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prng.c
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prng.c
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#include "example_base.h"
#include <string.h>
#include "../webgpu/imgui_overlay.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Pseudorandom Number Generation
*
* A WebGPU example demonstrating pseudorandom number generation on the GPU. A
* 32-bit PCG hash is used which is fast enough to be useful for real-time,
* while also being high-quality enough for almost any graphics use-case.
*
* A pseudorandom number generator (PRNG), also known as a deterministic random
* bit generator (DRBG), is an algorithm for generating a sequence of numbers
* whose properties approximate the properties of sequences of random numbers.
*
* Ref:
* https://en.wikipedia.org/wiki/Pseudorandom_number_generator
* https://github.com/wwwtyro/webgpu-prng-example
* https://www.reedbeta.com/blog/hash-functions-for-gpu-rendering/
* -------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
static const char* prng_shader_wgsl;
/* -------------------------------------------------------------------------- *
* Pseudorandom Number Generation example
* -------------------------------------------------------------------------- */
// Vertex layout used in this example
typedef struct {
vec2 position;
} vertex_t;
// Vertex buffer and attributes
static wgpu_buffer_t vertices = {0};
// Uniform buffer block object
static wgpu_buffer_t uniform_buffer_fs = {0};
// Uniform block fragment shader
static struct {
uint32_t offset;
} ubo_fs = {0};
static WGPUPipelineLayout pipeline_layout = NULL;
static WGPURenderPipeline pipeline = NULL;
static WGPUBindGroupLayout uniform_bind_group_layout = NULL;
static WGPUBindGroup uniform_bind_group = NULL;
static WGPURenderPassColorAttachment rp_color_att_descriptors[1] = {0};
static WGPURenderPassDescriptor render_pass_desc = {0};
// Other variables
static const char* example_title = "Pseudorandom Number Generation";
static bool prepared = false;
static void prepare_vertex_buffer(wgpu_context_t* wgpu_context)
{
/* Vertices */
static const vertex_t vertex_buffer[6] = {
{
.position = {-1.0f, -1.0f},
},
{
.position = {1.0f, -1.0f},
},
{
.position = {1.0f, 1.0f},
},
{
.position = {-1.0f, -1.0f},
},
{
.position = {1.0f, 1.0f},
},
{
.position = {-1.0f, 1.0f},
},
};
/* Create vertex buffer */
vertices = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Quad - Vertex buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
.size = sizeof(vertex_buffer),
.count = (uint32_t)ARRAY_SIZE(vertex_buffer),
.initial.data = vertex_buffer,
});
}
static void setup_pipeline_layout(wgpu_context_t* wgpu_context)
{
// Bind group layout
uniform_bind_group_layout = wgpuDeviceCreateBindGroupLayout(
wgpu_context->device,
&(WGPUBindGroupLayoutDescriptor) {
.label = "Bind group layout",
.entryCount = 1,
.entries = &(WGPUBindGroupLayoutEntry) {
// Binding 0: Uniform buffer (Fragment shader)
.binding = 0,
.visibility = WGPUShaderStage_Fragment,
.buffer = (WGPUBufferBindingLayout){
.type = WGPUBufferBindingType_Uniform,
.hasDynamicOffset = false,
.minBindingSize = sizeof(ubo_fs),
},
.sampler = {0},
}
}
);
ASSERT(uniform_bind_group_layout != NULL);
// Pipeline layout
pipeline_layout = wgpuDeviceCreatePipelineLayout(
wgpu_context->device, &(WGPUPipelineLayoutDescriptor){
.label = "Pipeline layout",
.bindGroupLayoutCount = 1,
.bindGroupLayouts = &uniform_bind_group_layout,
});
ASSERT(pipeline_layout != NULL);
}
static void setup_bind_group(wgpu_context_t* wgpu_context)
{
// Bind Group
uniform_bind_group = wgpuDeviceCreateBindGroup(
wgpu_context->device,
&(WGPUBindGroupDescriptor) {
.label = "Bind group",
.layout = uniform_bind_group_layout,
.entryCount = 1,
.entries = &(WGPUBindGroupEntry) {
// Binding 0: Uniform buffer (Fragment shader)
.binding = 0,
.buffer = uniform_buffer_fs.buffer,
.offset = 0,
.size = uniform_buffer_fs.size,
},
}
);
ASSERT(uniform_bind_group != NULL);
}
static void setup_render_pass(wgpu_context_t* wgpu_context)
{
UNUSED_VAR(wgpu_context);
// Color attachment
rp_color_att_descriptors[0] = (WGPURenderPassColorAttachment) {
.view = NULL, /* Assigned later */
.depthSlice = ~0,
.loadOp = WGPULoadOp_Clear,
.storeOp = WGPUStoreOp_Store,
.clearValue = (WGPUColor) {
.r = 0.125f,
.g = 0.125f,
.b = 0.250f,
.a = 1.000f,
},
};
// Render pass descriptor
render_pass_desc = (WGPURenderPassDescriptor){
.label = "Render pass descriptor",
.colorAttachmentCount = 1,
.colorAttachments = rp_color_att_descriptors,
.depthStencilAttachment = NULL,
};
}
void update_uniform_buffers(wgpu_example_context_t* context)
{
ubo_fs.offset = (uint32_t)roundf(random_float() * 4294967295.f);
wgpu_queue_write_buffer(context->wgpu_context, uniform_buffer_fs.buffer, 0,
&ubo_fs, uniform_buffer_fs.size);
}
static void prepare_uniform_buffers(wgpu_example_context_t* context)
{
/* Create a uniform buffer */
uniform_buffer_fs = wgpu_create_buffer(
context->wgpu_context,
&(wgpu_buffer_desc_t){
.label = "Uniform buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform,
.size = sizeof(ubo_fs), /* One u32, 4 bytes each */
});
/* Upload the uniform buffer to the GPU */
update_uniform_buffers(context);
}
static void prepare_pipelines(wgpu_context_t* wgpu_context)
{
/* Construct the different states making up the pipeline */
/* Primitive state */
WGPUPrimitiveState primitive_state = {
.topology = WGPUPrimitiveTopology_TriangleList,
.frontFace = WGPUFrontFace_CCW,
.cullMode = WGPUCullMode_None,
};
/* Color target state */
WGPUBlendState blend_state = wgpu_create_blend_state(false);
WGPUColorTargetState color_target_state = (WGPUColorTargetState){
.format = wgpu_context->swap_chain.format,
.blend = &blend_state,
.writeMask = WGPUColorWriteMask_All,
};
/* Vertex buffer layout */
WGPU_VERTEX_BUFFER_LAYOUT(quad, sizeof(vertex_t),
// Attribute location 0: Position
WGPU_VERTATTR_DESC(0, WGPUVertexFormat_Float32x2,
offsetof(vertex_t, position)))
/* Vertex state */
WGPUVertexState vertex_state = wgpu_create_vertex_state(
wgpu_context, &(wgpu_vertex_state_t){
.shader_desc = (wgpu_shader_desc_t){
// Vertex shader WGSL
.label = "PRNG - Vertex shader WGSL",
.wgsl_code.source = prng_shader_wgsl,
.entry = "vs_main",
},
.buffer_count = 1,
.buffers = &quad_vertex_buffer_layout,
});
/* Fragment state */
WGPUFragmentState fragment_state = wgpu_create_fragment_state(
wgpu_context, &(wgpu_fragment_state_t){
.shader_desc = (wgpu_shader_desc_t){
// Fragment shader WGSL
.label = "PRNG - Fragment shader WGSL",
.wgsl_code.source = prng_shader_wgsl,
.entry = "fs_main",
},
.target_count = 1,
.targets = &color_target_state,
});
/* Multisample state */
WGPUMultisampleState multisample_state
= wgpu_create_multisample_state_descriptor(
&(create_multisample_state_desc_t){
.sample_count = 1,
});
/* Create rendering pipeline using the specified states */
pipeline = wgpuDeviceCreateRenderPipeline(wgpu_context->device,
&(WGPURenderPipelineDescriptor){
.label = "PRNG - Render pipeline",
.layout = pipeline_layout,
.primitive = primitive_state,
.vertex = vertex_state,
.fragment = &fragment_state,
.depthStencil = NULL,
.multisample = multisample_state,
});
ASSERT(pipeline != NULL);
/* Partial cleanup */
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
static int example_initialize(wgpu_example_context_t* context)
{
if (context) {
prepare_vertex_buffer(context->wgpu_context);
prepare_uniform_buffers(context);
setup_pipeline_layout(context->wgpu_context);
setup_bind_group(context->wgpu_context);
prepare_pipelines(context->wgpu_context);
setup_render_pass(context->wgpu_context);
prepared = true;
return EXIT_SUCCESS;
}
return EXIT_FAILURE;
}
static void example_on_update_ui_overlay(wgpu_example_context_t* context)
{
if (imgui_overlay_header("Settings")) {
imgui_overlay_checkBox(context->imgui_overlay, "Paused", &context->paused);
}
}
static WGPUCommandBuffer build_command_buffer(wgpu_context_t* wgpu_context)
{
/* Set target frame buffer */
rp_color_att_descriptors[0].view = wgpu_context->swap_chain.frame_buffer;
wgpu_context->cmd_enc
= wgpuDeviceCreateCommandEncoder(wgpu_context->device, NULL);
wgpu_context->rpass_enc = wgpuCommandEncoderBeginRenderPass(
wgpu_context->cmd_enc, &render_pass_desc);
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc, pipeline);
wgpuRenderPassEncoderSetVertexBuffer(wgpu_context->rpass_enc, 0,
vertices.buffer, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0,
uniform_bind_group, 0, 0);
wgpuRenderPassEncoderDraw(wgpu_context->rpass_enc, vertices.count, 1, 0, 0);
/* End render pass */
wgpuRenderPassEncoderEnd(wgpu_context->rpass_enc);
WGPU_RELEASE_RESOURCE(RenderPassEncoder, wgpu_context->rpass_enc)
// Draw ui overlay */
draw_ui(wgpu_context->context, example_on_update_ui_overlay);
/* Get command buffer */
WGPUCommandBuffer command_buffer
= wgpu_get_command_buffer(wgpu_context->cmd_enc);
WGPU_RELEASE_RESOURCE(CommandEncoder, wgpu_context->cmd_enc)
return command_buffer;
}
static int example_draw(wgpu_example_context_t* context)
{
/* Prepare frame */
prepare_frame(context);
/* Command buffer to be submitted to the queue */
wgpu_context_t* wgpu_context = context->wgpu_context;
wgpu_context->submit_info.command_buffer_count = 1;
wgpu_context->submit_info.command_buffers[0]
= build_command_buffer(context->wgpu_context);
/* Submit command buffers to the queue */
submit_command_buffers(context);
/* Submit frame */
submit_frame(context);
return EXIT_SUCCESS;
}
static int example_render(wgpu_example_context_t* context)
{
if (!prepared) {
return EXIT_FAILURE;
}
const int draw_result = example_draw(context);
if (!context->paused) {
update_uniform_buffers(context);
}
return draw_result;
}
static void example_destroy(wgpu_example_context_t* context)
{
UNUSED_VAR(context);
WGPU_RELEASE_RESOURCE(Buffer, vertices.buffer)
WGPU_RELEASE_RESOURCE(Buffer, uniform_buffer_fs.buffer)
WGPU_RELEASE_RESOURCE(PipelineLayout, pipeline_layout)
WGPU_RELEASE_RESOURCE(BindGroupLayout, uniform_bind_group_layout)
WGPU_RELEASE_RESOURCE(BindGroup, uniform_bind_group)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipeline)
}
void example_prng(int argc, char* argv[])
{
// clang-format off
example_run(argc, argv, &(refexport_t){
.example_settings = (wgpu_example_settings_t){
.title = example_title,
.overlay = true,
.vsync = true,
},
.example_initialize_func = &example_initialize,
.example_render_func = &example_render,
.example_destroy_func = &example_destroy,
});
// clang-format on
}
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
// clang-format off
static const char* prng_shader_wgsl = CODE(
struct Uniforms {
offset: u32
}
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
var<private> state: u32;
// From https://www.reedbeta.com/blog/hash-functions-for-gpu-rendering/\n"
fn pcg_hash(input: u32) -> u32 {
state = input * 747796405u + 2891336453u;
var word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
@vertex
fn vs_main(@location(0) position : vec2<f32>) -> @builtin(position) vec4<f32> {
return vec4<f32>(position, 0.0, 1.0);
}
@fragment
fn fs_main(
@builtin(position) position: vec4<f32>,
) -> @location(0) vec4<f32> {
var seed = u32(512.0 * position.y + position.x) + uniforms.offset;
var pcg = pcg_hash(seed);
var v = f32(pcg) * (1.0 / 4294967295.0);
return vec4<f32>(v, v, v, 1.0);
}
);
// clang-format on