vulkan: add vulkan compute source

Add a source that runs a compute shader and exports the GPU buffer
as a DmaBuf to the clients.
This commit is contained in:
Wim Taymans 2019-08-19 16:32:22 +02:00
parent edbd9eb077
commit 9799b0e679
12 changed files with 1759 additions and 0 deletions

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#define WORKGROUP_SIZE 32
layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in;
struct Pixel{
vec4 value;
};
layout(std140, binding = 0) buffer buf
{
Pixel imageData[];
};
layout( push_constant ) uniform Constants {
float time;
int frame;
int width;
int height;
} PushConstant;
float iTime;
int iFrame;
vec3 iResolution;
vec4 iMouse;
void mainImage( out vec4 fragColor, in vec2 fragCoord );
void main()
{
iTime = PushConstant.time;
iFrame = PushConstant.frame;
iResolution = vec3(float(PushConstant.width), float(PushConstant.height), 0.0);
iMouse = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = vec2(float(gl_GlobalInvocationID.x),
iResolution.y - float(gl_GlobalInvocationID.y));
vec4 outColor;
if(coord.x >= iResolution.x || coord.y >= iResolution.y)
return;
mainImage(outColor, coord);
imageData[PushConstant.width * gl_GlobalInvocationID.y +
gl_GlobalInvocationID.x].value = outColor;
}
//#include "plasma-globe.comp"
#include "mandelbrot-distance.comp"
//#include "ring-twister.comp"
//#include "gears.comp"
//#include "protean-clouds.comp"
//#include "flame.comp"
//#include "shader.comp"
//#include "raymarching-primitives.comp"
//#include "3d-primitives.comp"

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// Created by inigo quilez - iq/2013
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// This shader computes the distance to the Mandelbrot Set for everypixel, and colorizes
// it accoringly.
//
// Z -> Z²+c, Z0 = 0.
// therefore Z' -> 2·Z·Z' + 1
//
// The Hubbard-Douady potential G(c) is G(c) = log Z/2^n
// G'(c) = Z'/Z/2^n
//
// So the distance is |G(c)|/|G'(c)| = |Z|·log|Z|/|Z'|
//
// More info here: http://www.iquilezles.org/www/articles/distancefractals/distancefractals.htm
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 p = -1.0 + 2.0 * fragCoord.xy / iResolution.xy;
p.x *= iResolution.x/iResolution.y;
// animation
float tz = 0.5 - 0.5*cos(0.225*iTime);
float zoo = pow( 0.5, 13.0*tz );
vec2 c = vec2(-0.05,.6805) + p*zoo;
// iterate
float di = 1.0;
vec2 z = vec2(0.0);
float m2 = 0.0;
vec2 dz = vec2(0.0);
for( int i=0; i<300; i++ )
{
if( m2>1024.0 ) { di=0.0; break; }
// Z' -> 2·Z·Z' + 1
dz = 2.0*vec2(z.x*dz.x-z.y*dz.y, z.x*dz.y + z.y*dz.x) + vec2(1.0,0.0);
// Z -> Z² + c
z = vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ) + c;
m2 = dot(z,z);
}
// distance
// d(c) = |Z|·log|Z|/|Z'|
float d = 0.5*sqrt(dot(z,z)/dot(dz,dz))*log(dot(z,z));
if( di>0.5 ) d=0.0;
// do some soft coloring based on distance
d = clamp( pow(4.0*d/zoo,0.2), 0.0, 1.0 );
vec3 col = vec3( d );
fragColor = vec4( col, 1.0 );
}