Update rlgl_compute_shader.c
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c6c71fe73c
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5c5db2c016
1 changed files with 13 additions and 17 deletions
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@ -58,27 +58,25 @@ int main(void)
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unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader);
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unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader);
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UnloadFileText(golLogicCode);
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UnloadFileText(golLogicCode);
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// Game of Life logic compute shader
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// Game of Life logic render shader
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Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl");
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Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl");
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int resUniformLoc = GetShaderLocation(golRenderShader, "resolution");
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int resUniformLoc = GetShaderLocation(golRenderShader, "resolution");
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// Game of Life transfert shader
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// Game of Life transfert shader (CPU<->GPU download and upload)
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char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl");
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char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl");
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unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER);
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unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER);
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unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader);
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unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader);
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UnloadFileText(golTransfertCode);
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UnloadFileText(golTransfertCode);
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// SSBOs
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// Load shader storage buffer object (SSBO), id returned
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unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
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unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
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unsigned int ssboB = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
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unsigned int ssboB = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
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unsigned int ssboTransfert = rlLoadShaderBuffer(sizeof(GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
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struct GolUpdateSSBO transfertBuffer;
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GolUpdateSSBO transfertBuffer = { 0 };
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transfertBuffer.count = 0;
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int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
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// Create a white texture of the size of the window to update
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// Create a white texture of the size of the window to update
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// each pixel of the window using the fragment shader
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// each pixel of the window using the fragment shader: golRenderShader
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Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE);
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Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE);
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Texture whiteTex = LoadTextureFromImage(whiteImage);
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Texture whiteTex = LoadTextureFromImage(whiteImage);
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UnloadImage(whiteImage);
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UnloadImage(whiteImage);
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@ -101,18 +99,16 @@ int main(void)
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transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
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transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
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transfertBuffer.count++;
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transfertBuffer.count++;
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}
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}
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else if (transfertBuffer.count > 0)
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else if (transfertBuffer.count > 0) // Process transfert buffer
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{
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{
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// Process transfert buffer
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// Send SSBO buffer to GPU
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// Send SSBO buffer to GPU
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rlUpdateShaderBufferElements(transfertSSBO, &transfertBuffer, sizeof(struct GolUpdateSSBO), 0);
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rlUpdateShaderBufferElements(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0);
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// Process ssbo command
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// Process ssbo commands on GPU
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rlEnableShader(golTransfertProgram);
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rlEnableShader(golTransfertProgram);
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rlBindShaderBuffer(ssboA, 1);
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rlBindShaderBuffer(ssboA, 1);
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rlBindShaderBuffer(transfertSSBO, 3);
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rlBindShaderBuffer(ssboTransfert, 3);
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rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // each GPU unit will process a command
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rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // Each GPU unit will process a command!
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rlDisableShader();
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rlDisableShader();
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transfertBuffer.count = 0;
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transfertBuffer.count = 0;
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@ -160,7 +156,7 @@ int main(void)
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// Unload shader buffers objects.
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// Unload shader buffers objects.
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rlUnloadShaderBuffer(ssboA);
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rlUnloadShaderBuffer(ssboA);
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rlUnloadShaderBuffer(ssboB);
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rlUnloadShaderBuffer(ssboB);
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rlUnloadShaderBuffer(transfertSSBO);
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rlUnloadShaderBuffer(ssboTransfert);
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// Unload compute shader programs
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// Unload compute shader programs
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rlUnloadShaderProgram(golTransfertProgram);
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rlUnloadShaderProgram(golTransfertProgram);
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