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neon60 committed Nov 5, 2024
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185 changes: 47 additions & 138 deletions docs/how-to/hip_runtime_api/opengl_interop.rst
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.. meta::
:description: HIP provides an OpenGL interoperability API that allows efficient data sharing between HIP's computing power and OpenGL's graphics rendering.
:description: HIP provides an OpenGL interoperability API that allows
efficient data sharing between HIP's computing power and
OpenGL's graphics rendering.
:keywords: AMD, ROCm, HIP, OpenGL, interop, interoperability

**********************************************************
********************************************************************************
OpenGL interoperability
**********************************************************
********************************************************************************

Mapping
=======
The HIP--OpenGL interoperation involves mapping OpenGL resources, such as
buffers and textures, for HIP access. This mapping process enables HIP to
utilize these resources directly, bypassing the need for data transfers between
the CPU and GPU. This capability is useful in applications that require both
intensive GPU computation and real-time visualization.

Mapping resources
-----------------
The OpenGL resource can be mapped to HIP with :cpp:func:`hipGraphicsMapResources`
function and the device pointers are accessed with
:cpp:func:`hipGraphicsResourceGetMappedPointer` or
:cpp:func:`hipGraphicsSubResourceGetMappedArray` functions.

The initial step in HIP--OpenGL interoperation involves mapping OpenGL resources, such as buffers and textures, for HIP access. This mapping process enables HIP to utilize these resources directly, bypassing the need for data transfers between the CPU and GPU. Specific HIP runtime API functions are employed to map the resources, making them available for HIP kernels' computations. This step is crucial for applications requiring large dataset processing using GPU computational power. By creating a bridge between OpenGL and HIP, mapping significantly enhances data handling efficiency. Intermediate data copies are eliminated, resulting in expedited data processing and rendering. Consequently, mapping resources is essential for smooth interoperation.
Unmapping resources with :cpp:func:`hipGraphicsUnmapResources` after
computations ensure proper resource management.

Getting mapped pointers
-----------------------
Example
================================================================================

Following the mapping of resources, the next task is obtaining the device-accessible address of the OpenGL resource. HIP API functions are utilized to retrieve pointers to these mapped resources. These pointers allow HIP kernels to directly access and manipulate the data within OpenGL resources. The process entails querying the mapped resource for its device address, which can then be used in HIP kernels for reading and writing operations. Direct access through the device-addressable pointer reduces overhead associated with data movement and enhances overall performance. The integration of the device address facilitates seamless data handling and sharing between HIP and OpenGL.
ROCm examples have a `HIP--OpenGL interoperation example <https://github.com/ROCm/rocm-examples/tree/develop/HIP-Basic/opengl_interop>`_,
where a simple HIP kernel is used to simulate a sine wave and rendered to a
window as a grid of triangles using OpenGL. For a working example, there are
multiple initialization steps needed like creating and opening a window,
initializing OpenGL or selecting the OpenGL-capable device. After the initialization
in the example, the kernel simulates the sinewave and updates the window's
framebuffer in a cycle until the window is not closed.

Unmapping resources
-------------------
.. note::

Upon completion of the necessary computations and data manipulations, resources must be unmapped to release HIP access. HIP API functions are employed to unmap the resources, ensuring proper management and availability for future use. Unmapping resources signals the end of their usage by HIP, maintaining the integrity and availability of these resources. This step prevents unnecessary retention of resources, thereby freeing up GPU memory. Effective resource lifecycle management is achieved through the unmapping process, contributing to system stability and efficiency. Properly concluding the interoperation process necessitates unmapping resources.
The more recent recent OpenGL functions loaded with `OpenGL loader <https://github.com/ROCm/rocm-examples/tree/develop/External/glad>`_,
as these are not loaded by default on all platforms. The use of custom loader
shown in the following example

Registering resources
=====================
.. literalinclude:: ../../tools/example_codes/opengl_interop.hip
:start-after: // [Sphinx opengl functions load start]
:end-before: // [Sphinx opengl functions load end]

To enable HIP--OpenGL interoperation, registering OpenGL resources with HIP is required. This process creates corresponding HIP graphics resources, utilized in HIP kernels. Registration is accomplished using HIP runtime API functions, which take OpenGL resources and generate their HIP representations. These HIP graphics resources can then be mapped, accessed, and manipulated within HIP. This preparatory step ensures resources are properly identified and managed within the HIP environment. Dual accessibility of resources in both OpenGL and HIP contexts is achieved through registration. The registration of resources establishes the foundation for efficient and integrated data handling in HIP--OpenGL interoperation.
The OpenGL buffer is imported to HIP using as the following way:

Examples
========
.. literalinclude:: ../../tools/example_codes/opengl_interop.hip
:start-after: // [Sphinx buffer register and get start]
:end-before: // [Sphinx buffer register and get end]

Two examples are presented with mapping resources, getting pointers -- directly or with arrays -- and unmapping resources with a OpenGL buffer registration.
The imported pointer manipulated in the sinewave kernel as the following way:

.. tab-set::
.. literalinclude:: ../../tools/example_codes/opengl_interop.hip
:start-after: /// [Sphinx sinewave kernel start]
:end-before: /// [Sphinx sinewave kernel end]

.. tab-item:: with mapped pointer
.. literalinclude:: ../../tools/example_codes/opengl_interop.hip
:start-after: // [Sphinx buffer use in kernel start]
:end-before: // [Sphinx buffer use in kernel end]

.. code-block:: cpp
:emphasize-lines: 21-24
The OpenGL buffer is imported to HIP using as the following way:

#include <hip/hip_runtime.h>
#include <hip/hip_runtime_api.h>
#include <GL/glew.h>
#include <GL/gl.h>
int main()
{
// Initialize OpenGL and create a buffer
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
// Register the OpenGL buffer with HIP
hipGraphicsResource* resource;
hipGraphicsGLRegisterBuffer(&resource, buffer, hipGraphicsRegisterFlagsNone);
// Map the resource for access by HIP
hipGraphicsMapResources(1, &resource, 0);
// Obtain a pointer to the mapped resource
void* devicePtr;
size_t numBytes;
hipGraphicsResourceGetMappedPointer(&devicePtr, &numBytes, resource);
// Use devicePtr in HIP kernels...
// Unmap the resources when done
hipGraphicsUnmapResources(1, &resource, 0);
// Cleanup OpenGL resources
glDeleteBuffers(1, &buffer);
return 0;
}
.. tab-item:: with mapped array

.. code-block:: cpp
:emphasize-lines: 20-22
#include <hip/hip_runtime.h>
#include <hip/hip_runtime_api.h>
#include <GL/glew.h>
#include <GL/gl.h>
int main()
{
// Initialize OpenGL and create a buffer
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
// Register the OpenGL buffer with HIP
hipGraphicsResource* resource;
hipGraphicsGLRegisterBuffer(&resource, buffer, hipGraphicsRegisterFlagsNone);
// Map the resource for access by HIP
hipGraphicsMapResources(1, &resource, 0);
// Obtain a pointer to the mapped array
hipArray* arrayPtr;
hipGraphicsSubResourceGetMappedArray(&arrayPtr, resource, 0, 0);
// Use arrayPtr in HIP kernels...
// Unmap the resources when done
hipGraphicsUnmapResources(1, &resource, 0);
// Cleanup OpenGL resources
glDeleteBuffers(1, &buffer);
return 0;
}
An other example is with mapping resources, getting pointers and unmapping resources with a OpenGL image registration.

.. code-block:: cpp
#include <hip/hip_runtime.h>
#include <hip/hip_runtime_api.h>
#include <GL/glew.h>
#include <GL/gl.h>
int main()
{
// Initialize OpenGL and create a texture
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
// Register the OpenGL texture with HIP
hipGraphicsResource* resource;
hipGraphicsGLRegisterImage(&resource, texture, GL_TEXTURE_2D, hipGraphicsRegisterFlagsNone);
// Map the resource for access by HIP
hipGraphicsMapResources(1, &resource, 0);
// Obtain a pointer to the mapped array
hipArray* arrayPtr;
hipGraphicsSubResourceGetMappedArray(&arrayPtr, resource, 0, 0);
// Use arrayPtr in HIP kernels...
// Unmap the resources when done
hipGraphicsUnmapResources(1, &resource, 0);
// Cleanup OpenGL resources
glDeleteTextures(1, &texture);
return 0;
}
.. literalinclude:: ../../tools/example_codes/opengl_interop.hip
:start-after: // [Sphinx buffer register and get start]
:end-before: // [Sphinx buffer register and get end]
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