REVIEWED: example: Compute shader Game-of-life
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6 changed files with 316 additions and 322 deletions
28
src/rlgl.h
28
src/rlgl.h
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@ -662,7 +662,6 @@ RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat);
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RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
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RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
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#if defined(GRAPHICS_API_OPENGL_43)
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// Compute shader management
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RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
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RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
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@ -678,7 +677,6 @@ RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index);
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// Buffer management
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RLAPI void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count); // Copy SSBO buffer data
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RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly); // Bind image texture
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#endif
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// Matrix state management
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RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
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@ -3836,12 +3834,12 @@ void rlSetShader(unsigned int id, int *locs)
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#endif
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}
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#if defined(GRAPHICS_API_OPENGL_43)
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// Load compute shader program
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unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
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{
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unsigned int program = 0;
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#if defined(GRAPHICS_API_OPENGL_43)
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GLint success = 0;
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program = glCreateProgram();
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glAttachShader(program, shaderId);
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@ -3880,6 +3878,7 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
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TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
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}
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#endif
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return program;
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}
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@ -3887,17 +3886,21 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
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// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
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void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
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{
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#if defined(GRAPHICS_API_OPENGL_43)
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glDispatchCompute(groupX, groupY, groupZ);
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#endif
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}
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// Load shader storage buffer object (SSBO)
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unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint)
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{
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unsigned int ssbo = 0;
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#if defined(GRAPHICS_API_OPENGL_43)
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glGenBuffers(1, &ssbo);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
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#endif
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return ssbo;
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}
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@ -3905,23 +3908,29 @@ unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int u
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// Unload shader storage buffer object (SSBO)
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void rlUnloadShaderBuffer(unsigned int ssboId)
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{
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#if defined(GRAPHICS_API_OPENGL_43)
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glDeleteBuffers(1, &ssboId);
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#endif
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}
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// Update SSBO buffer data
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void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset)
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{
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#if defined(GRAPHICS_API_OPENGL_43)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
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#endif
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}
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// Get SSBO buffer size
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unsigned long long rlGetShaderBufferSize(unsigned int id)
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{
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long long size = 0;
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#if defined(GRAPHICS_API_OPENGL_43)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
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#endif
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return (size > 0)? size : 0;
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}
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@ -3929,33 +3938,40 @@ unsigned long long rlGetShaderBufferSize(unsigned int id)
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// Read SSBO buffer data
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void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset)
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{
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#if defined(GRAPHICS_API_OPENGL_43)
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
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#endif
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}
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// Bind SSBO buffer
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void rlBindShaderBuffer(unsigned int id, unsigned int index)
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{
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#if defined(GRAPHICS_API_OPENGL_43)
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
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#endif
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}
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// Copy SSBO buffer data
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void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count)
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{
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#if defined(GRAPHICS_API_OPENGL_43)
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glBindBuffer(GL_COPY_READ_BUFFER, srcId);
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glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
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#endif
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}
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// Bind image texture
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void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly)
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{
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#if defined(GRAPHICS_API_OPENGL_43)
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int glInternalFormat = 0, glFormat = 0, glType = 0;
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rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
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glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
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}
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#endif
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}
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// Matrix state management
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//-----------------------------------------------------------------------------------------
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