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Update rlgl_compute_shader.c

pull/2570/head
Ray pirms 2 gadiem
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5c5db2c016
1 mainītis faili ar 13 papildinājumiem un 17 dzēšanām
  1. +13
    -17
      examples/others/rlgl_compute_shader.c

+ 13
- 17
examples/others/rlgl_compute_shader.c Parādīt failu

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

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