good progress, but no other compute pass yet

This commit is contained in:
2025-08-01 02:18:46 +03:00
parent a847f0cfda
commit 6e04bf27ff
4 changed files with 129 additions and 29 deletions

36
shaders/agents_cs.glsl Normal file
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@@ -0,0 +1,36 @@
#[compute]
#version 450
// Invocations in the (x, y, z) dimension
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D current_trail;
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D output_trail;
layout(set = 2, binding = 1) restrict buffer AgentBuffer {
vec2 positions[];
} agent_buffer;
layout(push_constant, std430) uniform Params {
vec2 texture_size;
} params;
void main() {
ivec2 size = ivec2(params.texture_size.x - 1, params.texture_size.y - 1);
vec2 position = agent_buffer.positions[gl_GlobalInvocationID.x];
ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
ivec2 tl = ivec2(0, 0);
float current_v = imageLoad(current_trail, clamp(uv - ivec2(0, 1), tl, size)).r;
float up_v = imageLoad(current_trail, clamp(uv - ivec2(0, 1), tl, size)).r;
float down_v = imageLoad(current_trail, clamp(uv + ivec2(0, 1), tl, size)).r;
float left_v = imageLoad(current_trail, clamp(uv - ivec2(1, 0), tl, size)).r;
float right_v = imageLoad(current_trail, clamp(uv + ivec2(1, 0), tl, size)).r;
float new_v = current_v + 0.05;
vec4 result = vec4(new_v, new_v, new_v, 1.0);
imageStore(output_trail, uv, result);
}

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@@ -0,0 +1,14 @@
[remap]
importer="glsl"
type="RDShaderFile"
uid="uid://u3grg3r2bgi1"
path="res://.godot/imported/agents_cs.glsl-b2836a7ba58df020a54fe9498ba98f67.res"
[deps]
source_file="res://shaders/agents_cs.glsl"
dest_files=["res://.godot/imported/agents_cs.glsl-b2836a7ba58df020a54fe9498ba98f67.res"]
[params]

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@@ -6,14 +6,12 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
// Our textures. // Our textures.
layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D current_image; layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D current_image;
layout(r32f, set = 1, binding = 0) uniform restrict readonly image2D previous_image; layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D output_image;
layout(r32f, set = 2, binding = 0) uniform restrict writeonly image2D output_image;
// PushConstants // PushConstants
layout(push_constant, std430) uniform Params { layout(push_constant, std430) uniform Params {
vec2 texture_size; vec2 texture_size;
float decay_factor; float decay_factor;
float dunno_lol;
} params; } params;

View File

@@ -16,7 +16,7 @@ func _ready():
func _process(_delta: float) -> void: func _process(_delta: float) -> void:
next_texture = (next_texture + 1) % 3 next_texture = (next_texture + 1) % 2
if texture: if texture:
texture.texture_rd_rid = texture_rds[next_texture] texture.texture_rd_rid = texture_rds[next_texture]
@@ -37,15 +37,22 @@ func _exit_tree() -> void:
var rd: RenderingDevice var rd: RenderingDevice
var shader: RID var decay_shader: RID
var pipeline: RID var decay_pipeline: RID
var agent_shader: RID
var agent_pipeline: RID
# We use 3 textures: # We use 3 textures:
# - One to render into # - One to render into
# - One that contains the last frame rendered # - One that contains the last frame rendered
# - One for the frame before that # - One for the frame before that
var texture_rds: Array[RID] = [RID(), RID(), RID()] var texture_rds: Array[RID] = [RID(), RID()]
var texture_sets: Array[RID] = [RID(), RID(), RID()] var texture_sets: Array[RID] = [RID(), RID()]
var agent_uniform_sets: Array[RID] = [RID(), RID()]
var agent_buffer: RID
var agent_set: RID
func _load_shader(rd_: RenderingDevice, path: String) -> RID: func _load_shader(rd_: RenderingDevice, path: String) -> RID:
@@ -54,13 +61,12 @@ func _load_shader(rd_: RenderingDevice, path: String) -> RID:
return rd_.shader_create_from_spirv(shader_spirv) return rd_.shader_create_from_spirv(shader_spirv)
func _create_uniform_set(texture_rd: RID) -> RID: func _create_trail_uniform(texture_rd: RID) -> RDUniform:
var uniform := RDUniform.new() var uniform := RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
uniform.binding = 0 uniform.binding = 0
uniform.add_id(texture_rd) uniform.add_id(texture_rd)
# Even though we're using 3 sets, they are identical, so we're kinda cheating. return uniform
return rd.uniform_set_create([uniform], shader, 0)
func _initialize_compute_code(init_with_texture_size: Vector2i) -> void: func _initialize_compute_code(init_with_texture_size: Vector2i) -> void:
@@ -68,9 +74,28 @@ func _initialize_compute_code(init_with_texture_size: Vector2i) -> void:
# we use our main rendering device here. # we use our main rendering device here.
rd = RenderingServer.get_rendering_device() rd = RenderingServer.get_rendering_device()
# Create shader # Create shaders
shader = _load_shader(rd, "res://shaders/decay_cs.glsl") decay_shader = _load_shader(rd, "res://shaders/decay_cs.glsl")
pipeline = rd.compute_pipeline_create(shader) decay_pipeline = rd.compute_pipeline_create(decay_shader)
agent_shader = _load_shader(rd, "res://shaders/agents_cs.glsl")
agent_pipeline = rd.compute_pipeline_create(agent_shader)
# Create agent buffer
var rng := RandomNumberGenerator.new()
rng.seed = 80085
var agent_data := PackedVector2Array()
for n in 64 * 16:
var new_position: Vector2i = Vector2(
rng.randi_range(0, init_with_texture_size.x),
rng.randi_range(0, init_with_texture_size.y)
)
agent_data.push_back(new_position)
var agent_size_in_bytes := 8
agent_buffer = rd.storage_buffer_create(
agent_data.size() * agent_size_in_bytes, agent_data.to_byte_array()
)
# Create trail texture # Create trail texture
var tf: RDTextureFormat = RDTextureFormat.new() var tf: RDTextureFormat = RDTextureFormat.new()
@@ -89,38 +114,65 @@ func _initialize_compute_code(init_with_texture_size: Vector2i) -> void:
| RenderingDevice.TEXTURE_USAGE_CAN_COPY_TO_BIT | RenderingDevice.TEXTURE_USAGE_CAN_COPY_TO_BIT
) )
for i in 3:
var agent_uniforms = []
for i in 2:
texture_rds[i] = rd.texture_create(tf, RDTextureView.new(), []) texture_rds[i] = rd.texture_create(tf, RDTextureView.new(), [])
# Make sure our textures are cleared. # Make sure our textures are cleared.
rd.texture_clear(texture_rds[i], Color.WHITE, 0, 1, 0, 1) rd.texture_clear(texture_rds[i], Color.BLACK, 0, 1, 0, 1)
# Now create our uniform set so we can use these textures in our shader. var trail_uniform := _create_trail_uniform(texture_rds[i])
texture_sets[i] = _create_uniform_set(texture_rds[i]) texture_sets[i] = rd.uniform_set_create([trail_uniform], decay_shader, 0)
agent_uniform_sets[i] = rd.uniform_set_create([trail_uniform], agent_shader, 0)
var uniform := RDUniform.new()
uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
uniform.binding = 1
uniform.add_id(agent_buffer)
agent_set = rd.uniform_set_create([uniform], agent_shader, 0)
func _render_process(with_next_texture: int, tex_size: Vector2i, decay_fctr: float) -> void: func _render_process(with_next_texture: int, tex_size: Vector2i, decay_fctr: float) -> void:
var next_set := texture_sets[with_next_texture]
var current_set := texture_sets[(with_next_texture - 1) % 2]
# Run agents
var push_constant := PackedFloat32Array() var push_constant := PackedFloat32Array()
push_constant.push_back(tex_size.x) push_constant.push_back(tex_size.x)
push_constant.push_back(tex_size.y) push_constant.push_back(tex_size.y)
push_constant.push_back(0.0)
push_constant.push_back(0.0)
var agent_compute_list := rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(agent_compute_list, agent_pipeline)
rd.compute_list_bind_uniform_set(agent_compute_list, current_set, 0)
rd.compute_list_bind_uniform_set(agent_compute_list, next_set, 1)
rd.compute_list_bind_uniform_set(agent_compute_list, agent_set, 2)
rd.compute_list_set_push_constant(
agent_compute_list, push_constant.to_byte_array(), push_constant.size() * 4
)
rd.compute_list_dispatch(agent_compute_list, 16, 1, 1)
rd.compute_list_end()
# Decay and dissipate
push_constant.clear()
push_constant.push_back(tex_size.x)
push_constant.push_back(tex_size.y)
push_constant.push_back(decay_fctr) push_constant.push_back(decay_fctr)
push_constant.push_back(0.0) # not sure if this is needed push_constant.push_back(0.0)
@warning_ignore("integer_division") @warning_ignore("integer_division")
var x_groups := (tex_size.x - 1) / 8 + 1 var x_groups := (tex_size.x - 1) / 8 + 1
@warning_ignore("integer_division") @warning_ignore("integer_division")
var y_groups := (tex_size.y - 1) / 8 + 1 var y_groups := (tex_size.y - 1) / 8 + 1
var next_set := texture_sets[with_next_texture]
var current_set := texture_sets[(with_next_texture - 1) % 3]
var previous_set := texture_sets[(with_next_texture - 2) % 3]
# Run the compute shader # Run the compute shader
var compute_list := rd.compute_list_begin() var compute_list := rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline) rd.compute_list_bind_compute_pipeline(compute_list, decay_pipeline)
rd.compute_list_bind_uniform_set(compute_list, current_set, 0) rd.compute_list_bind_uniform_set(compute_list, current_set, 0)
rd.compute_list_bind_uniform_set(compute_list, previous_set, 1) rd.compute_list_bind_uniform_set(compute_list, next_set, 1)
rd.compute_list_bind_uniform_set(compute_list, next_set, 2)
rd.compute_list_set_push_constant( rd.compute_list_set_push_constant(
compute_list, push_constant.to_byte_array(), push_constant.size() * 4 compute_list, push_constant.to_byte_array(), push_constant.size() * 4
) )
@@ -140,5 +192,5 @@ func _free_compute_resources() -> void:
if texture_rds[i]: if texture_rds[i]:
rd.free_rid(texture_rds[i]) rd.free_rid(texture_rds[i])
if shader: if decay_shader:
rd.free_rid(shader) rd.free_rid(decay_shader)