From e426d561d312e9be5e1ed381d3c5fe643db8d6b9 Mon Sep 17 00:00:00 2001 From: TSnake41 Date: Thu, 4 Nov 2021 21:43:06 +0100 Subject: [PATCH] Use rewritten shaders_compute_shader based on gol raylib example. --- examples/resources/glsl430/gol.glsl | 41 ++++ examples/resources/glsl430/gol_render.glsl | 29 +++ examples/resources/glsl430/gol_transfert.glsl | 51 +++++ examples/resources/gol.glsl | 57 ------ examples/shaders_compute_shader.lua | 183 ++++++++++-------- 5 files changed, 227 insertions(+), 134 deletions(-) create mode 100644 examples/resources/glsl430/gol.glsl create mode 100644 examples/resources/glsl430/gol_render.glsl create mode 100644 examples/resources/glsl430/gol_transfert.glsl delete mode 100644 examples/resources/gol.glsl diff --git a/examples/resources/glsl430/gol.glsl b/examples/resources/glsl430/gol.glsl new file mode 100644 index 0000000..c5dfe06 --- /dev/null +++ b/examples/resources/glsl430/gol.glsl @@ -0,0 +1,41 @@ +#version 430 + +// Game of Life logic shader + +#define GOL_WIDTH 768 + +layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in; + +layout(std430, binding = 1) readonly restrict buffer golLayout { + uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + gl_NumWorkGroups.x * y] +}; + +layout(std430, binding = 2) writeonly restrict buffer golLayout2 { + uint golBufferDest[]; // golBufferDest[x, y] = golBufferDest[x + gl_NumWorkGroups.x * y] +}; + +#define fetchGol(x, y) ((((x) < 0) || ((y) < 0) || ((x) > GOL_WIDTH) || ((y) > GOL_WIDTH)) \ + ? (0) \ + : golBuffer[(x) + GOL_WIDTH * (y)]) + +#define setGol(x, y, value) golBufferDest[(x) + GOL_WIDTH*(y)] = value + +void main() +{ + uint neighbourCount = 0; + uint x = gl_GlobalInvocationID.x; + uint y = gl_GlobalInvocationID.y; + + neighbourCount += fetchGol(x - 1, y - 1); // Top left + neighbourCount += fetchGol(x, y - 1); // Top middle + neighbourCount += fetchGol(x + 1, y - 1); // Top right + neighbourCount += fetchGol(x - 1, y); // Left + neighbourCount += fetchGol(x + 1, y); // Right + neighbourCount += fetchGol(x - 1, y + 1); // Bottom left + neighbourCount += fetchGol(x, y + 1); // Bottom middle + neighbourCount += fetchGol(x + 1, y + 1); // Bottom right + + if (neighbourCount == 3) setGol(x, y, 1); + else if (neighbourCount == 2) setGol(x, y, fetchGol(x, y)); + else setGol(x, y, 0); +} diff --git a/examples/resources/glsl430/gol_render.glsl b/examples/resources/glsl430/gol_render.glsl new file mode 100644 index 0000000..97a1e99 --- /dev/null +++ b/examples/resources/glsl430/gol_render.glsl @@ -0,0 +1,29 @@ +#version 430 + +// Game of Life rendering shader +// Just renders the content of the ssbo at binding 1 to screen + +#define GOL_WIDTH 768 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; + +// Output fragment color +out vec4 finalColor; + +// Input game of life grid. +layout(std430, binding = 1) readonly buffer golLayout +{ + uint golBuffer[]; +}; + +// Output resolution +uniform vec2 resolution; + +void main() +{ + ivec2 coords = ivec2(fragTexCoord*resolution); + + if ((golBuffer[coords.x + coords.y*uvec2(resolution).x]) == 1) finalColor = vec4(1.0); + else finalColor = vec4(0.0, 0.0, 0.0, 1.0); +} diff --git a/examples/resources/glsl430/gol_transfert.glsl b/examples/resources/glsl430/gol_transfert.glsl new file mode 100644 index 0000000..a202338 --- /dev/null +++ b/examples/resources/glsl430/gol_transfert.glsl @@ -0,0 +1,51 @@ +#version 430 + +// Game of life transfert shader + +#define GOL_WIDTH 768 + +// Game Of Life Update Command +// NOTE: matches the structure defined on main program +struct GolUpdateCmd { + uint x; // x coordinate of the gol command + uint y; // y coordinate of the gol command + uint w; // width of the filled zone + uint enabled; // whether to enable or disable zone +}; + +// Local compute unit size +layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in; + +// Output game of life grid buffer +layout(std430, binding = 1) buffer golBufferLayout +{ + uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y] +}; + +// Command buffer +layout(std430, binding = 3) readonly restrict buffer golUpdateLayout +{ + uint count; + GolUpdateCmd commands[]; +}; + +#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH)) +#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y)) + +void main() +{ + uint cmdIndex = gl_GlobalInvocationID.x; + GolUpdateCmd cmd = commands[cmdIndex]; + + for (uint x = cmd.x; x < (cmd.x + cmd.w); x++) + { + for (uint y = cmd.y; y < (cmd.y + cmd.w); y++) + { + if (isInside(x, y)) + { + if (cmd.enabled != 0) atomicOr(golBuffer[getBufferIndex(x, y)], 1); + else atomicAnd(golBuffer[getBufferIndex(x, y)], 0); + } + } + } +} diff --git a/examples/resources/gol.glsl b/examples/resources/gol.glsl deleted file mode 100644 index 1066e27..0000000 --- a/examples/resources/gol.glsl +++ /dev/null @@ -1,57 +0,0 @@ -#version 430 - -#define GOL_WIDTH 1024 - -layout (local_size_x = 16, local_size_y = 16, local_size_x = 1) in; - -layout(std430, binding = 1) readonly restrict buffer golLayout { - int golBuffer[]; // golBuffer[x, y] = golBuffer[x + gl_NumWorkGroups.x * y] -}; - -layout(std430, set = 1, binding = 2) writeonly restrict buffer golLayout2 { - int golBufferDest[]; // golBufferDest[x, y] = golBufferDest[x + gl_NumWorkGroups.x * y] -}; - -#define fetchGol(x, y) ((((x) < 0) || ((y) < 0) || ((x) > GOL_WIDTH) || ((y) > GOL_WIDTH)) \ - ? (0) \ - : golBuffer[(x) + GOL_WIDTH * (y)]) - -#define setGol(x, y, value) golBufferDest[(x) + GOL_WIDTH * (y)] = value - -void main() -{ - uint neighbour_count = 0; - uint x = gl_GlobalInvocationID.x; - uint y = gl_GlobalInvocationID.y; - - // Top left - neighbour_count += fetchGol(x - 1, y - 1); - - // Top middle - neighbour_count += fetchGol(x, y - 1); - - // Top right - neighbour_count += fetchGol(x + 1, y - 1); - - // Left - neighbour_count += fetchGol(x - 1, y); - - // Right - neighbour_count += fetchGol(x + 1, y); - - // Bottom left - neighbour_count += fetchGol(x - 1, y + 1); - - // Bottom middle - neighbour_count += fetchGol(x, y + 1); - - // Bottom right - neighbour_count += fetchGol(x + 1, y + 1); - - if (neighbour_count == 3) - setGol(x, y, 1); - else if (neighbour_count == 2) - setGol(x, y, fetchGol(x, y)); - else - setGol(x, y, 0); -} \ No newline at end of file diff --git a/examples/shaders_compute_shader.lua b/examples/shaders_compute_shader.lua index 1918bb1..2308333 100644 --- a/examples/shaders_compute_shader.lua +++ b/examples/shaders_compute_shader.lua @@ -1,105 +1,134 @@ local ffi = require "ffi" -local width, height = 1024, 1024 -rl.InitWindow(width, height, "raylib-lua [core] example - compute shader") -local computeShaderCode -do - local f = io.open("resources/gol.glsl", "rb") - assert(f, "Can't read resources/gol.glsl file") - computeShaderCode = f:read "*a" - f:close() -end -local computeShader = rl.rlCompileShader(computeShaderCode, rl.RL_COMPUTE_SHADER) -local csProgram = rl.rlLoadComputeShaderProgram(computeShader) -print(csProgram) +-- IMPORTANT: This must match gol*.glsl GOL_WIDTH constant. +-- This must be a multiple of 16 (check golLogic compute dispatch). +local GOL_WIDTH = 768 -local ssbo_size = ffi.sizeof("int32_t[?]", width * height) -local ssbo_baseBuffer = ffi.new("int32_t[?]", width * height) -for i=0,width * height - 1 do - ssbo_baseBuffer[i] = 0 -end +-- Maximum amount of queued draw commands (squares draw from mouse down events). +local MAX_BUFFERED_TRANSFERTS = 48 -local shader_framebuffer = rl.new("Color[?]", width * height) -local ssbo_image = rl.new "Image" ---@type Image +ffi.cdef [[ + typedef struct GolUpdateCmd { + unsigned int x; + unsigned int y; + unsigned int w; + unsigned int enabled; + } GolUpdateCmd; +]] -ssbo_image.data = shader_framebuffer -ssbo_image.width = width -ssbo_image.height = height -ssbo_image.format = rl.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 -ssbo_image.mipmaps = 1 +ffi.cdef(string.format([[ + typedef struct GolUpdateSSBO { + unsigned int count; + GolUpdateCmd commands[%d]; + } GolUpdateSSBO; +]], MAX_BUFFERED_TRANSFERTS)) -local ssboA = rl.rlLoadShaderBuffer(ssbo_size, ssbo_baseBuffer, rl.RL_STREAM_COPY) -local ssboB = rl.rlLoadShaderBuffer(ssbo_size, ssbo_baseBuffer, rl.RL_STREAM_COPY) +rl.InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [rlgl] example - compute shader - game of life") --- Create a texture to apply shader -local renderTexture = rl.LoadRenderTexture(width, height) +local resolution = rl.new("Vector2", GOL_WIDTH, GOL_WIDTH) +local brushSize = 8 -local renderShader = rl.LoadShaderFromMemory(nil, [[ -#version 430 -out vec4 finalColor; -in vec2 fragTexCoord; +-- Game of Life logic compute shader +local golLogicCode = rl.LoadFileText("resources/glsl430/gol.glsl") +local golLogicShader = rl.rlCompileShader(golLogicCode, rl.RL_COMPUTE_SHADER); +local golLogicProgram = rl.rlLoadComputeShaderProgram(golLogicShader); +rl.UnloadFileText(golLogicCode); -layout(std430, binding = 1) readonly buffer golLayout { - int golBuffer[]; -}; +-- Game of Life rendering compute shader +local golRenderShader = rl.LoadShader(nil, "resources/glsl430/gol_render.glsl") +local resUniformLoc = rl.GetShaderLocation(golRenderShader, "resolution") -uniform vec2 res; +local golTransfertCode = rl.LoadFileText("resources/glsl430/gol_transfert.glsl"); +local golTransfertShader = rl.rlCompileShader(golTransfertCode, rl.RL_COMPUTE_SHADER); +local golTransfertProgram = rl.rlLoadComputeShaderProgram(golTransfertShader); +rl.UnloadFileText(golTransfertCode); -void main() -{ - ivec2 coords = ivec2(fragTexCoord * res); +local ssboSize = ffi.sizeof("int[?]", GOL_WIDTH * GOL_WIDTH) +local ssboA = rl.rlLoadShaderBuffer(ssboSize, nil, rl.RL_DYNAMIC_COPY); +local ssboB = rl.rlLoadShaderBuffer(ssboSize, nil, rl.RL_DYNAMIC_COPY); - if (golBuffer[coords.x + coords.y * uint(res.x)] == 1) - finalColor = vec4(1.0); - else - finalColor = vec4(0.0, 0.0, 0.0, 1.0); -} -]]) +local transfertBuffer = ffi.new("struct GolUpdateSSBO") +transfertBuffer.count = 0 -local resolution = ffi.new("float[2]", width, height) -local res_uniform = rl.GetShaderLocation(renderShader, "res") +local transfertBufferSize = ffi.sizeof "struct GolUpdateSSBO" + +local transfertSSBO = rl.rlLoadShaderBuffer(transfertBufferSize, nil, rl.RL_DYNAMIC_COPY); + +-- Create a white texture of the size of the window to update +-- each pixel of the window using the fragment shader +local whiteImage = rl.GenImageColor(GOL_WIDTH, GOL_WIDTH, rl.WHITE); +local whiteTex = rl.LoadTextureFromImage(whiteImage); +rl.UnloadImage(whiteImage) while not rl.WindowShouldClose() do - rl.BeginDrawing() - if rl.IsMouseButtonDown(rl.MOUSE_BUTTON_LEFT) then - rl.rlReadShaderBufferElements(ssboB, ssbo_baseBuffer, ssbo_size, 0) + brushSize = math.floor(brushSize + rl.GetMouseWheelMove()) - -- Correct colors - for i=0,(width * height)-1 do - local toggled = ssbo_baseBuffer[i] + if ((rl.IsMouseButtonDown(rl.MOUSE_BUTTON_LEFT) or rl.IsMouseButtonDown(rl.MOUSE_BUTTON_RIGHT)) + and (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS)) then + -- Buffer a new command + transfertBuffer.commands[transfertBuffer.count].x = rl.GetMouseX() - brushSize/2 + transfertBuffer.commands[transfertBuffer.count].y = rl.GetMouseY() - brushSize/2 + transfertBuffer.commands[transfertBuffer.count].w = brushSize + transfertBuffer.commands[transfertBuffer.count].enabled = rl.IsMouseButtonDown(rl.MOUSE_BUTTON_LEFT) + transfertBuffer.count = transfertBuffer.count + 1 + elseif transfertBuffer.count > 0 then + -- Process transfert buffer - shader_framebuffer[i].r = toggled * 255 - shader_framebuffer[i].g = toggled * 255 - shader_framebuffer[i].b = toggled * 255 - shader_framebuffer[i].a = toggled * 255 - end + -- Send SSBO buffer to GPU + rl.rlUpdateShaderBufferElements(transfertSSBO, transfertBuffer, transfertBufferSize, 0); + + -- Process ssbo command + rl.rlEnableShader(golTransfertProgram); + rl.rlBindShaderBuffer(ssboA, 1); + rl.rlBindShaderBuffer(transfertSSBO, 3); + rl.rlComputeShaderDispatch(transfertBuffer.count, 1, 1) -- each GPU unit will process a command + rl.rlDisableShader(); - rl.ImageDrawRectangleV(ssbo_image, rl.GetMousePosition(), rl.new("Vector2", 25, 25), rl.WHITE) - - for x=0,ssbo_image.width-1 do - for y=0,ssbo_image.height-1 do - ssbo_baseBuffer[x + y * width] = (shader_framebuffer[x + y * width].r > 0) - end - end - rl.rlUpdateShaderBufferElements(ssboB, ssbo_baseBuffer, ssbo_size, 0) + transfertBuffer.count = 0; else - rl.rlEnableShader(csProgram) + -- Process game of life logic + rl.rlEnableShader(golLogicProgram) rl.rlBindShaderBuffer(ssboA, 1) rl.rlBindShaderBuffer(ssboB, 2) - rl.rlComputeShaderDispatch(width / 16, height / 16, 1) + rl.rlComputeShaderDispatch(GOL_WIDTH / 16, GOL_WIDTH / 16, 1) rl.rlDisableShader() + + ssboA, ssboB = ssboB, ssboA end - rl.ClearBackground(rl.BLANK) - rl.SetShaderValue(renderShader, res_uniform, resolution, rl.SHADER_UNIFORM_VEC2) - rl.BeginShaderMode(renderShader) - rl.DrawTexture(renderTexture.texture, 0, 0, rl.WHITE) - rl.EndShaderMode() - rl.DrawFPS(0, 0) - rl.EndDrawing() + rl.rlBindShaderBuffer(ssboA, 1) + rl.SetShaderValue(golRenderShader, resUniformLoc, resolution, rl.SHADER_UNIFORM_VEC2); - ssboA, ssboB = ssboB, ssboA + rl.BeginDrawing() + + rl.ClearBackground(rl.BLANK) + + rl.BeginShaderMode(golRenderShader) + rl.DrawTexture(whiteTex, 0, 0, rl.WHITE) + rl.EndShaderMode() + + rl.DrawRectangleLines( + rl.GetMouseX() - brushSize/2, + rl.GetMouseY() - brushSize/2, + brushSize, brushSize, + rl.RED) + + rl.DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, rl.WHITE); + rl.DrawFPS(rl.GetScreenWidth() - 100, 10); + + rl.EndDrawing() end -rl.CloseWindow() +rl.rlUnloadShaderBuffer(ssboA); +rl.rlUnloadShaderBuffer(ssboB); +rl.rlUnloadShaderBuffer(transfertSSBO); + +-- Unload compute shader programs +rl.rlUnloadShaderProgram(golTransfertProgram) +rl.rlUnloadShaderProgram(golLogicProgram) + +rl.UnloadTexture(whiteTex) -- Unload white texture +rl.UnloadShader(golRenderShader) -- Unload rendering fragment shader + +rl.CloseWindow() -- Close window and OpenGL context