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authorRay <[email protected]>2021-10-31 12:28:04 +0100
committerRay <[email protected]>2021-10-31 12:28:04 +0100
commit1fac09d0f4d409d33c0fe529b46bc8132b18ccd9 (patch)
tree9d71b687118b39c0880e0772da50ef22c4582360
parentf090f5444c274ce81bd2abcc51d18e516e352081 (diff)
downloadraylib-1fac09d0f4d409d33c0fe529b46bc8132b18ccd9.tar.gz
raylib-1fac09d0f4d409d33c0fe529b46bc8132b18ccd9.zip
REVIEWED: example: Compute shader Game-of-life
-rw-r--r--examples/others/resources/shaders/glsl430/gol.glsl41
-rw-r--r--examples/others/resources/shaders/glsl430/gol_render.glsl (renamed from examples/shaders/resources/shaders/glsl430/gol_render.glsl)63
-rw-r--r--examples/others/resources/shaders/glsl430/gol_transfert.glsl (renamed from examples/shaders/resources/shaders/glsl430/gol_transfert.glsl)105
-rw-r--r--examples/others/rlgl_compute_shader.c (renamed from examples/shaders/shaders_compute_gol.c)337
-rw-r--r--examples/shaders/resources/shaders/glsl430/gol.glsl64
-rw-r--r--src/rlgl.h28
6 files changed, 316 insertions, 322 deletions
diff --git a/examples/others/resources/shaders/glsl430/gol.glsl b/examples/others/resources/shaders/glsl430/gol.glsl
new file mode 100644
index 00000000..c5dfe06b
--- /dev/null
+++ b/examples/others/resources/shaders/glsl430/gol.glsl
@@ -0,0 +1,41 @@
+#version 430
+
+// Game of Life logic shader
+
+#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 neighbourCount = 0;
+ uint x = gl_GlobalInvocationID.x;
+ uint y = gl_GlobalInvocationID.y;
+
+ neighbourCount += fetchGol(x - 1, y - 1); // Top left
+ neighbourCount += fetchGol(x, y - 1); // Top middle
+ neighbourCount += fetchGol(x + 1, y - 1); // Top right
+ neighbourCount += fetchGol(x - 1, y); // Left
+ neighbourCount += fetchGol(x + 1, y); // Right
+ neighbourCount += fetchGol(x - 1, y + 1); // Bottom left
+ neighbourCount += fetchGol(x, y + 1); // Bottom middle
+ neighbourCount += fetchGol(x + 1, y + 1); // Bottom right
+
+ if (neighbourCount == 3) setGol(x, y, 1);
+ else if (neighbourCount == 2) setGol(x, y, fetchGol(x, y));
+ else setGol(x, y, 0);
+}
diff --git a/examples/shaders/resources/shaders/glsl430/gol_render.glsl b/examples/others/resources/shaders/glsl430/gol_render.glsl
index bbc16eed..97a1e99e 100644
--- a/examples/shaders/resources/shaders/glsl430/gol_render.glsl
+++ b/examples/others/resources/shaders/glsl430/gol_render.glsl
@@ -1,34 +1,29 @@
-// 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);
- }
-}
+#version 430
+
+// Game of Life rendering shader
+// Just renders the content of the ssbo at binding 1 to screen
+
+#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 resolution;
+
+void main()
+{
+ ivec2 coords = ivec2(fragTexCoord*resolution);
+
+ if ((golBuffer[coords.x + coords.y*uvec2(resolution).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/others/resources/shaders/glsl430/gol_transfert.glsl
index 40d54458..a202338b 100644
--- a/examples/shaders/resources/shaders/glsl430/gol_transfert.glsl
+++ b/examples/others/resources/shaders/glsl430/gol_transfert.glsl
@@ -1,54 +1,51 @@
-// 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);
- }
- }
- }
- }
-}
+#version 430
+
+// Game of life transfert shader
+
+#define GOL_WIDTH 768
+
+// Game Of Life Update Command
+// NOTE: matches the structure defined on main program
+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 cmdIndex = gl_GlobalInvocationID.x;
+ GolUpdateCmd cmd = commands[cmdIndex];
+
+ 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/others/rlgl_compute_shader.c
index c5645ee2..abc58934 100644
--- a/examples/shaders/shaders_compute_gol.c
+++ b/examples/others/rlgl_compute_shader.c
@@ -1,164 +1,173 @@
-/*******************************************************************************************
-*
-* 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;
-}
+/*******************************************************************************************
+*
+* raylib [rlgl] example - compute shader - Conway's Game of Life
+*
+* NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support,
+* 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) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2021 Teddy Astie (@tsnake41)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "rlgl.h"
+
+#include <stdlib.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
+
+// Game Of Life Update Command
+typedef 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
+} GolUpdateCmd;
+
+// Game Of Life Update Commands SSBO
+typedef struct GolUpdateSSBO {
+ unsigned int count;
+ GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS];
+} GolUpdateSSBO;
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [rlgl] example - compute shader - game of life");
+
+ const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH };
+ unsigned int brushSize = 8;
+
+ // 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);
+ UnloadFileText(golLogicCode);
+
+ // Game of Life logic compute shader
+ Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl");
+ int resUniformLoc = GetShaderLocation(golRenderShader, "resolution");
+
+ // 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);
+ UnloadFileText(golTransfertCode);
+
+ // SSBOs
+ 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);
+
+ // 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);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose())
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ brushSize += (int)GetMouseWheelMove();
+
+ if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
+ && (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS))
+ {
+ // Buffer a new command
+ transfertBuffer.commands[transfertBuffer.count].x = GetMouseX() - brushSize/2;
+ transfertBuffer.commands[transfertBuffer.count].y = GetMouseY() - brushSize/2;
+ 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);
+ SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(BLANK);
+
+ BeginShaderMode(golRenderShader);
+ DrawTexture(whiteTex, 0, 0, WHITE);
+ EndShaderMode();
+
+ DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED);
+
+ DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE);
+ DrawFPS(GetScreenWidth() - 100, 10);
+
+ 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;
+}
diff --git a/examples/shaders/resources/shaders/glsl430/gol.glsl b/examples/shaders/resources/shaders/glsl430/gol.glsl
deleted file mode 100644
index 47b1a55f..00000000
--- a/examples/shaders/resources/shaders/glsl430/gol.glsl
+++ /dev/null
@@ -1,64 +0,0 @@
-// 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);
- }
-}
diff --git a/src/rlgl.h b/src/rlgl.h
index 4edd26d4..4f9d8fa0 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -662,7 +662,6 @@ RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat);
RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
-#if defined(GRAPHICS_API_OPENGL_43)
// Compute shader management
RLAPI unsigned int rlLoadComputeShaderProgram(unsigned int shaderId); // Load compute shader program
RLAPI void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ); // Dispatch compute shader (equivalent to *draw* for graphics pilepine)
@@ -678,7 +677,6 @@ RLAPI void rlBindShaderBuffer(unsigned int id, unsigned int index);
// Buffer management
RLAPI void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count); // Copy SSBO buffer data
RLAPI void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly); // Bind image texture
-#endif
// Matrix state management
RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
@@ -3836,12 +3834,12 @@ void rlSetShader(unsigned int id, int *locs)
#endif
}
-#if defined(GRAPHICS_API_OPENGL_43)
// Load compute shader program
unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
{
unsigned int program = 0;
+#if defined(GRAPHICS_API_OPENGL_43)
GLint success = 0;
program = glCreateProgram();
glAttachShader(program, shaderId);
@@ -3880,6 +3878,7 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
}
+#endif
return program;
}
@@ -3887,17 +3886,21 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
void rlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
{
+#if defined(GRAPHICS_API_OPENGL_43)
glDispatchCompute(groupX, groupY, groupZ);
+#endif
}
// Load shader storage buffer object (SSBO)
unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int usageHint)
{
unsigned int ssbo = 0;
-
+
+#if defined(GRAPHICS_API_OPENGL_43)
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, usageHint? usageHint : RL_STREAM_COPY);
+#endif
return ssbo;
}
@@ -3905,23 +3908,29 @@ unsigned int rlLoadShaderBuffer(unsigned long long size, const void *data, int u
// Unload shader storage buffer object (SSBO)
void rlUnloadShaderBuffer(unsigned int ssboId)
{
+#if defined(GRAPHICS_API_OPENGL_43)
glDeleteBuffers(1, &ssboId);
+#endif
}
// Update SSBO buffer data
void rlUpdateShaderBufferElements(unsigned int id, const void *data, unsigned long long dataSize, unsigned long long offset)
{
+#if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, dataSize, data);
+#endif
}
// Get SSBO buffer size
unsigned long long rlGetShaderBufferSize(unsigned int id)
{
long long size = 0;
-
+
+#if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
glGetInteger64v(GL_SHADER_STORAGE_BUFFER_SIZE, &size);
+#endif
return (size > 0)? size : 0;
}
@@ -3929,33 +3938,40 @@ unsigned long long rlGetShaderBufferSize(unsigned int id)
// Read SSBO buffer data
void rlReadShaderBufferElements(unsigned int id, void *dest, unsigned long long count, unsigned long long offset)
{
+#if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, offset, count, dest);
+#endif
}
// Bind SSBO buffer
void rlBindShaderBuffer(unsigned int id, unsigned int index)
{
+#if defined(GRAPHICS_API_OPENGL_43)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, id);
+#endif
}
// Copy SSBO buffer data
void rlCopyBuffersElements(unsigned int destId, unsigned int srcId, unsigned long long destOffset, unsigned long long srcOffset, unsigned long long count)
{
+#if defined(GRAPHICS_API_OPENGL_43)
glBindBuffer(GL_COPY_READ_BUFFER, srcId);
glBindBuffer(GL_COPY_WRITE_BUFFER, destId);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, srcOffset, destOffset, count);
+#endif
}
// Bind image texture
void rlBindImageTexture(unsigned int id, unsigned int index, unsigned int format, int readonly)
{
+#if defined(GRAPHICS_API_OPENGL_43)
int glInternalFormat = 0, glFormat = 0, glType = 0;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
glBindImageTexture(index, id, 0, 0, 0, readonly ? GL_READ_ONLY : GL_READ_WRITE, glInternalFormat);
-}
#endif
+}
// Matrix state management
//-----------------------------------------------------------------------------------------