From 707f4d9451d588260c16e53557d55c3972a8be34 Mon Sep 17 00:00:00 2001 From: TSnake41 Date: Sun, 31 Oct 2021 00:14:59 +0200 Subject: [PATCH] Various coding convention changes. --- examples/Makefile | 3 +- .../resources/shaders/glsl430/gol.glsl | 64 +++--- .../resources/shaders/glsl430/golRender.glsl | 24 --- .../shaders/glsl430/golTransfert.glsl | 42 ---- .../resources/shaders/glsl430/gol_render.glsl | 34 +++ .../shaders/glsl430/gol_transfert.glsl | 54 +++++ examples/shaders/shaders_compute_gol.c | 201 ++++++++++-------- 7 files changed, 233 insertions(+), 189 deletions(-) delete mode 100644 examples/shaders/resources/shaders/glsl430/golRender.glsl delete mode 100644 examples/shaders/resources/shaders/glsl430/golTransfert.glsl create mode 100644 examples/shaders/resources/shaders/glsl430/gol_render.glsl create mode 100644 examples/shaders/resources/shaders/glsl430/gol_transfert.glsl diff --git a/examples/Makefile b/examples/Makefile index 5470cfaac..9e40300b8 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -489,8 +489,7 @@ SHADERS = \ shaders/shaders_spotlight \ shaders/shaders_hot_reloading \ shaders/shaders_mesh_instancing \ - shaders/shaders_multi_sample2d \ - shaders/shaders_compute_gol + shaders/shaders_multi_sample2d AUDIO = \ audio/audio_module_playing \ diff --git a/examples/shaders/resources/shaders/glsl430/gol.glsl b/examples/shaders/resources/shaders/glsl430/gol.glsl index b0b5bfe76..47b1a55f9 100644 --- a/examples/shaders/resources/shaders/glsl430/gol.glsl +++ b/examples/shaders/resources/shaders/glsl430/gol.glsl @@ -6,53 +6,59 @@ 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] + 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] + 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)]) + ? (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; + uint neighbour_count = 0; + uint x = gl_GlobalInvocationID.x; + uint y = gl_GlobalInvocationID.y; - // Top left - neighbour_count += fetchGol(x - 1, y - 1); + // Top left + neighbour_count += fetchGol(x - 1, y - 1); - // Top middle - neighbour_count += fetchGol(x, y - 1); + // Top middle + neighbour_count += fetchGol(x, y - 1); - // Top right - neighbour_count += fetchGol(x + 1, y - 1); + // Top right + neighbour_count += fetchGol(x + 1, y - 1); - // Left - neighbour_count += fetchGol(x - 1, y); + // Left + neighbour_count += fetchGol(x - 1, y); - // Right - neighbour_count += fetchGol(x + 1, y); + // Right + neighbour_count += fetchGol(x + 1, y); - // Bottom left - neighbour_count += fetchGol(x - 1, y + 1); + // Bottom left + neighbour_count += fetchGol(x - 1, y + 1); - // Bottom middle - neighbour_count += fetchGol(x, y + 1); + // Bottom middle + neighbour_count += fetchGol(x, y + 1); - // Bottom right - neighbour_count += fetchGol(x + 1, 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); + if (neighbour_count == 3) + { + setGol(x, y, 1); + } + else if (neighbour_count == 2) + { + setGol(x, y, fetchGol(x, y)); + } + else + { + setGol(x, y, 0); + } } diff --git a/examples/shaders/resources/shaders/glsl430/golRender.glsl b/examples/shaders/resources/shaders/glsl430/golRender.glsl deleted file mode 100644 index e9cf8e14b..000000000 --- a/examples/shaders/resources/shaders/glsl430/golRender.glsl +++ /dev/null @@ -1,24 +0,0 @@ -// Game of Life rendering shader -// Just renders the content of the ssbo at binding 1 to screen. -#version 430 - -#define GOL_WIDTH 768 - -out vec4 finalColor; -in vec2 fragTexCoord; - -layout(std430, binding = 1) readonly buffer golLayout { - uint golBuffer[]; -}; - -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); -} diff --git a/examples/shaders/resources/shaders/glsl430/golTransfert.glsl b/examples/shaders/resources/shaders/glsl430/golTransfert.glsl deleted file mode 100644 index 85b5a6dc4..000000000 --- a/examples/shaders/resources/shaders/glsl430/golTransfert.glsl +++ /dev/null @@ -1,42 +0,0 @@ -// Game of life transfert shader. -#version 430 -#define GOL_WIDTH 768 - -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 -}; - -layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in; - -layout(std430, binding = 1) buffer golBufferLayout { - uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y] -}; - -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); - } - } - } - } -} diff --git a/examples/shaders/resources/shaders/glsl430/gol_render.glsl b/examples/shaders/resources/shaders/glsl430/gol_render.glsl new file mode 100644 index 000000000..bbc16eeda --- /dev/null +++ b/examples/shaders/resources/shaders/glsl430/gol_render.glsl @@ -0,0 +1,34 @@ +// 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); + } +} diff --git a/examples/shaders/resources/shaders/glsl430/gol_transfert.glsl b/examples/shaders/resources/shaders/glsl430/gol_transfert.glsl new file mode 100644 index 000000000..40d544584 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl430/gol_transfert.glsl @@ -0,0 +1,54 @@ +// 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); + } + } + } + } +} diff --git a/examples/shaders/shaders_compute_gol.c b/examples/shaders/shaders_compute_gol.c index 6efe4d52c..c5645ee26 100644 --- a/examples/shaders/shaders_compute_gol.c +++ b/examples/shaders/shaders_compute_gol.c @@ -24,124 +24,141 @@ // This must be a multiple of 16 (check golLogic compute dispatch). #define GOL_WIDTH 768 -#define SSBO_SIZE (sizeof(unsigned int) * GOL_WIDTH * GOL_WIDTH) - // Maximum amount of queued draw commands (squares draw from mouse down events). #define MAX_BUFFERED_TRANSFERTS 48 -struct GolUpdateCmd { - unsigned int x; // x coordinate of the gol command - unsigned int y; // y coordinate of the gol command - unsigned int w; // width of the filled zone - unsigned int enabled; // whether to enable or disable zone +struct GolUpdateCmd +{ + unsigned int x; // x coordinate of the gol command + unsigned int y; // y coordinate of the gol command + unsigned int w; // width of the filled zone + unsigned int enabled; // whether to enable or disable zone }; -struct GolUpdateSSBO { - unsigned int count; - struct GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS]; +struct GolUpdateSSBO +{ + unsigned int count; + struct GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS]; }; int main(void) { - InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [shaders] example - compute shader gol"); + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [shaders] example - compute shader gol"); - const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH }; - unsigned int brush_size = 1; + const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH }; + unsigned int brushSize = 1; - // Game of Life logic compute shader - char *golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl"); - unsigned int golLogicShader = rlCompileShader(golLogicCode, RL_COMPUTE_SHADER); - unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader); - MemFree(golLogicCode); + // Game of Life logic compute shader + char *golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl"); + unsigned int golLogicShader = rlCompileShader(golLogicCode, RL_COMPUTE_SHADER); + unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader); + MemFree(golLogicCode); - // Game of Life logic compute shader - Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/golRender.glsl"); - int resUniformLoc = GetShaderLocation(golRenderShader, "res"); + // Game of Life logic compute shader + Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl"); + int resUniformLoc = GetShaderLocation(golRenderShader, "res"); - // Game of Life transfert shader - char *golTransfertCode = LoadFileText("resources/shaders/glsl430/golTransfert.glsl"); - unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER); - unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader); - MemFree(golTransfertCode); + // Game of Life transfert shader + char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl"); + unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER); + unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader); + MemFree(golTransfertCode); - // SSBOs - unsigned int ssboA = rlLoadShaderBuffer(SSBO_SIZE, NULL, RL_DYNAMIC_COPY); - unsigned int ssboB = rlLoadShaderBuffer(SSBO_SIZE, NULL, RL_DYNAMIC_COPY); + // SSBOs + unsigned int ssboA = rlLoadShaderBuffer(sizeof(unsigned int) * GOL_WIDTH * GOL_WIDTH, NULL, RL_DYNAMIC_COPY); + unsigned int ssboB = rlLoadShaderBuffer(sizeof(unsigned int) * GOL_WIDTH * GOL_WIDTH, NULL, RL_DYNAMIC_COPY); - struct GolUpdateSSBO transfertBuffer; - transfertBuffer.count = 0; + struct GolUpdateSSBO transfertBuffer; + transfertBuffer.count = 0; - int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY); + int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY); - Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE); - Texture whiteTex = LoadTextureFromImage(whiteImage); - UnloadImage(whiteImage); + // Create a white texture of the size of the window to update + // each pixel of the window using the fragment shader. + Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE); + Texture whiteTex = LoadTextureFromImage(whiteImage); + UnloadImage(whiteImage); - while (!WindowShouldClose()) { - if (IsKeyPressed(KEY_UP)) - brush_size *= 2; - else if (IsKeyPressed(KEY_DOWN) && brush_size != 1) - brush_size /= 2; + while (!WindowShouldClose()) + { + if (IsKeyPressed(KEY_UP)) brushSize *= 2; + else if (IsKeyPressed(KEY_DOWN) && (brushSize != 1)) brushSize /= 2; - if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) - && transfertBuffer.count < MAX_BUFFERED_TRANSFERTS) { - // Buffer a new command - transfertBuffer.commands[transfertBuffer.count].x = GetMouseX(); - transfertBuffer.commands[transfertBuffer.count].y = GetMouseY(); - transfertBuffer.commands[transfertBuffer.count].w = brush_size; - transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT); - transfertBuffer.count++; - } else if (transfertBuffer.count > 0) { - // Process transfert buffer + if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) + && (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS)) + { + // Buffer a new command + transfertBuffer.commands[transfertBuffer.count].x = GetMouseX(); + transfertBuffer.commands[transfertBuffer.count].y = GetMouseY(); + transfertBuffer.commands[transfertBuffer.count].w = brushSize; + transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT); + transfertBuffer.count++; + } + else if (transfertBuffer.count > 0) + { + // Process transfert buffer - // Send SSBO buffer to GPU - rlUpdateShaderBufferElements(transfertSSBO, &transfertBuffer, sizeof(struct GolUpdateSSBO), 0); - // Process ssbo command - rlEnableShader(golTransfertProgram); - rlBindShaderBuffer(ssboA, 1); - rlBindShaderBuffer(transfertSSBO, 3); - rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // each GPU unit will process a command - rlDisableShader(); + // Send SSBO buffer to GPU + rlUpdateShaderBufferElements(transfertSSBO, &transfertBuffer, sizeof(struct GolUpdateSSBO), 0); + // Process ssbo command + rlEnableShader(golTransfertProgram); + rlBindShaderBuffer(ssboA, 1); + rlBindShaderBuffer(transfertSSBO, 3); + rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // each GPU unit will process a command + rlDisableShader(); - transfertBuffer.count = 0; - } else { - // Process game of life logic - rlEnableShader(golLogicProgram); - rlBindShaderBuffer(ssboA, 1); - rlBindShaderBuffer(ssboB, 2); - rlComputeShaderDispatch(GOL_WIDTH / 16, GOL_WIDTH / 16, 1); - rlDisableShader(); + transfertBuffer.count = 0; + } + else + { + // Process game of life logic + rlEnableShader(golLogicProgram); + rlBindShaderBuffer(ssboA, 1); + rlBindShaderBuffer(ssboB, 2); + rlComputeShaderDispatch(GOL_WIDTH / 16, GOL_WIDTH / 16, 1); + rlDisableShader(); - // ssboA <-> ssboB - int temp = ssboA; - ssboA = ssboB; - ssboB = temp; + // ssboA <-> ssboB + int temp = ssboA; + ssboA = ssboB; + ssboB = temp; + } + + rlBindShaderBuffer(ssboA, 1); + + BeginDrawing(); + + ClearBackground(BLANK); + SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2); + + BeginShaderMode(golRenderShader); + DrawTexture(whiteTex, 0, 0, WHITE); + EndShaderMode(); + + DrawFPS(0, 0); + + EndDrawing(); } - rlBindShaderBuffer(ssboA, 1); + // De-Initialization + //-------------------------------------------------------------------------------------- - BeginDrawing(); + // Unload shader buffers objects. + rlUnloadShaderBuffer(ssboA); + rlUnloadShaderBuffer(ssboB); + rlUnloadShaderBuffer(transfertSSBO); - ClearBackground(BLANK); - SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2); + // Unload compute shader programs + rlUnloadShaderProgram(golTransfertProgram); + rlUnloadShaderProgram(golLogicProgram); - BeginShaderMode(golRenderShader); - DrawTexture(whiteTex, 0, 0, WHITE); - EndShaderMode(); + UnloadTexture(whiteTex); // Unload white texture + UnloadShader(golRenderShader); // Unload rendering fragment shader - DrawFPS(0, 0); + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- - EndDrawing(); - } - - rlUnloadShaderBuffer(ssboA); - rlUnloadShaderBuffer(ssboB); - rlUnloadShaderBuffer(transfertSSBO); - rlUnloadShaderProgram(golTransfertProgram); - rlUnloadShaderProgram(golLogicProgram); - - UnloadTexture(whiteTex); - UnloadShader(golRenderShader); - - CloseWindow(); -} \ No newline at end of file + return 0; +}