GodotShade/compute_test.gd
2025-11-30 22:16:33 +01:00

71 lines
2.3 KiB
GDScript

var rd: RenderingDevice
var shader_file: Resource
var shader_spirv: RDShaderSPIRV
var shader: RID
func create_device():
rd = RenderingServer.create_local_rendering_device()
shader_file = load("res://sdf_shader.glsl")
shader_spirv = shader_file.get_spirv()
shader = rd.shader_create_from_spirv(shader_spirv)
func compute(world_size: int, threshold: float):
# Prepare our data. We use floats in the shader, so we need 32 bit.
var total = world_size * world_size * world_size
var input := PackedFloat32Array()
input.resize(total)
var input_bytes := input.to_byte_array()
# Create a storage buffer that can hold our float values.
var buffer := rd.storage_buffer_create(input_bytes.size(), input_bytes)
# Create a uniform to assign the buffer to the rendering device
var uniform_buf := RDUniform.new()
uniform_buf.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
uniform_buf.binding = 0 # this needs to match the "binding" in our shader file
uniform_buf.add_id(buffer)
var peer := StreamPeerBuffer.new()
peer.put_32(world_size)
peer.put_float(threshold)
peer.put_32(0)
peer.put_32(0)
var bytes := peer.data_array
var params_buffer := rd.uniform_buffer_create(bytes.size(), bytes)
var uniform_params := RDUniform.new()
uniform_params.uniform_type = RenderingDevice.UNIFORM_TYPE_UNIFORM_BUFFER
uniform_params.binding = 1
uniform_params.add_id(params_buffer)
var uniform_set := rd.uniform_set_create([uniform_params, uniform_buf], shader, 0) # the last parameter (the 0) needs to match the "set" in our shader file
# Create a compute pipeline
var pipeline := rd.compute_pipeline_create(shader)
var compute_list := rd.compute_list_begin()
rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0)
var dispatch_x = int(ceil(world_size / 8.0))
var dispatch_y = int(ceil(world_size / 8.0))
var dispatch_z = int(ceil(world_size / 1.0)) # local_size_z = 1
rd.compute_list_dispatch(compute_list, dispatch_x, dispatch_y, dispatch_z)
rd.compute_list_end()
# Submit to GPU and wait for sync
rd.submit()
rd.sync()
# Read back the data from the buffer
var output_bytes := rd.buffer_get_data(buffer)
var output := output_bytes.to_float32_array()
rd.free_rid(buffer)
rd.free_rid(params_buffer)
return output