Initial Compute Shader for Plate Generation.
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8 changed files with 214 additions and 29 deletions
40
shaders/compute/PlateExpansion.glsl
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40
shaders/compute/PlateExpansion.glsl
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#[compute]
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#version 450
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// Invocations in the (x, y, z) dimension
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layout(local_size_x = 1000, local_size_y = 1, local_size_z = 1) in;
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// A binding to the buffer we create in our script
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layout(set = 0, binding = 0, std430) restrict buffer PointBuffer {
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int points[];
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}
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pointbuffer;
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layout(set = 0, binding = 1, std430) restrict buffer NeighborBuffer {
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int neighbors[];
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}
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neighborbuffer;
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layout(set = 0, binding = 2, std430) restrict buffer PlateBuffer {
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int plateid[];
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}
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platebuffer;
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// The code we want to execute in each invocation
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void main() {
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// Iteration is gl_GlobalInvocationID.x
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// Neighbors for Point gl_GlobalInvocationID.y
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for (int point = 0; point < int(gl_WorkGroupSize.x); point++)
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{
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int localpoint = int(gl_WorkGroupID.x)*int(gl_WorkGroupSize.x) + point;
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for (int neighbor = 0; neighbor < 6; neighbor++) {
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if (neighborbuffer.neighbors[localpoint*6+neighbor] == -1)
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{
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continue;
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}
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if (platebuffer.plateid[localpoint] != -1 && platebuffer.plateid[neighborbuffer.neighbors[localpoint*6+neighbor]] == -1)
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{
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// Neighbor unclaimed, and we can claim it.
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platebuffer.plateid[neighborbuffer.neighbors[localpoint*6+neighbor]] = platebuffer.plateid[localpoint];
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}
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}
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}
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}
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