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Add Conway's Game of Life compute shader example. (#2088)

* Add Conway's Game of Life compute shader example.

* Fix various shaders problems, and tune command buffer size.

* Various coding convention changes.
pull/2091/head
Astie Teddy 3 years ago
committed by GitHub
parent
commit
f090f5444c
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4 changed files with 316 additions and 0 deletions
  1. +64
    -0
      examples/shaders/resources/shaders/glsl430/gol.glsl
  2. +34
    -0
      examples/shaders/resources/shaders/glsl430/gol_render.glsl
  3. +54
    -0
      examples/shaders/resources/shaders/glsl430/gol_transfert.glsl
  4. +164
    -0
      examples/shaders/shaders_compute_gol.c

+ 64
- 0
examples/shaders/resources/shaders/glsl430/gol.glsl View File

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// 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);
}
}

+ 34
- 0
examples/shaders/resources/shaders/glsl430/gol_render.glsl View File

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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);
}
}

+ 54
- 0
examples/shaders/resources/shaders/glsl430/gol_transfert.glsl View File

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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);
}
}
}
}
}

+ 164
- 0
examples/shaders/shaders_compute_gol.c View File

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/*******************************************************************************************
*
* raylib [shaders] example - Compute shaders Conway's Game of Life
*
* NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support,
*
* NOTE: Shaders used in this example are #version 430 (OpenGL 4.3).
*
* This example has been created using raylib 4.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Teddy Astie (@tsnake41)
*
* Copyright (c) 2021 Teddy Astie (@tsnake41)
*
********************************************************************************************/
#include <stdlib.h>
#include "raylib.h"
#include "rlgl.h"
// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant.
// This must be a multiple of 16 (check golLogic compute dispatch).
#define GOL_WIDTH 768
// 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 GolUpdateSSBO
{
unsigned int count;
struct GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS];
};
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [shaders] example - compute shader gol");
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
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/gol_transfert.glsl");
unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER);
unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader);
MemFree(golTransfertCode);
// 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;
int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
// 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)) 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 = 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();
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;
}
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();
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload shader buffers objects.
rlUnloadShaderBuffer(ssboA);
rlUnloadShaderBuffer(ssboB);
rlUnloadShaderBuffer(transfertSSBO);
// Unload compute shader programs
rlUnloadShaderProgram(golTransfertProgram);
rlUnloadShaderProgram(golLogicProgram);
UnloadTexture(whiteTex); // Unload white texture
UnloadShader(golRenderShader); // Unload rendering fragment shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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