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authorRay <[email protected]>2022-07-04 18:34:38 +0200
committerRay <[email protected]>2022-07-04 18:34:38 +0200
commit5c5db2c016b1378d4854f3f13ca14b79fc7cd950 (patch)
tree73273cdd0e3b8c2f3817f77239b5fccbc074dad4
parentc6c71fe73c897981c2ddfb40dd82cc09c61f8aff (diff)
downloadraylib-5c5db2c016b1378d4854f3f13ca14b79fc7cd950.tar.gz
raylib-5c5db2c016b1378d4854f3f13ca14b79fc7cd950.zip
Update rlgl_compute_shader.c
-rw-r--r--examples/others/rlgl_compute_shader.c30
1 files changed, 13 insertions, 17 deletions
diff --git a/examples/others/rlgl_compute_shader.c b/examples/others/rlgl_compute_shader.c
index 9b82cfb7..bcf9dafc 100644
--- a/examples/others/rlgl_compute_shader.c
+++ b/examples/others/rlgl_compute_shader.c
@@ -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 (SSBO), 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 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);