feat(cpp/gfx): GPU compute primitives for Monte Carlo (G1-G7)

Stack base de compute shaders OpenGL 4.3 para cargas Monte Carlo intensivas
en GPU. Reutiliza el patron de graph_force_layout_gpu (SSBO + compute) y se
integra con el resto del registry sin nuevos simbolos en gl_loader (todo lo
que se necesita ya estaba expuesto).

- gpu_ssbo: lifecycle de Shader Storage Buffer Objects.
- gpu_compute_program: compila compute GLSL 4.3 con preamble inyectable
  (mismo pattern de gl_shader::compile_fragment).
- gpu_dispatch: dispatch_1d/2d/3d con ceil(N/local) automatico + barrier
  helpers (storage, uniform, image, buffer_update, all).
- gpu_rng_glsl: PCG32 GLSL (uniform/normal/below) + SplitMix64 seed walkers
  para sembrar deterministicamente N walkers desde un master seed.
- gpu_histogram_1d: SSBO float[N] -> uint[nbins] via atomicAdd.
- gpu_histogram_2d: SSBO float[2N] xy-interleaved -> uint[nx*ny] +
  to_density helper para alimentar heatmap_cpp_viz.
- gpu_reduce: workgroup-shared sum/min/max/mean (local 256, partials CPU).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-04 11:52:08 +02:00
parent b04bb846c7
commit 07d06d5e7d
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#include "gfx/gpu_histogram_1d.h"
#include "gfx/gl_loader.h"
#include "gfx/gpu_compute_program.h"
#include "gfx/gpu_dispatch.h"
#include <cstdio>
#include <vector>
namespace fn::gfx {
// Pass 1: zero out bins. 1 thread por bin.
static const char* k_clear_body = R"glsl(
layout(std430, binding = 1) buffer Bins { uint bins[]; };
uniform uint u_nbins;
void main() {
uint i = gl_GlobalInvocationID.x;
if (i < u_nbins) bins[i] = 0u;
}
)glsl";
// Pass 2: 1 thread por sample. floor((x - min) * inv_range * nbins).
// Samples fuera del rango se descartan. atomicAdd contiguo: low contention
// salvo que la distribucion este muy concentrada en pocos bins (caso real:
// poco probable; si pasa, usar shared-memory bins por workgroup como
// optimizacion futura).
static const char* k_accum_body = R"glsl(
layout(std430, binding = 0) readonly buffer Samples { float samples[]; };
layout(std430, binding = 1) coherent buffer Bins { uint bins[]; };
uniform uint u_count;
uniform uint u_nbins;
uniform float u_min;
uniform float u_inv_range;
void main() {
uint i = gl_GlobalInvocationID.x;
if (i >= u_count) return;
float x = samples[i];
float t = (x - u_min) * u_inv_range; // [0, 1) si dentro
if (t < 0.0 || t >= 1.0) return;
uint b = uint(t * float(u_nbins));
if (b >= u_nbins) b = u_nbins - 1u;
atomicAdd(bins[b], 1u);
}
)glsl";
GpuHistogram1D gpu_histogram_1d_create(int nbins) {
GpuHistogram1D h{};
if (nbins <= 0) return h;
// Programa "accumulate": el clear lo hacemos por glClearBufferData o
// un re-upload de zeros (mas simple que un segundo programa, igual
// throughput para nbins moderados <= 65536).
auto r = compile_compute(k_accum_body, 64, "");
if (!r.ok) {
std::fprintf(stderr, "[gpu_histogram_1d] compile error: %s\n",
r.err_msg.c_str());
return h;
}
h.program = r.program;
h.loc_count = static_cast<unsigned int>(glGetUniformLocation(h.program, "u_count"));
h.loc_nbins = static_cast<unsigned int>(glGetUniformLocation(h.program, "u_nbins"));
h.loc_min = static_cast<unsigned int>(glGetUniformLocation(h.program, "u_min"));
h.loc_inv_range = static_cast<unsigned int>(glGetUniformLocation(h.program, "u_inv_range"));
h.bins = ssbo_create(static_cast<std::size_t>(nbins) * sizeof(unsigned int),
nullptr, GL_DYNAMIC_COPY);
h.nbins = nbins;
// Inicializar a cero
gpu_histogram_1d_clear(h);
(void)k_clear_body; // (reservado para futura optimizacion shared-mem)
return h;
}
void gpu_histogram_1d_clear(GpuHistogram1D& h) {
if (h.bins.id == 0 || h.nbins <= 0) return;
std::vector<unsigned int> zeros(static_cast<std::size_t>(h.nbins), 0u);
ssbo_upload(h.bins, 0,
static_cast<std::size_t>(h.nbins) * sizeof(unsigned int),
zeros.data());
}
void gpu_histogram_1d_accumulate(GpuHistogram1D& h,
const Ssbo& samples,
int count,
float range_min,
float range_max) {
if (h.program == 0 || count <= 0) return;
float range = range_max - range_min;
if (range <= 0.0f) return;
glUseProgram(h.program);
ssbo_bind(samples, 0);
ssbo_bind(h.bins, 1);
glUniform1ui(static_cast<GLint>(h.loc_count), static_cast<GLuint>(count));
glUniform1ui(static_cast<GLint>(h.loc_nbins), static_cast<GLuint>(h.nbins));
glUniform1f(static_cast<GLint>(h.loc_min), range_min);
glUniform1f(static_cast<GLint>(h.loc_inv_range), 1.0f / range);
dispatch_1d(count, 64);
barrier_storage();
}
void gpu_histogram_1d_readback(const GpuHistogram1D& h, unsigned int* out) {
if (h.bins.id == 0 || h.nbins <= 0 || out == nullptr) return;
barrier_buffer_update();
ssbo_readback(h.bins, 0,
static_cast<std::size_t>(h.nbins) * sizeof(unsigned int),
out);
}
void gpu_histogram_1d_destroy(GpuHistogram1D& h) {
delete_compute_program(h.program);
h.program = 0;
ssbo_destroy(h.bins);
h.nbins = 0;
}
} // namespace fn::gfx