Initial Compute Shader for Plate Generation.

This commit is contained in:
Aada 2026-03-09 07:09:52 +02:00
parent 9d2dd0ca82
commit 47ca1265e6
8 changed files with 214 additions and 29 deletions

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#[compute]
#version 450
// Invocations in the (x, y, z) dimension
layout(local_size_x = 1000, local_size_y = 1, local_size_z = 1) in;
// A binding to the buffer we create in our script
layout(set = 0, binding = 0, std430) restrict buffer PointBuffer {
int points[];
}
pointbuffer;
layout(set = 0, binding = 1, std430) restrict buffer NeighborBuffer {
int neighbors[];
}
neighborbuffer;
layout(set = 0, binding = 2, std430) restrict buffer PlateBuffer {
int plateid[];
}
platebuffer;
// The code we want to execute in each invocation
void main() {
// Iteration is gl_GlobalInvocationID.x
// Neighbors for Point gl_GlobalInvocationID.y
for (int point = 0; point < int(gl_WorkGroupSize.x); point++)
{
int localpoint = int(gl_WorkGroupID.x)*int(gl_WorkGroupSize.x) + point;
for (int neighbor = 0; neighbor < 6; neighbor++) {
if (neighborbuffer.neighbors[localpoint*6+neighbor] == -1)
{
continue;
}
if (platebuffer.plateid[localpoint] != -1 && platebuffer.plateid[neighborbuffer.neighbors[localpoint*6+neighbor]] == -1)
{
// Neighbor unclaimed, and we can claim it.
platebuffer.plateid[neighborbuffer.neighbors[localpoint*6+neighbor]] = platebuffer.plateid[localpoint];
}
}
}
}

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[remap]
importer="glsl"
type="RDShaderFile"
uid="uid://cypd2lshixd17"
path="res://.godot/imported/PlateExpansion.glsl-9047ef54068b6d1a50f93c2cd303b382.res"
[deps]
source_file="res://shaders/compute/PlateExpansion.glsl"
dest_files=["res://.godot/imported/PlateExpansion.glsl-9047ef54068b6d1a50f93c2cd303b382.res"]
[params]

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#[compute]
#version 450
// Invocations in the (x, y, z) dimension
layout(local_size_x = 2, local_size_y = 1, local_size_z = 1) in;
// A binding to the buffer we create in our script
layout(set = 0, binding = 0, std430) restrict buffer MyDataBuffer {
float data[];
}
my_data_buffer;
// The code we want to execute in each invocation
void main() {
// gl_GlobalInvocationID.x uniquely identifies this invocation across all work groups
my_data_buffer.data[gl_GlobalInvocationID.x] *= 2.0;
}

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[remap]
importer="glsl"
type="RDShaderFile"
uid="uid://du2kf2vmf800w"
path="res://.godot/imported/compute_example.glsl-3f04b63d0b43774004ed10776fd05117.res"
[deps]
source_file="res://shaders/compute/compute_example.glsl"
dest_files=["res://.godot/imported/compute_example.glsl-3f04b63d0b43774004ed10776fd05117.res"]
[params]