improve shaders

main
Dominik Madarász 2023-09-08 08:31:58 +02:00
parent 51320bfab1
commit 34c58f04a9
8 changed files with 60 additions and 32 deletions

View File

@ -9,11 +9,14 @@ int main() {
texture_t tex = texture_create(512, 512, 4, 0, TEXTURE_LINEAR|TEXTURE_FLOAT);
while ( window_swap() && !input_down(KEY_ESC) ){
if (input(KEY_F5)) window_reload();
shader_bind(comp);
shader_float("t", (float)window_time());
shader_image(&tex, 0, 0, -1, READ);
shader_image(tex, 0, 0, -1, READ);
dispatch(512, 512, 1);
imageWriteBarrier();
image_write_barrier();
fullscreen_quad_rgb(tex, 2.2);
}
return 0;
}

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@ -2366,9 +2366,10 @@ READ_WRITE
};
unsigned compute(const char *cs);
void dispatch(unsigned wx, unsigned wy, unsigned wz);
void shader_image(texture_t *t, unsigned unit, unsigned level, int layer , unsigned access);
void shader_image(texture_t t, unsigned unit, unsigned level, int layer , unsigned access);
void shader_image_unit(unsigned texture, unsigned unit, unsigned level, int layer , unsigned texel_type, unsigned access);
void imageWriteBarrier();
void image_write_barrier();
void write_barrier();
enum MESH_FLAGS {
MESH_STATIC = 0,
MESH_STREAM = 1,

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@ -16491,9 +16491,10 @@ enum ACCESS_MODE {
API unsigned compute(const char *cs);
API void dispatch(unsigned wx, unsigned wy, unsigned wz);
API void shader_image(texture_t *t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access);
API void shader_image(texture_t t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access);
API void shader_image_unit(unsigned texture, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned texel_type, unsigned access);
API void imageWriteBarrier();
API void image_write_barrier();
API void write_barrier();
// -----------------------------------------------------------------------------
// meshes (@fixme: deprecate?)
@ -340154,7 +340155,11 @@ void dispatch(unsigned wx, unsigned wy, unsigned wz){
glDispatchCompute(wx, wy, wz);
}
void imageWriteBarrier(){
void write_barrier(){
glMemoryBarrier(GL_ALL_BARRIER_BITS);
}
void image_write_barrier(){
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
@ -340190,8 +340195,8 @@ void shader_texture_unit(const char *sampler, unsigned id, unsigned unit) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, id);
}
void shader_image(texture_t *t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access){
shader_image_unit(t->id, unit, level, layer, t->texel_type, access);
void shader_image(texture_t t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access){
shader_image_unit(t.id, unit, level, layer, t.texel_type, access);
}
void shader_image_unit(unsigned texture, unsigned unit, unsigned level, int layer, unsigned texel_type, unsigned access){
GLenum gl_access[] = {GL_READ_ONLY, GL_WRITE_ONLY, GL_READ_WRITE};

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@ -240,7 +240,11 @@ void dispatch(unsigned wx, unsigned wy, unsigned wz){
glDispatchCompute(wx, wy, wz);
}
void imageWriteBarrier(){
void write_barrier(){
glMemoryBarrier(GL_ALL_BARRIER_BITS);
}
void image_write_barrier(){
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
@ -276,8 +280,8 @@ void shader_texture_unit(const char *sampler, unsigned id, unsigned unit) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, id);
}
void shader_image(texture_t *t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access){
shader_image_unit(t->id, unit, level, layer, t->texel_type, access);
void shader_image(texture_t t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access){
shader_image_unit(t.id, unit, level, layer, t.texel_type, access);
}
void shader_image_unit(unsigned texture, unsigned unit, unsigned level, int layer, unsigned texel_type, unsigned access){
GLenum gl_access[] = {GL_READ_ONLY, GL_WRITE_ONLY, GL_READ_WRITE};

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@ -336,9 +336,10 @@ enum ACCESS_MODE {
API unsigned compute(const char *cs);
API void dispatch(unsigned wx, unsigned wy, unsigned wz);
API void shader_image(texture_t *t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access);
API void shader_image(texture_t t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access);
API void shader_image_unit(unsigned texture, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned texel_type, unsigned access);
API void imageWriteBarrier();
API void image_write_barrier();
API void write_barrier();
// -----------------------------------------------------------------------------
// meshes (@fixme: deprecate?)

View File

@ -11154,7 +11154,11 @@ void dispatch(unsigned wx, unsigned wy, unsigned wz){
glDispatchCompute(wx, wy, wz);
}
void imageWriteBarrier(){
void write_barrier(){
glMemoryBarrier(GL_ALL_BARRIER_BITS);
}
void image_write_barrier(){
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
}
@ -11190,8 +11194,8 @@ void shader_texture_unit(const char *sampler, unsigned id, unsigned unit) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, id);
}
void shader_image(texture_t *t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access){
shader_image_unit(t->id, unit, level, layer, t->texel_type, access);
void shader_image(texture_t t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access){
shader_image_unit(t.id, unit, level, layer, t.texel_type, access);
}
void shader_image_unit(unsigned texture, unsigned unit, unsigned level, int layer, unsigned texel_type, unsigned access){
GLenum gl_access[] = {GL_READ_ONLY, GL_WRITE_ONLY, GL_READ_WRITE};

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@ -2574,9 +2574,10 @@ enum ACCESS_MODE {
API unsigned compute(const char *cs);
API void dispatch(unsigned wx, unsigned wy, unsigned wz);
API void shader_image(texture_t *t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access);
API void shader_image(texture_t t, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned access);
API void shader_image_unit(unsigned texture, unsigned unit, unsigned level, int layer /* -1 to disable layered access */, unsigned texel_type, unsigned access);
API void imageWriteBarrier();
API void image_write_barrier();
API void write_barrier();
// -----------------------------------------------------------------------------
// meshes (@fixme: deprecate?)

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