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>
92 lines
3.2 KiB
Markdown
92 lines
3.2 KiB
Markdown
---
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name: gpu_dispatch
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kind: function
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lang: cpp
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domain: gfx
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version: "1.0.0"
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purity: impure
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signature: "void dispatch_1d(int num, int local=64); void dispatch_2d(int w, int h, int lx=8, int ly=8); void dispatch_3d(int x, int y, int z, int lx=4, int ly=4, int lz=4); void barrier_storage(); void barrier_uniform(); void barrier_image(); void barrier_buffer_update(); void barrier_all()"
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description: "Wrappers de glDispatchCompute con calculo automatico de workgroups (ceil(N/local)) y helpers de glMemoryBarrier para los casos comunes (storage, uniform, image, buffer update, all)."
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tags: [opengl, compute, dispatch, barrier, gpu, gfx]
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uses_functions: ["gl_loader_cpp_gfx"]
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uses_types: []
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returns: []
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returns_optional: false
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error_type: "error_go_core"
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imports: [GL/gl.h, GL/glext.h]
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tested: false
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tests: []
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test_file_path: ""
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file_path: "cpp/functions/gfx/gpu_dispatch.cpp"
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framework: opengl
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params:
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- name: num_invocations
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desc: "Numero total de hilos deseados (1D). El wrapper calcula ceil(num/local_size_x) workgroups."
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- name: width
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desc: "Variante 2D: hilos en X."
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- name: height
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desc: "Variante 2D: hilos en Y."
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- name: x
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desc: "Variante 3D: hilos en X."
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- name: y
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desc: "Variante 3D: hilos en Y."
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- name: z
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desc: "Variante 3D: hilos en Z."
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- name: local_size_x
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desc: "Workgroup size en X. Debe coincidir con el layout(local_size_x=...) del shader compilado por gpu_compute_program."
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- name: local_size_y
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desc: "Workgroup size en Y (2D/3D)."
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- name: local_size_z
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desc: "Workgroup size en Z (3D)."
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output: "Emite glDispatchCompute con los grupos calculados. No-op si algun parametro <= 0. Las funciones barrier_* emiten glMemoryBarrier con la mascara apropiada."
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---
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# gpu_dispatch
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Despacho de computes y memory barriers. Pensado para usarse despues de `glUseProgram` + `ssbo_bind` + sets de uniforms.
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## Patron tipico
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```cpp
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glUseProgram(prog);
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fn::gfx::ssbo_bind(samples, 0);
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fn::gfx::ssbo_bind(seeds, 1);
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glUniform1ui(loc_count, N);
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fn::gfx::dispatch_1d(N, /*local=*/64);
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fn::gfx::barrier_storage(); // siguiente compute leera samples
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```
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## Encadenado de pases
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```cpp
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// Pass 1: muestrear
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glUseProgram(p_sample);
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fn::gfx::dispatch_1d(N, 64);
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fn::gfx::barrier_storage();
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// Pass 2: binning a histograma
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glUseProgram(p_hist);
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fn::gfx::dispatch_1d(N, 64);
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fn::gfx::barrier_buffer_update(); // antes de readback
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// Readback a CPU
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fn::gfx::ssbo_readback(hist, 0, M*sizeof(uint), host_hist);
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```
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## Que barrier elegir
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| Despues del compute, vas a... | Barrier |
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| Otro compute que lee los SSBOs escritos | `barrier_storage()` |
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| Renderizar leyendo uniforms | `barrier_uniform()` |
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| Render que muestrea image2D escrito por compute | `barrier_image()` |
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| Llamar `ssbo_readback` o usar como vertex buffer | `barrier_buffer_update()` |
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| Estas debugeando y no sabes que paso | `barrier_all()` |
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## Notas
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- El `local_size_*` del wrapper DEBE coincidir con el del shader. Mantener ambos en una constante `kLocalSize` evita drift.
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- Si `num_invocations` no es multiplo de `local_size_x`, el shader debe hacer guard `if (i >= u_count) return;` para no procesar hilos sobrantes.
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- Limites tipicos en RTX 3070: `GL_MAX_COMPUTE_WORK_GROUP_COUNT` = 2^31-1 por dim, `GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS` = 1024 (= local_x*local_y*local_z max).
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