Files
fn_registry/cpp/functions/gfx/gpu_dispatch.cpp
T
egutierrez 07d06d5e7d 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>
2026-05-04 11:52:08 +02:00

40 lines
1.3 KiB
C++

#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<GLuint>((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