Add Compute Shader and SSBO Functions to raylib-go
This commit introduces functions related to compute shaders and Shader Buffer Storage Objects (SSBOs) in raylib-go. It adds bindings for loading, dispatching, and managing compute shaders and SSBOs, aligning raylib-go more closely with the raylib C library's capabilities. Specifically, the functions added are `LoadComputeShaderProgram`, `ComputeShaderDispatch`, `LoadShaderBuffer`, `UnloadShaderBuffer`, `UpdateShaderBuffer`, `BindShaderBuffer`, `ReadShaderBuffer`, and `CopyShaderBuffer`. These additions enhance raylib-go's utility for more advanced GPU operations.
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1 changed files with 55 additions and 0 deletions
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@ -667,6 +667,12 @@ func SetUniformSampler(locIndex int32, textureId uint32) {
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C.rlSetUniformSampler(clocIndex, ctextureId)
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}
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// LoadComputeShaderProgram -
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func LoadComputeShaderProgram(shaderID uint) uint {
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cshaderID := C.uint(shaderID)
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return uint(C.rlLoadComputeShaderProgram(cshaderID))
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}
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// ComputeShaderDispatch - Dispatch compute shader (equivalent to *draw* for graphics pilepine)
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func ComputeShaderDispatch(groupX uint32, groupY uint32, groupZ uint32) {
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cgroupX := C.uint(groupX)
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@ -675,6 +681,55 @@ func ComputeShaderDispatch(groupX uint32, groupY uint32, groupZ uint32) {
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C.rlComputeShaderDispatch(cgroupX, cgroupY, cgroupZ)
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}
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// LoadShaderBuffer - Load shader storage buffer object (SSBO)
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func LoadShaderBuffer(size uint32, data unsafe.Pointer, usageHint int32) uint32 {
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csize := C.uint(size)
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cdata := data
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cusageHint := C.int(usageHint)
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return uint32(C.rlLoadShaderBuffer(csize, cdata, cusageHint))
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}
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// UnloadShaderBuffer - Unload shader storage buffer object (SSBO)
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func UnloadShaderBuffer(id uint32) {
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cid := C.uint(id)
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C.rlUnloadShaderBuffer(cid)
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}
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// UpdateShaderBuffer - Update SSBO buffer data
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func UpdateShaderBuffer(id uint32, data unsafe.Pointer, dataSize uint32, offset uint32) {
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cid := C.uint(id)
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cdata := data
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cdataSize := C.uint(dataSize)
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coffset := C.uint(offset)
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C.rlUpdateShaderBuffer(cid, cdata, cdataSize, coffset)
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}
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// BindShaderBuffer - Bind SSBO buffer
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func BindShaderBuffer(id uint32, index uint32) {
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cid := C.uint(id)
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cindex := C.uint(index)
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C.rlBindShaderBuffer(cid, cindex)
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}
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// ReadShaderBuffer - Read SSBO buffer data (GPU->CPU)
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func ReadShaderBuffer(id uint32, dest unsafe.Pointer, count uint32, offset uint32) {
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cid := C.uint(id)
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cdest := dest
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ccount := C.uint(count)
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coffset := C.uint(offset)
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C.rlReadShaderBuffer(cid, cdest, ccount, coffset)
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}
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// CopyShaderBuffer - Copy SSBO data between buffers
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func CopyShaderBuffer(destId uint32, srcId uint32, destOffset uint32, srcOffset uint32, count uint32) {
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cdestId := C.uint(destId)
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csrcId := C.uint(srcId)
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cdestOffset := C.uint(destOffset)
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csrcOffset := C.uint(srcOffset)
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ccount := C.uint(count)
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C.rlCopyShaderBuffer(cdestId, csrcId, cdestOffset, csrcOffset, ccount)
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}
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// GetShaderBufferSize - Get SSBO buffer size
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func GetShaderBufferSize(id uint32) uint32 {
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cid := C.uint(id)
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