From 26c1cf58f483e64d80703fe37c4bd3923d1ff5b7 Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Mon, 25 Feb 2019 19:57:11 +0100 Subject: Merge streaming into collide shader i.e. implement the A-B pattern. Dispatching only one compute shader per interaction-less simulation step already yields very noticeable performance gains. All cell types are now fully handled by the collide shader which further simplifies the code. --- src/main.cc | 15 +++------------ 1 file changed, 3 insertions(+), 12 deletions(-) (limited to 'src/main.cc') diff --git a/src/main.cc b/src/main.cc index 71fbc88..fb3bfd0 100644 --- a/src/main.cc +++ b/src/main.cc @@ -20,7 +20,6 @@ #include "shader/code/interact.glsl" #include "shader/code/collide.glsl" -#include "shader/code/stream.glsl" #include "timer.h" @@ -100,7 +99,6 @@ int render(bool open_boundaries) { std::unique_ptr interact_shader; std::unique_ptr collide_shader; - std::unique_ptr stream_shader; window.init([&]() { scene_shader = std::make_unique( @@ -112,10 +110,9 @@ int render(bool open_boundaries) { interact_shader = std::make_unique(INTERACT_SHADER_CODE); collide_shader = std::make_unique(COLLIDE_SHADER_CODE); - stream_shader = std::make_unique(STREAM_SHADER_CODE); }); - if ( !interact_shader->isGood() || !collide_shader->isGood() || !stream_shader->isGood() ) { + if ( !interact_shader->isGood() || !collide_shader->isGood() ) { std::cerr << "Compute shader error." << std::endl; return -1; } @@ -151,14 +148,12 @@ int render(bool open_boundaries) { if ( update_lattice ) { if ( timer::millisecondsSince(last_frame) >= 1000/lups ) { if ( tick ) { - collide_shader->workOn(tick_buffers); - stream_shader->workOn(tick_buffers); interact_shader->workOn(tick_buffers); + collide_shader->workOn(tick_buffers); tick = false; } else { - collide_shader->workOn(tock_buffers); - stream_shader->workOn(tock_buffers); interact_shader->workOn(tock_buffers); + collide_shader->workOn(tock_buffers); tick = true; } @@ -193,10 +188,6 @@ int render(bool open_boundaries) { auto guard = collide_shader->use(); collide_shader->dispatch(nX, nY); } - { - auto guard = stream_shader->use(); - stream_shader->dispatch(nX, nY); - } last_frame = timer::now(); } -- cgit v1.2.3