int)(alpha * colorMapSize);
#ifdef USE_TEXTURE
// We could have changed colorMap to a texture + sampler, but the
// unpacking below has minimal overhead and it's kinda interesting.
// We could also use an R32UI texture and do the unpacking in GLSL,
// but then we'd require OpenGL 3.0 (GLSL 1.30).
uint c = colorMap[colorIndex];
float4 oc = (float4)(
(c & 0xFF) >> 0,
(c & 0xFF00) >> 8,
(c & 0xFF0000) >> 16,
255.0f
);
write_imagef(output, (int2)(ix, iy), oc / 255.0f);
#else
output[iy * width + ix] = colorMap[colorIndex];
#endif
// monochrom
//output[iy * width + ix] = 255*iteration/maxIterations;
}
}