generated from Persson-dev/OpenGLComputeShader
optimize dispatch calls
This commit is contained in:
@@ -2,6 +2,8 @@
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layout(rgba32f, binding = 0) uniform writeonly image2D outputImage;
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layout(rgba32f, binding = 0) uniform writeonly image2D outputImage;
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layout(location = 0) uniform uint triangleCount;
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layout(std430, binding = 3) buffer layoutName
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layout(std430, binding = 3) buffer layoutName
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{
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{
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vec2 o_Points[];
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vec2 o_Points[];
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@@ -26,14 +28,17 @@ layout(std430, binding = 3) buffer layoutName
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// gl_WorkGroupID : This is the current work group for this shader invocation. Each of the XYZ components will be on the half-open range [0, gl_NumWorkGroups.XYZ).
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// gl_WorkGroupID : This is the current work group for this shader invocation. Each of the XYZ components will be on the half-open range [0, gl_NumWorkGroups.XYZ).
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// gl_LocalInvocationID : This is the current invocation of the shader within the work group. Each of the XYZ components will be on the half-open range [0, gl_WorkGroupSize.XYZ).
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// gl_LocalInvocationID : This is the current invocation of the shader within the work group. Each of the XYZ components will be on the half-open range [0, gl_WorkGroupSize.XYZ).
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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// avant : 1 3 9
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// après : 3 9 27
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// count : 1 3 9
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layout(local_size_x = 64) in;
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void main()
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void main()
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{
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{
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uint triangleCount = gl_NumWorkGroups.x;
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uint currentPoint = gl_GlobalInvocationID.x;
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uint currentPoint = gl_WorkGroupID.x;
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if (currentPoint >= triangleCount)
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return;
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uint offset = (triangleCount - 1) / 2;
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uint offset = (triangleCount - 1) / 2;
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uint firstPointIndex = offset * 3 + 1;
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uint firstPointIndex = offset * 3 + 1;
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o_Points[firstPointIndex + currentPoint * 3] = o_Points[offset + currentPoint] / 2 + vec2(0, 0.36);
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o_Points[firstPointIndex + currentPoint * 3] = o_Points[offset + currentPoint] / 2 + vec2(0, 0.36);
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o_Points[firstPointIndex + currentPoint * 3 + 1] = o_Points[offset + currentPoint] / 2 + vec2(-0.5, -0.5);
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o_Points[firstPointIndex + currentPoint * 3 + 1] = o_Points[offset + currentPoint] / 2 + vec2(-0.5, -0.5);
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@@ -1,14 +1,10 @@
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#version 460 core
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#version 460 core
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layout(location = 0) in vec2 a_Position;
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layout(std430, binding = 3) buffer layoutName
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layout(std430, binding = 3) buffer layoutName
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{
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{
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vec2 data_SSBO[];
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vec2 data_SSBO[];
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};
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};
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out vec2 v_TexCoord;
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void main()
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void main()
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{
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{
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gl_Position = vec4(data_SSBO[gl_InstanceID], 0.0, 1.0);
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gl_Position = vec4(data_SSBO[gl_InstanceID], 0.0, 1.0);
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14
src/Main.cpp
14
src/Main.cpp
@@ -139,7 +139,7 @@ int main()
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GLuint vertexBuffer;
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GLuint vertexBuffer;
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glCreateBuffers(1, &vertexBuffer);
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glCreateBuffers(1, &vertexBuffer);
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constexpr int DEPTH = 13;
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constexpr int DEPTH = 14;
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auto vertices = GetPoints(DEPTH);
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auto vertices = GetPoints(DEPTH);
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@@ -155,6 +155,8 @@ int main()
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glVertexArrayAttribBinding(vertexArray, 0, 0);
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glVertexArrayAttribBinding(vertexArray, 0, 0);
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glVertexArrayAttribBinding(vertexArray, 1, 0);
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glVertexArrayAttribBinding(vertexArray, 1, 0);
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Timer timer;
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GLuint ssbo;
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GLuint ssbo;
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glGenBuffers(1, &ssbo);
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glGenBuffers(1, &ssbo);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
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@@ -173,7 +175,13 @@ int main()
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std::size_t count = 1;
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std::size_t count = 1;
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for (std::size_t i = 0; i < DEPTH; i++)
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for (std::size_t i = 0; i < DEPTH; i++)
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{
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{
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glDispatchCompute(count, 1, 1);
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glUniform1ui(0, count);
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std::cout << count << std::endl;
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int dispatchCount = (count - 1) / 64 + 1;
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std::cout << "DC : " <<dispatchCount<< std::endl;
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glDispatchCompute(dispatchCount, 1, 1);
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// Ensure all writes to the image are complete
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// Ensure all writes to the image are complete
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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@@ -181,6 +189,8 @@ int main()
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count *= 3;
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count *= 3;
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}
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}
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std::cout << "Generated points in " << timer.ElapsedMillis() << " ms\n";
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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{
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{
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// ScopedTimer timer("Main Loop");
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// ScopedTimer timer("Main Loop");
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