mirror of
https://github.com/libretro/cpp-cheat.git
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175 lines
5.4 KiB
C
175 lines
5.4 KiB
C
/*
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Compute shader hello world.
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Does a simple computation, and writes it directly to the
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texture seen by the frament shader.
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This could be done easily on a fragment shader,
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so this is is just an useless sanity check example.
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The main advantage of compute shaders (which we are not doing here),
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is that they can keep state data on the GPU between draw calls.
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This is basically the upper limit speed of compute to texture operations,
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since we are only doing a very simple operaiton on the shader.
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TODO understand:
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GL_MAX_COMPUTE_WORK_GROUP_COUNT
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GL_MAX_COMPUTE_WORK_GROUP_SIZE
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GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS
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glDispatchCompute
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glMemoryBarrier
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local_size_x
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binding
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*/
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#include "common.h"
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static const GLuint WIDTH = 512;
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static const GLuint HEIGHT = 512;
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static const GLfloat vertices_xy_uv[] = {
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-1.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 0.0, 0.0,
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1.0, -1.0, 1.0, 0.0,
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-1.0, -1.0, 1.0, 1.0,
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};
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static const GLuint indices[] = {
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0, 1, 2,
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0, 2, 3,
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};
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static const GLchar *vertex_shader_source =
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"#version 330 core\n"
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"in vec2 coord2d;\n"
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"in vec2 vertexUv;\n"
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"out vec2 fragmentUv;\n"
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"void main() {\n"
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" gl_Position = vec4(coord2d, 0, 1);\n"
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" fragmentUv = vertexUv;\n"
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"}\n";
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static const GLchar *fragment_shader_source =
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"#version 330 core\n"
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"in vec2 fragmentUv;\n"
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"out vec3 color;\n"
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"uniform sampler2D textureSampler;\n"
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"void main() {\n"
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" color = texture(textureSampler, fragmentUv.yx).rgb;\n"
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"}\n";
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static const char *compute_shader_source =
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"#version 430\n"
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"layout (local_size_x = 1, local_size_y = 1) in;\n"
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"layout (rgba32f, binding = 0) uniform image2D img_output;\n"
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"void main () {\n"
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" ivec2 gid = ivec2(gl_GlobalInvocationID.xy);\n"
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" ivec2 dims = imageSize(img_output);\n"
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" vec4 pixel = vec4(gid.x / float(dims.x), gid.y / float(dims.y), 1.0, 1.0);\n"
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" imageStore(img_output, gid, pixel);\n"
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"}\n";
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int main(void) {
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GLFWwindow *window;
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GLint
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coord2d_location,
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textureSampler_location,
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vertexUv_location
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;
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GLuint
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ebo,
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program,
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compute_program,
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texture,
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vbo,
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vao
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;
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unsigned int
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width = WIDTH,
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height = HEIGHT
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;
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/* Window. */
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glfwInit();
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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window = glfwCreateWindow(width, height, __FILE__, NULL, NULL);
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glfwMakeContextCurrent(window);
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glewInit();
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/* Shader. */
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program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
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coord2d_location = glGetAttribLocation(program, "coord2d");
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vertexUv_location = glGetAttribLocation(program, "vertexUv");
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textureSampler_location = glGetUniformLocation(program, "textureSampler");
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/* Compute shader. */
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compute_program = common_get_compute_program(compute_shader_source);
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/* vbo */
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_xy_uv), vertices_xy_uv, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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/* ebo */
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glGenBuffers(1, &ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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/* vao */
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glVertexAttribPointer(coord2d_location, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(vertices_xy_uv[0]), (GLvoid*)0);
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glEnableVertexAttribArray(coord2d_location);
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glVertexAttribPointer(vertexUv_location, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(vertices_xy_uv[0]), (GLvoid*)(2 * sizeof(vertices_xy_uv[0])));
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glEnableVertexAttribArray(vertexUv_location);
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glBindVertexArray(0);
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/* Texture. */
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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/* Same internal format as compute shader input.
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* data=NULL to just allocate the memory but not set it to anything. */
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
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/* Bind to image unit, to allow writting to it from the compute shader. */
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glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
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/* Compute. */
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glUseProgram(compute_program);
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/* Dimensions given here appear in gl_GlobalInvocationID.xy in the shader. */
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glDispatchCompute((GLuint)width, (GLuint)height, 1);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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/* Global state. */
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glViewport(0, 0, width, height);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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/* Main loop. */
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common_fps_init();
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while (!glfwWindowShouldClose(window)) {
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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glUniform1i(textureSampler_location, 0);
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glfwSwapBuffers(window);
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glfwPollEvents();
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common_fps_print();
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}
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/* Cleanup. */
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glDeleteBuffers(1, &ebo);
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glDeleteBuffers(1, &vbo);
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glDeleteVertexArrays(1, &vao);
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glDeleteTextures(1, &texture);
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glDeleteProgram(program);
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glDeleteProgram(compute_program);
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glfwTerminate();
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return EXIT_SUCCESS;
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}
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