Add atomics C++ sample.

This commit is contained in:
Hans-Kristian Arntzen 2016-05-25 08:40:02 +01:00
parent 1b5cef5f0e
commit 8471ad55b2
2 changed files with 119 additions and 0 deletions

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samples/cpp/atomics.comp Normal file
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#version 310 es
layout(local_size_x = 64) in;
layout(set = 0, binding = 0, std430) readonly buffer SSBO0
{
float inputs[];
};
layout(set = 0, binding = 1, std430) writeonly buffer SSBO1
{
float outputs[];
};
layout(set = 0, binding = 2, std430) buffer SSBO2
{
uint counter;
};
void main()
{
// Builds a tightly packed list of all values less than 10.0.
// The output order is random.
float value = inputs[gl_GlobalInvocationID.x];
if (value < 10.0)
{
uint output_index = atomicAdd(counter, 1u);
outputs[output_index] = value;
}
}

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samples/cpp/atomics.cpp Normal file
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/*
* Copyright 2015-2016 ARM Limited
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "spirv_cross/external_interface.h"
#include <stdio.h>
#ifndef GLM_SWIZZLE
#define GLM_SWIZZLE
#endif
#ifndef GLM_FORCE_RADIANS
#define GLM_FORCE_RADIANS
#endif
#include <glm/glm.hpp>
using namespace glm;
int main()
{
// First, we get the C interface to the shader.
// This can be loaded from a dynamic library, or as here,
// linked in as a static library.
auto *iface = spirv_cross_get_interface();
// Create an instance of the shader interface.
auto *shader = iface->construct();
// Build some input data for our compute shader.
#define NUM_WORKGROUPS 4
float a[64 * NUM_WORKGROUPS];
float b[64 * NUM_WORKGROUPS] = {};
uint32_t counter = 0;
for (int i = 0; i < 64 * NUM_WORKGROUPS; i++)
{
a[i] = i * 0.46f;
}
void *aptr = a;
void *bptr = b;
void *cptr = &counter;
// Bind resources to the shader.
// For resources like samplers and buffers, we provide a list of pointers,
// since UBOs, SSBOs and samplers can be arrays, and can point to different types,
// which is especially true for samplers.
spirv_cross_set_resource(shader, 0, 0, &aptr, sizeof(aptr));
spirv_cross_set_resource(shader, 0, 1, &bptr, sizeof(bptr));
spirv_cross_set_resource(shader, 0, 2, &cptr, sizeof(cptr));
// We also have to set builtins.
// The relevant builtins will depend on the shader,
// but for compute, there are few builtins, which are gl_NumWorkGroups and gl_WorkGroupID.
// LocalInvocationID and GlobalInvocationID are inferred when executing the invocation.
uvec3 num_workgroups(NUM_WORKGROUPS, 1, 1);
uvec3 work_group_id(0, 0, 0);
spirv_cross_set_builtin(shader, SPIRV_CROSS_BUILTIN_NUM_WORK_GROUPS, &num_workgroups, sizeof(num_workgroups));
spirv_cross_set_builtin(shader, SPIRV_CROSS_BUILTIN_WORK_GROUP_ID, &work_group_id, sizeof(work_group_id));
// Execute 4 work groups.
for (unsigned i = 0; i < NUM_WORKGROUPS; i++)
{
work_group_id.x = i;
iface->invoke(shader);
}
// Call destructor.
iface->destruct(shader);
// Verify our output.
// TODO: Implement a test framework that asserts results computed.
fprintf(stderr, "Counter = %u\n", counter);
for (unsigned i = 0; i < counter; i++)
{
fprintf(stderr, "[%3u] = %.1f\n", i, b[i]);
}
}