-
Notifications
You must be signed in to change notification settings - Fork 24
/
prng.c
430 lines (368 loc) · 13.4 KB
/
prng.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
#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