REVIEWED: example: Compute shader Game-of-life

This commit is contained in:
Ray 2021-10-31 12:28:04 +01:00
parent f090f5444c
commit 1fac09d0f4
6 changed files with 316 additions and 322 deletions

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@ -1,64 +0,0 @@
// Game of Life logic shader
#version 430
#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 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);
}
}

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// Game of Life rendering shader
// Just renders the content of the ssbo at binding 1 to screen.
#version 430
#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 res;
void main()
{
ivec2 coords = ivec2(fragTexCoord * res);
if (golBuffer[coords.x + coords.y * uvec2(res).x] == 1)
{
finalColor = vec4(1.0);
}
else
{
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
}
}

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// Game of life transfert shader.
#version 430
#define GOL_WIDTH 768
// Structure definitions
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 cmd_index = gl_GlobalInvocationID.x;
GolUpdateCmd cmd = commands[cmd_index];
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);
}
}
}
}
}