- shader: add barrier at the end of each iteration to avoid writing before the reading finished - cpp: add synchronization between compute and graphics, the image barrier is not enough for the data visibility between different submission modified: data/shaders/computenbody/particle_calculate.comp modified: data/shaders/computenbody/particle_calculate.comp.spv modified: examples/computenbody/computenbody.cpp
76 lines
No EOL
1.6 KiB
Text
76 lines
No EOL
1.6 KiB
Text
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#version 450
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struct Particle
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{
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vec4 pos;
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vec4 vel;
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};
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// Binding 0 : Position storage buffer
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layout(std140, binding = 0) buffer Pos
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{
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Particle particles[ ];
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};
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layout (local_size_x = 256) in;
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layout (binding = 1) uniform UBO
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{
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float deltaT;
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float destX;
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float destY;
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int particleCount;
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} ubo;
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layout (constant_id = 0) const int SHARED_DATA_SIZE = 512;
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layout (constant_id = 1) const float GRAVITY = 0.002;
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layout (constant_id = 2) const float POWER = 0.75;
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layout (constant_id = 3) const float SOFTEN = 0.0075;
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// Share data between computer shader invocations to speed up caluclations
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shared vec4 sharedData[SHARED_DATA_SIZE];
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void main()
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{
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// Current SSBO index
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uint index = gl_GlobalInvocationID.x;
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if (index >= ubo.particleCount)
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return;
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vec4 position = particles[index].pos;
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vec4 velocity = particles[index].vel;
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vec4 acceleration = vec4(0.0);
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for (int i = 0; i < ubo.particleCount; i += SHARED_DATA_SIZE)
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{
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if (i + gl_LocalInvocationID.x < ubo.particleCount)
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{
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sharedData[gl_LocalInvocationID.x] = particles[i + gl_LocalInvocationID.x].pos;
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}
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else
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{
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sharedData[gl_LocalInvocationID.x] = vec4(0.0);
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}
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memoryBarrierShared();
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barrier();
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for (int j = 0; j < gl_WorkGroupSize.x; j++)
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{
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vec4 other = sharedData[j];
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vec3 len = other.xyz - position.xyz;
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acceleration.xyz += GRAVITY * len * other.w / pow(dot(len, len) + SOFTEN, POWER);
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}
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memoryBarrierShared();
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barrier();
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}
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particles[index].vel.xyz += ubo.deltaT * acceleration.xyz;
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// Gradient texture position
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particles[index].vel.w += 0.1 * ubo.deltaT;
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if (particles[index].vel.w > 1.0)
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particles[index].vel.w -= 1.0;
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} |