c74fd4ae0d
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>
56 lines
1.6 KiB
C++
56 lines
1.6 KiB
C++
#include "gfx/gpu_ssbo.h"
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namespace fn::gfx {
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Ssbo ssbo_create(std::size_t bytes, const void* initial_data, GLenum usage) {
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Ssbo s{};
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if (bytes == 0) return s;
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GLuint id = 0;
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glGenBuffers(1, &id);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, id);
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glBufferData(GL_SHADER_STORAGE_BUFFER,
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static_cast<GLsizeiptr>(bytes),
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initial_data, usage);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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s.id = id;
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s.bytes = bytes;
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return s;
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}
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void ssbo_bind(const Ssbo& s, unsigned int binding) {
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding, s.id);
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}
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void ssbo_upload(const Ssbo& s, std::size_t offset,
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std::size_t bytes, const void* data) {
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if (bytes == 0 || s.id == 0) return;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s.id);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER,
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static_cast<GLintptr>(offset),
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static_cast<GLsizeiptr>(bytes),
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data);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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void ssbo_readback(const Ssbo& s, std::size_t offset,
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std::size_t bytes, void* out) {
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if (bytes == 0 || s.id == 0) return;
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, s.id);
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glGetBufferSubData(GL_SHADER_STORAGE_BUFFER,
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static_cast<GLintptr>(offset),
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static_cast<GLsizeiptr>(bytes),
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out);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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void ssbo_destroy(Ssbo& s) {
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if (s.id != 0) {
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GLuint id = s.id;
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glDeleteBuffers(1, &id);
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}
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s.id = 0;
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s.bytes = 0;
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}
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} // namespace fn::gfx
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