babies first gpu code
This commit is contained in:
parent
189f87a872
commit
8885e6a7c3
3
Makefile
3
Makefile
@ -1,9 +1,8 @@
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# Makefile
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CC = gcc
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CC = gcc
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CFLAGS = -Wall -Wextra -O2 $(shell pkg-config --cflags glfw3)
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CFLAGS = -Wall -Wextra -O2 $(shell pkg-config --cflags glfw3)
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LDFLAGS = $(shell pkg-config --libs glfw3) -ldl
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LDFLAGS = $(shell pkg-config --libs glfw3) -ldl
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SRC = main.c glad.c
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SRC = glad.c gl_utils.c main.c
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OBJ = $(SRC:.c=.o)
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OBJ = $(SRC:.c=.o)
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BIN = fallingCand
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BIN = fallingCand
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BIN
fallingCand
BIN
fallingCand
Binary file not shown.
152
gl_utils.c
Normal file
152
gl_utils.c
Normal file
@ -0,0 +1,152 @@
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// gl_utils.c
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#include "gl_utils.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <errno.h>
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#include <string.h>
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void glfw_error_callback(int error, const char* description) {
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fprintf(stderr, "GLFW error %d: %s\n", error, description);
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}
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char* load_text_file(const char* path) {
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FILE* f = fopen(path, "rb");
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if (!f) {
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fprintf(stderr, "Failed to open '%s': %s\n", path, strerror(errno));
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return NULL;
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}
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if (fseek(f, 0, SEEK_END) != 0) {
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fprintf(stderr, "fseek failed on '%s'\n", path);
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fclose(f);
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return NULL;
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}
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long size = ftell(f);
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if (size < 0) {
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fprintf(stderr, "ftell failed on '%s'\n", path);
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fclose(f);
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return NULL;
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}
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rewind(f);
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char* buffer = malloc((size_t)size + 1);
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if (!buffer) {
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fprintf(stderr, "Out of memory reading '%s'\n", path);
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fclose(f);
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return NULL;
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}
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size_t read = fread(buffer, 1, (size_t)size, f);
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fclose(f);
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if (read != (size_t)size) {
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fprintf(stderr, "Short read on '%s'\n", path);
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free(buffer);
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return NULL;
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}
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buffer[size] = '\0';
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return buffer;
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}
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GLuint compile_shader(GLenum type, const char* source, const char* debugName) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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GLint success = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char log[1024];
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glGetShaderInfoLog(shader, sizeof(log), NULL, log);
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fprintf(stderr, "Shader compile failed (%s):\n%s\n", debugName ? debugName : "unknown", log);
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glDeleteShader(shader);
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exit(EXIT_FAILURE);
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}
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return shader;
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}
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GLuint create_program_from_files(const char* vsPath, const char* fsPath) {
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char* vsSource = load_text_file(vsPath);
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if (!vsSource) {
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fprintf(stderr, "Could not load vertex shader from '%s'\n", vsPath);
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exit(EXIT_FAILURE);
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}
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char* fsSource = load_text_file(fsPath);
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if (!fsSource) {
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fprintf(stderr, "Could not load fragment shader from '%s'\n", fsPath);
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free(vsSource);
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exit(EXIT_FAILURE);
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}
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GLuint vs = compile_shader(GL_VERTEX_SHADER, vsSource, vsPath);
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GLuint fs = compile_shader(GL_FRAGMENT_SHADER, fsSource, fsPath);
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free(vsSource);
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free(fsSource);
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GLuint prog = glCreateProgram();
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glAttachShader(prog, vs);
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glAttachShader(prog, fs);
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glLinkProgram(prog);
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glDeleteShader(vs);
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glDeleteShader(fs);
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GLint linked = 0;
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glGetProgramiv(prog, GL_LINK_STATUS, &linked);
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if (!linked) {
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char log[1024];
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glGetProgramInfoLog(prog, sizeof(log), NULL, log);
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fprintf(stderr, "Program link failed:\n%s\n", log);
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glDeleteProgram(prog);
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exit(EXIT_FAILURE);
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}
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return prog;
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}
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GLFWwindow* init_glfw_glad(const char* title, int width, int height) {
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glfwSetErrorCallback(glfw_error_callback);
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// Prefer Wayland if this GLFW build supports it
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if (glfwPlatformSupported(GLFW_PLATFORM_WAYLAND)) {
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glfwInitHint(GLFW_PLATFORM, GLFW_PLATFORM_WAYLAND);
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fprintf(stderr, "[info] Requesting Wayland platform via glfwInitHint\n");
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} else {
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fprintf(stderr, "[warn] Wayland platform not supported by this GLFW build, using default\n");
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}
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if (!glfwInit()) {
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fprintf(stderr, "[fatal] glfwInit failed\n");
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return NULL;
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
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GLFWwindow* window = glfwCreateWindow(width, height, title, NULL, NULL);
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if (!window) {
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fprintf(stderr, "[fatal] glfwCreateWindow failed\n");
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glfwTerminate();
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return NULL;
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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fprintf(stderr, "[fatal] Failed to initialize GLAD\n");
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glfwDestroyWindow(window);
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glfwTerminate();
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return NULL;
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}
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return window;
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}
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27
gl_utils.h
Normal file
27
gl_utils.h
Normal file
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// gl_utils.h
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#ifndef GL_UTILS_H
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#define GL_UTILS_H
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#include "glad/glad.h"
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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// Error callback for GLFW
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void glfw_error_callback(int error, const char* description);
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// Read an entire text file into a null-terminated buffer.
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// Caller must free() the returned pointer.
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char* load_text_file(const char* path);
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// Compile a single shader from source.
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GLuint compile_shader(GLenum type, const char* source, const char* debugName);
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// Compile & link a vertex+fragment program from files.
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GLuint create_program_from_files(const char* vsPath, const char* fsPath);
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// Minimal GLFW+GLAD init: sets error callback, (optionally) hints Wayland,
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// calls glfwInit, creates window, makes context current, loads GLAD.
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// Returns the created window or NULL on fatal error.
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GLFWwindow* init_glfw_glad(const char* title, int width, int height);
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#endif // GL_UTILS_H
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169
main.c
169
main.c
@ -1,142 +1,81 @@
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// main.c
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// main.c
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include "glad/glad.h"
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#include "gl_utils.h"
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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static void glfw_error_callback(int error, const char* description) {
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fprintf(stderr, "GLFW error %d: %s\n", error, description);
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}
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static GLuint create_compute_program(const char* source) {
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GLint success = 0;
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GLchar log[1024];
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GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(shader, sizeof(log), NULL, log);
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fprintf(stderr, "Compute shader compilation failed:\n%s\n", log);
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exit(EXIT_FAILURE);
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}
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GLuint program = glCreateProgram();
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glAttachShader(program, shader);
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glLinkProgram(program);
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glDeleteShader(shader);
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(program, sizeof(log), NULL, log);
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fprintf(stderr, "Program link failed:\n%s\n", log);
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exit(EXIT_FAILURE);
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}
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return program;
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}
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int main(void) {
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int main(void) {
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// --- Init GLFW & create GL context ---
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int winW = 800;
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glfwSetErrorCallback(glfw_error_callback);
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int winH = 600;
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if (!glfwInit()) {
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GLFWwindow* window = init_glfw_glad("Falling Sand - Fullscreen Quad", winW, winH);
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fprintf(stderr, "Failed to init GLFW\n");
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return EXIT_FAILURE;
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}
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// Request OpenGL 4.3 core (needed for compute shaders)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// We don't actually *need* to show the window
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GLFWwindow* window = glfwCreateWindow(640, 480, "GPU Hello", NULL, NULL);
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if (!window) {
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if (!window) {
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fprintf(stderr, "Failed to create GLFW window\n");
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glfwTerminate();
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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glfwMakeContextCurrent(window);
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printf("Renderer: %s\n", (const char*)glGetString(GL_RENDERER));
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printf("OpenGL: %s\n", (const char*)glGetString(GL_VERSION));
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printf("GLSL: %s\n", (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION));
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// --- Load GL symbols via GLAD ---
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// --- Create fullscreen triangle geometry (VAO + VBO) ---
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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float vertices[] = {
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fprintf(stderr, "Failed to initialize GLAD\n");
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// x, y
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glfwDestroyWindow(window);
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-1.0f, -1.0f,
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glfwTerminate();
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3.0f, -1.0f,
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return EXIT_FAILURE;
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-1.0f, 3.0f
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}
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};
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printf("OpenGL version: %s\n", glGetString(GL_VERSION));
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GLuint vao = 0, vbo = 0;
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printf("GLSL version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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// --- Prepare data buffer on GPU (SSBO) ---
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glBindVertexArray(vao);
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const GLuint N = 16;
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GLuint initial[N];
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for (GLuint i = 0; i < N; ++i) {
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initial[i] = i;
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}
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GLuint ssbo = 0;
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glGenBuffers(1, &ssbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(initial), initial, GL_DYNAMIC_COPY);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo); // binding = 0 in shader
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// --- Compute shader source: data[i] *= 2 ---
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// layout(location = 0) in vec2 aPos;
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const char* compute_src =
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glEnableVertexAttribArray(0);
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"#version 430 core\n"
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glVertexAttribPointer(
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"layout(local_size_x = 16) in;\n"
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"layout(std430, binding = 0) buffer Data {\n"
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" uint data[];\n"
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"};\n"
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"void main() {\n"
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" uint idx = gl_GlobalInvocationID.x;\n"
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" // N == 16 and local_size_x == 16, so we know idx < 16\n"
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" data[idx] *= 2u;\n"
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"}\n";
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GLuint compute_program = create_compute_program(compute_src);
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// --- Run the compute shader ---
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glUseProgram(compute_program);
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// One workgroup of 16 threads (matches local_size_x)
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glDispatchCompute(1, 1, 1);
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// Make sure writes to the SSBO are visible to the CPU
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
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// --- Read back the result ---
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
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GLuint* ptr = (GLuint*)glMapBufferRange(
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GL_SHADER_STORAGE_BUFFER,
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0,
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0,
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sizeof(initial),
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2,
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GL_MAP_READ_BIT
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GL_FLOAT,
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GL_FALSE,
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2 * sizeof(float),
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(void*)0
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);
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);
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if (!ptr) {
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glBindVertexArray(0);
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fprintf(stderr, "Failed to map SSBO\n");
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} else {
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// --- Create shader program ---
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printf("GPU computed values:\n");
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GLuint program = create_program_from_files(
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for (GLuint i = 0; i < N; ++i) {
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"shaders/fullscreen.vert",
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printf(" %2u -> %2u\n", i, ptr[i]);
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"shaders/gradient.frag"
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}
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);
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glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
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glUseProgram(program);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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// --- Main loop ---
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(program);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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}
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}
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// --- Cleanup ---
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// --- Cleanup ---
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glDeleteProgram(compute_program);
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glDeleteProgram(program);
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glDeleteBuffers(1, &ssbo);
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glDeleteBuffers(1, &vbo);
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glDeleteVertexArrays(1, &vao);
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glfwDestroyWindow(window);
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glfwDestroyWindow(window);
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glfwTerminate();
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glfwTerminate();
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return EXIT_SUCCESS;
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return EXIT_SUCCESS;
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}
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}
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BIN
sand_hello
Executable file
BIN
sand_hello
Executable file
Binary file not shown.
12
shaders/double.comp
Normal file
12
shaders/double.comp
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
#version 460 core
|
||||||
|
|
||||||
|
layout(local_size_x = 16) in;
|
||||||
|
|
||||||
|
layout(std430, binding = 0) buffer Data {
|
||||||
|
uint data[];
|
||||||
|
};
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
uint idx = gl_GlobalInvocationID.x;
|
||||||
|
data[idx] *= 2u;
|
||||||
|
}
|
||||||
8
shaders/fullscreen.vert
Normal file
8
shaders/fullscreen.vert
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
#version 430 core
|
||||||
|
|
||||||
|
layout(location = 0) in vec2 aPos;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = vec4(aPos, 0.0, 1.0);
|
||||||
|
}
|
||||||
11
shaders/gradient.frag
Normal file
11
shaders/gradient.frag
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
#version 430 core
|
||||||
|
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Normalized coordinates in [0,1]
|
||||||
|
vec2 uv = gl_FragCoord.xy / vec2(800.0, 600.0); // we’ll fix this later with a uniform
|
||||||
|
vec3 color = vec3(uv.x, uv.y, 0.2);
|
||||||
|
FragColor = vec4(color, 1.0);
|
||||||
|
}
|
||||||
Loading…
x
Reference in New Issue
Block a user