Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Ethan Brooks #23

Open
wants to merge 6 commits into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
26 changes: 21 additions & 5 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,13 +3,29 @@ 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)
* Ethan Brooks
Tested on: Windows 7, Intel(R) Xeon(R), GeForce GTX 1070 8GB (SIG Lab)

### (TODO: Your README)
![](https://github.com/lobachevzky/Project6-Vulkan-Flocking/blob/master/boids.gif)

* 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.

This is because descriptors can be reused. This way the GPU does not need to reallocate memory for the objects every time they are reused.

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

If you were swapping out textures in the same pipeline, you might assign one texture to one descriptor set and another texture to a different descriptor set.

* 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

Queues often need to be synchronized -- for example. One a graphics queue might start rendering before another compute queue is done calculating the values to be rendered. It is also important to take advantage of the fact that compute pipelines can run in parallel by spreading work among multiple compute pipelines

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

This eliminates the need to copy data back and forth between pipelines.

Include screenshots, analysis, etc. (Remember, this is public, so don't put
anything here that you don't want to share with the world.)

### Credits

Expand Down
Binary file added boids.gif
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
99 changes: 70 additions & 29 deletions data/shaders/computeparticles/particle.comp
Original file line number Diff line number Diff line change
Expand Up @@ -5,8 +5,8 @@

struct Particle
{
vec2 pos;
vec2 vel;
vec2 pos;
vec2 vel;
};

// LOOK: These bindings correspond to the DescriptorSetLayouts and
Expand All @@ -31,47 +31,88 @@ layout (local_size_x = 16, local_size_y = 16) in;
// frame rate.
layout (binding = 2) uniform UBO
{
float deltaT;
float rule1Distance;
float rule2Distance;
float rule3Distance;
float rule1Scale;
float rule2Scale;
float rule3Scale;
int particleCount;
float deltaT;
float rule1Distance;
float rule2Distance;
float rule3Distance;
float rule1Scale;
float rule2Scale;
float rule3Scale;
int particleCount;
} ubo;

void main()
{
// LOOK: This is very similar to a CUDA kernel.
// Right now, the compute shader only advects the particles with their
// velocity and handles wrap-around.
// TODO: implement flocking behavior.
// LOOK: This is very similar to a CUDA kernel.
// Right now, the compute shader only advects the particles with their
// velocity and handles wrap-around.
// TODO: implement flocking behavior.

// Current SSBO index
uint index = gl_GlobalInvocationID.x;
// Don't try to write beyond particle count
if (index >= ubo.particleCount)
return;
// Don't try to write beyond particle count
if (index >= ubo.particleCount) return;

// Read position and velocity
vec2 vPos = particlesA[index].pos.xy;
vec2 vVel = particlesA[index].vel.xy;
vec2 thisPos = particlesA[index].pos.xy;
vec2 thisVel = particlesA[index].vel.xy;

// clamp velocity for a more pleasing simulation.
vVel = normalize(vVel) * clamp(length(vVel), 0.0, 0.1);
vec2 center = vec2(0);
vec2 separate = vec2(0);
vec2 cohesion = vec2(0);
uint neighborCount = 0;

// kinematic update
vPos += vVel * ubo.deltaT;
for (int i = 0; i < ubo.particleCount; i++) {
vec2 thatPos = particlesA[i].pos.xy;
float dist = distance(thisPos, thatPos);

// Rule 1: Cohesion: boids fly towards the center of mass of neighboring
// boids
if (dist < ubo.rule1Distance) {
center += thatPos;
neighborCount++;
}

// Rule 2: Separation: boids try to keep a small distance away from
// each other
if (dist < ubo.rule2Distance) {
separate -= thatPos - thisPos;
}

// Rule 3: Alignment: boids try to match the velocities of neighboring
// boids
if (dist < ubo.rule3Distance) {
cohesion += particlesA[i].vel.xy;
}
}

vec2 toCenter = vec2(0);
if (neighborCount > 0) {
center /= neighborCount;
toCenter = (center - thisPos);
// cohesion /= neighborCount;
cohesion -= thisVel;
}

thisVel += toCenter * ubo.rule1Scale
+ separate * ubo.rule2Scale
+ cohesion * ubo.rule3Scale;


// clamp velocity for a more pleasing simulation.
thisVel = normalize(thisVel) * clamp(length(thisVel), 0.0, 0.1);

// kinematic update
thisPos += thisVel * ubo.deltaT;

// Wrap around boundary
if (vPos.x < -1.0) vPos.x = 1.0;
if (vPos.x > 1.0) vPos.x = -1.0;
if (vPos.y < -1.0) vPos.y = 1.0;
if (vPos.y > 1.0) vPos.y = -1.0;
if (thisPos.x < -1.0) thisPos.x = 1.0;
if (thisPos.x > 1.0) thisPos.x = -1.0;
if (thisPos.y < -1.0) thisPos.y = 1.0;
if (thisPos.y > 1.0) thisPos.y = -1.0;

particlesB[index].pos.xy = vPos;
particlesB[index].pos.xy = thisPos;

// Write back
particlesB[index].vel.xy = vVel;
particlesB[index].vel.xy = thisVel;
}
Binary file modified data/shaders/computeparticles/particle.comp.spv
Binary file not shown.
29 changes: 27 additions & 2 deletions vulkanBoids/vulkanBoids.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -157,7 +157,9 @@ class VulkanExample : public VulkanExampleBase
for (auto& particle : particleBuffer)
{
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 +246,7 @@ 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 +542,34 @@ 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?

// Binding 0 : Particle position storage buffer
vkTools::initializers::writeDescriptorSet(
compute.descriptorSets[1], // LOOK: which descriptor set to write to?
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
0, // LOOK: which binding in the descriptor set Layout?
&compute.storageBufferB.descriptor), // LOOK: which SSBO?

// Binding 1 : Particle position storage buffer
vkTools::initializers::writeDescriptorSet(
compute.descriptorSets[1],
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
1,
&compute.storageBufferA.descriptor),

// Binding 2 : Uniform buffer
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 +613,8 @@ 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]);
std::swap(compute.storageBufferA, compute.storageBufferB);
}

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