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Project 6: Bowen Bao #10

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28 changes: 23 additions & 5 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,13 +3,31 @@ Vulkan Flocking: compute and shading in one pipeline!

**University of Pennsylvania, CIS 565: GPU Programming and Architecture, Project 6**

* (TODO) YOUR NAME HERE
Windows 22, i7-2222 @ 2.22GHz 22GB, GTX 222 222MB (Moore 2222 Lab)
* Bowen Bao
Windows 10, i7-6700K @ 4.00GHz 32GB, GTX 1080 8192MB (Personal Computer)

### (TODO: Your README)
## Boids

Include screenshots, analysis, etc. (Remember, this is public, so don't put
anything here that you don't want to share with the world.)
![](/img/boids.gif)

## Questions
* Why do you think Vulkan expects explicit descriptors for things like generating pipelines and commands? HINT: this may relate to something in the comments about some components using pre-allocated GPU memory.

In Vulkan, the base binding unit is a descriptor. In generating pipelines and commands, it needs to know how data are stored in GPU memory, and thus it needs explicit descriptors to show the bounded data.

* Describe a situation besides flip-flop buffers in which you may need multiple descriptor sets to fit one descriptor layout.

Like in rasterization, we can have multiple descriptor sets each for color map, normal map and depth.

* What are some problems to keep in mind when using multiple Vulkan queues?
* take into consideration that different queues may be backed by different hardware
* take into consideration that the same buffer may be used across multiple queues

One of the problem to consider is how independent each queue is. If there are a lot of synchronization, race conditions between queues, it might not be as effective as expected.

* What is one advantage of using compute commands that can share data with a rendering pipeline?

Save I/O time for transfering data to render pipeline.

### Credits

Expand Down
50 changes: 46 additions & 4 deletions data/shaders/computeparticles/particle.comp
Original file line number Diff line number Diff line change
Expand Up @@ -58,11 +58,53 @@ void main()
vec2 vPos = particlesA[index].pos.xy;
vec2 vVel = particlesA[index].vel.xy;

// clamp velocity for a more pleasing simulation.
vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
vec2 vel1 = vec2(0.0, 0.0);
vec2 vel2 = vec2(0.0, 0.0);
vec2 vel3 = vec2(0.0, 0.0);

// kinematic update
vPos += vVel * ubo.deltaT;
float vel1Count = 0;
float vel3Count = 0;

for (int i=0; i<ubo.particleCount; ++i)
{
if (index == i) continue;
float dist = length(vPos - particlesA[i].pos.xy);

if (dist < ubo.rule1Distance)
{
vel1 += particlesA[i].pos.xy;
vel1Count += 1.0;
}

if (dist < ubo.rule2Distance)
{
vel2 -= (particlesA[i].pos.xy - vPos);
}

if (dist < ubo.rule3Distance)
{
vel3 += particlesA[i].vel.xy;
vel3Count += 1.0;
}
}

if (vel1Count > 0)
{
vel1 /= vel1Count;
vVel += (vel1 - vPos) * ubo.rule1Scale;
}

vVel += vel2 * ubo.rule2Scale;

if (vel3Count > 0)
{
vel3 /= vel3Count;
vVel += vel3 * ubo.rule3Scale;
}

vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);

vPos += vVel * ubo.deltaT;

// Wrap around boundary
if (vPos.x < -1.0) vPos.x = 1.0;
Expand Down
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25 changes: 23 additions & 2 deletions vulkanBoids/vulkanBoids.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -158,6 +158,7 @@ class VulkanExample : public VulkanExampleBase
{
particle.pos = glm::vec2(rDistribution(rGenerator), rDistribution(rGenerator));
// TODO: add randomized velocities with a slight scale here, something like 0.1f.
particle.vel = glm::vec2(rDistribution(rGenerator), rDistribution(rGenerator)) * 0.1f;
}

VkDeviceSize storageBufferSize = particleBuffer.size() * sizeof(Particle);
Expand Down Expand Up @@ -244,7 +245,7 @@ class VulkanExample : public VulkanExampleBase
VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32_SFLOAT,
offsetof(Particle, pos)); // TODO: change this so that we can color the particles based on velocity.
offsetof(Particle, vel)); // TODO: change this so that we can color the particles based on velocity.

// vertices.inputState encapsulates everything we need for these particular buffers to
// interface with the graphics pipeline.
Expand Down Expand Up @@ -540,13 +541,32 @@ class VulkanExample : public VulkanExampleBase
compute.descriptorSets[0],
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
2,
&compute.uniformBuffer.descriptor)
&compute.uniformBuffer.descriptor),

// TODO: write the second descriptorSet, using the top for reference.
// We want the descriptorSets to be used for flip-flopping:
// on one frame, we use one descriptorSet with the compute pass,
// on the next frame, we use the other.
// What has to be different about how the second descriptorSet is written here?

vkTools::initializers::writeDescriptorSet(
compute.descriptorSets[1],
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
1,
&compute.storageBufferA.descriptor
),

vkTools::initializers::writeDescriptorSet(
compute.descriptorSets[1],
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
0,
&compute.storageBufferB.descriptor),

vkTools::initializers::writeDescriptorSet(
compute.descriptorSets[1],
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
2,
&compute.uniformBuffer.descriptor)
};

vkUpdateDescriptorSets(device, static_cast<uint32_t>(computeWriteDescriptorSets.size()), computeWriteDescriptorSets.data(), 0, NULL);
Expand Down Expand Up @@ -590,6 +610,7 @@ class VulkanExample : public VulkanExampleBase
// We also want to flip what SSBO we draw with in the next
// pass through the graphics pipeline.
// Feel free to use std::swap here. You should need it twice.
std::swap(compute.descriptorSets[0], compute.descriptorSets[1]);
}

// Record command buffers for drawing using the graphics pipeline
Expand Down