REVIEWED: example: Compute shader Game-of-life
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6 changed files with 316 additions and 322 deletions
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// Game of Life logic shader
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#version 430
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#define GOL_WIDTH 768
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layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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layout(std430, binding = 1) readonly restrict buffer golLayout {
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uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + gl_NumWorkGroups.x * y]
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};
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layout(std430, binding = 2) writeonly restrict buffer golLayout2 {
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uint golBufferDest[]; // golBufferDest[x, y] = golBufferDest[x + gl_NumWorkGroups.x * y]
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};
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#define fetchGol(x, y) ((((x) < 0) || ((y) < 0) || ((x) > GOL_WIDTH) || ((y) > GOL_WIDTH)) \
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? (0) \
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: golBuffer[(x) + GOL_WIDTH * (y)])
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#define setGol(x, y, value) golBufferDest[(x) + GOL_WIDTH * (y)] = value
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void main()
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{
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uint neighbour_count = 0;
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uint x = gl_GlobalInvocationID.x;
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uint y = gl_GlobalInvocationID.y;
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// Top left
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neighbour_count += fetchGol(x - 1, y - 1);
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// Top middle
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neighbour_count += fetchGol(x, y - 1);
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// Top right
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neighbour_count += fetchGol(x + 1, y - 1);
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// Left
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neighbour_count += fetchGol(x - 1, y);
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// Right
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neighbour_count += fetchGol(x + 1, y);
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// Bottom left
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neighbour_count += fetchGol(x - 1, y + 1);
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// Bottom middle
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neighbour_count += fetchGol(x, y + 1);
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// Bottom right
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neighbour_count += fetchGol(x + 1, y + 1);
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if (neighbour_count == 3)
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{
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setGol(x, y, 1);
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}
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else if (neighbour_count == 2)
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{
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setGol(x, y, fetchGol(x, y));
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}
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else
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{
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setGol(x, y, 0);
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}
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}
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// Game of Life rendering shader
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// Just renders the content of the ssbo at binding 1 to screen.
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#version 430
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#define GOL_WIDTH 768
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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// Output fragment color
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out vec4 finalColor;
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// Input game of life grid.
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layout(std430, binding = 1) readonly buffer golLayout
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{
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uint golBuffer[];
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};
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// Output resolution
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uniform vec2 res;
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void main()
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{
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ivec2 coords = ivec2(fragTexCoord * res);
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if (golBuffer[coords.x + coords.y * uvec2(res).x] == 1)
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{
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finalColor = vec4(1.0);
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}
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else
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{
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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@ -1,54 +0,0 @@
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// Game of life transfert shader.
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#version 430
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#define GOL_WIDTH 768
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// Structure definitions
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struct GolUpdateCmd {
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uint x; // x coordinate of the gol command
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uint y; // y coordinate of the gol command
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uint w; // width of the filled zone
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uint enabled; // whether to enable or disable zone
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};
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// Local compute unit size.
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layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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// Output game of life grid buffer.
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layout(std430, binding = 1) buffer golBufferLayout
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{
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uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y]
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};
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// Command buffer
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layout(std430, binding = 3) readonly restrict buffer golUpdateLayout
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{
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uint count;
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GolUpdateCmd commands[];
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};
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#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH))
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#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y))
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void main()
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{
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uint cmd_index = gl_GlobalInvocationID.x;
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GolUpdateCmd cmd = commands[cmd_index];
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for (uint x = cmd.x; x < (cmd.x + cmd.w); x++)
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{
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for (uint y = cmd.y; y < (cmd.y + cmd.w); y++)
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{
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if (isInside(x, y))
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{
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if (cmd.enabled != 0)
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{
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atomicOr(golBuffer[getBufferIndex(x, y)], 1);
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}
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else
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{
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atomicAnd(golBuffer[getBufferIndex(x, y)], 0);
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}
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}
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}
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}
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}
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