/// <summary> Called before Render (normally by RenderList::Render) to set up data for the render. /// currentstate may be null, meaning, don't apply /// RenderState may be null, meaning don't change</summary> public void Bind(GLRenderState currentstate, IGLProgramShader shader, GLMatrixCalc matrixcalc) { if (currentstate != null && RenderState != null) // if either null, it means the last render state applied is the same as our render state, so no need to apply { currentstate.ApplyState(RenderState); // else go to this state } VertexArray?.Bind(); // give the VA a chance to bind to GL RenderData?.Bind(this, shader, matrixcalc); // optional render data supplied by the user to bind ElementBuffer?.BindElement(); // if we have an element buffer, give it a chance to bind IndirectBuffer?.BindIndirect(); // if we have an indirect buffer, give it a chance to bind ParameterBuffer?.BindParameter(); // if we have a parameter buffer, give it a chance to bind }
static unsafe void RunCompute(Sample sample, bool indirectSupported) { // build vertex layouts var quadLayout = new VertexLayout(); quadLayout.Begin() .Add(VertexAttributeUsage.Position, 2, VertexAttributeType.Float) .End(); var computeLayout = new VertexLayout(); computeLayout.Begin() .Add(VertexAttributeUsage.TexCoord0, 4, VertexAttributeType.Float) .End(); // static quad data var vb = new VertexBuffer(MemoryBlock.FromArray(QuadVertices), quadLayout); var ib = new IndexBuffer(MemoryBlock.FromArray(QuadIndices)); // create compute buffers var currPositionBuffer0 = new DynamicVertexBuffer(1 << 15, computeLayout, BufferFlags.ComputeReadWrite); var currPositionBuffer1 = new DynamicVertexBuffer(1 << 15, computeLayout, BufferFlags.ComputeReadWrite); var prevPositionBuffer0 = new DynamicVertexBuffer(1 << 15, computeLayout, BufferFlags.ComputeReadWrite); var prevPositionBuffer1 = new DynamicVertexBuffer(1 << 15, computeLayout, BufferFlags.ComputeReadWrite); // load shaders var particleProgram = ResourceLoader.LoadProgram("vs_particle", "fs_particle"); var initInstancesProgram = ResourceLoader.LoadProgram("cs_init_instances"); var updateInstancesProgram = ResourceLoader.LoadProgram("cs_update_instances"); // indirect rendering support var indirectProgram = SharpBgfx.Program.Invalid; var indirectBuffer = IndirectBuffer.Invalid; bool useIndirect = false; if (indirectSupported) { indirectProgram = ResourceLoader.LoadProgram("cs_indirect"); indirectBuffer = new IndirectBuffer(2); useIndirect = true; } // setup params uniforms var paramData = new ParamsData { TimeStep = 0.0157f, DispatchSize = 32, Gravity = 0.109f, Damping = 0.25f, ParticleIntensity = 0.64f, ParticleSize = 0.279f, BaseSeed = 57, ParticlePower = 3.5f, InitialSpeed = 3.2f, InitialShape = 1, MaxAccel = 100.0f }; // have the compute shader run initialization var u_params = new Uniform("u_params", UniformType.Vector4, 3); Bgfx.SetUniform(u_params, ¶mData, 3); Bgfx.SetComputeBuffer(0, prevPositionBuffer0, ComputeBufferAccess.Write); Bgfx.SetComputeBuffer(1, currPositionBuffer0, ComputeBufferAccess.Write); Bgfx.Dispatch(0, initInstancesProgram, MaxParticleCount / ThreadGroupUpdateSize); // start the frame clock var clock = new Clock(); clock.Start(); // main loop while (sample.ProcessEvents(ResetFlags.Vsync)) { // tick the clock var elapsed = clock.Frame(); var time = clock.TotalTime(); // write some debug text Bgfx.DebugTextClear(); Bgfx.DebugTextWrite(0, 1, DebugColor.White, DebugColor.Blue, "SharpBgfx/Samples/24-NBody"); Bgfx.DebugTextWrite(0, 2, DebugColor.White, DebugColor.Cyan, "Description: N-body simulation with compute shaders using buffers."); Bgfx.DebugTextWrite(0, 3, DebugColor.White, DebugColor.Cyan, "Frame: {0:F3} ms", elapsed * 1000); // fill the indirect buffer if we're using it if (useIndirect) { Bgfx.SetUniform(u_params, ¶mData, 3); Bgfx.SetComputeBuffer(0, indirectBuffer, ComputeBufferAccess.Write); Bgfx.Dispatch(0, indirectProgram); } // update particle positions Bgfx.SetComputeBuffer(0, prevPositionBuffer0, ComputeBufferAccess.Read); Bgfx.SetComputeBuffer(1, currPositionBuffer0, ComputeBufferAccess.Read); Bgfx.SetComputeBuffer(2, prevPositionBuffer1, ComputeBufferAccess.Write); Bgfx.SetComputeBuffer(3, currPositionBuffer1, ComputeBufferAccess.Write); Bgfx.SetUniform(u_params, ¶mData, 3); if (useIndirect) { Bgfx.Dispatch(0, updateInstancesProgram, indirectBuffer, 1); } else { Bgfx.Dispatch(0, updateInstancesProgram, paramData.DispatchSize); } // ping-pong the buffers for next frame Swap(ref currPositionBuffer0, ref currPositionBuffer1); Swap(ref prevPositionBuffer0, ref prevPositionBuffer1); // view transforms for particle rendering var viewMatrix = Matrix4x4.CreateLookAt(new Vector3(0.0f, 0.0f, -45.0f), -Vector3.UnitZ, Vector3.UnitY); var projMatrix = Matrix4x4.CreatePerspectiveFieldOfView((float)Math.PI / 4, (float)sample.WindowWidth / sample.WindowHeight, 0.1f, 10000.0f); Bgfx.SetViewTransform(0, &viewMatrix.M11, &projMatrix.M11); Bgfx.SetViewRect(0, 0, 0, sample.WindowWidth, sample.WindowHeight); // draw the particles Bgfx.SetVertexBuffer(vb); Bgfx.SetIndexBuffer(ib); Bgfx.SetInstanceDataBuffer(currPositionBuffer0, 0, paramData.DispatchSize * ThreadGroupUpdateSize); Bgfx.SetRenderState(RenderState.ColorWrite | RenderState.BlendAdd | RenderState.DepthTestAlways); if (useIndirect) { Bgfx.Submit(0, particleProgram, indirectBuffer); } else { Bgfx.Submit(0, particleProgram); } // done with frame Bgfx.Frame(); } // cleanup if (indirectSupported) { indirectProgram.Dispose(); indirectBuffer.Dispose(); } u_params.Dispose(); currPositionBuffer0.Dispose(); currPositionBuffer1.Dispose(); prevPositionBuffer0.Dispose(); prevPositionBuffer1.Dispose(); updateInstancesProgram.Dispose(); initInstancesProgram.Dispose(); particleProgram.Dispose(); ib.Dispose(); vb.Dispose(); }
/// <summary> /// Submits an indirect batch of drawing commands to be used for rendering. /// </summary> /// <param name="id">The index of the view to submit.</param> /// <param name="program">The program with which to render.</param> /// <param name="indirectBuffer">The buffer containing drawing commands.</param> /// <param name="startIndex">The index of the first command to process.</param> /// <param name="count">The number of commands to process from the buffer.</param> /// <param name="depth">A depth value to use for sorting the batch.</param> /// <returns>The number of draw calls.</returns> public static int Submit(byte id, Program program, IndirectBuffer indirectBuffer, int startIndex = 0, int count = 1, int depth = 0) { return NativeMethods.bgfx_submit_indirect(id, program.handle, indirectBuffer.handle, (ushort)startIndex, (ushort)count, depth); }
/// <summary> /// Sets an indirect buffer as a compute resource. /// </summary> /// <param name="stage">The resource stage to set.</param> /// <param name="buffer">The buffer to set.</param> /// <param name="access">Access control flags.</param> public static void SetComputeBuffer(byte stage, IndirectBuffer buffer, ComputeBufferAccess access) { NativeMethods.bgfx_set_compute_indirect_buffer(stage, buffer.handle, access); }
/// <summary> /// Dispatches an indirect compute job. /// </summary> /// <param name="id">The index of the view to dispatch.</param> /// <param name="program">The shader program to use.</param> /// <param name="indirectBuffer">The buffer containing drawing commands.</param> /// <param name="startIndex">The index of the first command to process.</param> /// <param name="count">The number of commands to process from the buffer.</param> public static void Dispatch(byte id, Program program, IndirectBuffer indirectBuffer, int startIndex = 0, int count = 1) { // TODO: unused byte unused = 0; NativeMethods.bgfx_dispatch_indirect(id, program.handle, indirectBuffer.handle, (ushort)startIndex, (ushort)count, unused); }