#include "gfx/gl_loader.h" #include "gfx/gpu_dispatch.h" namespace fn::gfx { static inline GLuint groups(int n, int local) { if (n <= 0 || local <= 0) return 0; return static_cast((n + local - 1) / local); } void dispatch_1d(int num_invocations, int local_size_x) { GLuint gx = groups(num_invocations, local_size_x); if (gx == 0) return; glDispatchCompute(gx, 1, 1); } void dispatch_2d(int width, int height, int local_size_x, int local_size_y) { GLuint gx = groups(width, local_size_x); GLuint gy = groups(height, local_size_y); if (gx == 0 || gy == 0) return; glDispatchCompute(gx, gy, 1); } void dispatch_3d(int x, int y, int z, int local_size_x, int local_size_y, int local_size_z) { GLuint gx = groups(x, local_size_x); GLuint gy = groups(y, local_size_y); GLuint gz = groups(z, local_size_z); if (gx == 0 || gy == 0 || gz == 0) return; glDispatchCompute(gx, gy, gz); } void barrier_storage() { glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); } void barrier_uniform() { glMemoryBarrier(GL_UNIFORM_BARRIER_BIT); } void barrier_image() { glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); } void barrier_buffer_update() { glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT); } void barrier_all() { glMemoryBarrier(GL_ALL_BARRIER_BITS); } } // namespace fn::gfx