mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
~ | Better memory management
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32
srcs/RT.cpp
32
srcs/RT.cpp
@ -22,11 +22,27 @@ int main(int argc, char **argv)
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Window window(&scene, WIDTH, HEIGHT, "RT_GPU", 0);
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Shader shader("shaders/vertex.vert", "shaders/frag.frag", "shaders/compute.glsl");
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GLint max_gpu_size;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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const std::vector<GPUObject> &object_data = scene.getObjectData();
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const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
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std::cout << "Sending " << object_data.size() << " objects for " << \
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object_data.size() * sizeof(GPUObject) + material_data.size() * sizeof(GPUMaterial) \
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<< " / " << max_gpu_size << " bytes" << std::endl;
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GLuint objectSSBO;
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glGenBuffers(1, &objectSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUObject) * object_data.size(), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO);
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GLuint materialSSBO;
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glGenBuffers(1, &materialSSBO);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GPUMaterial) * material_data.size(), nullptr, GL_STATIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, materialSSBO);
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GLuint cameraUBO;
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glGenBuffers(1, &cameraUBO);
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@ -40,27 +56,15 @@ int main(int argc, char **argv)
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size_t size = sizeof(vertices) / sizeof(Vertex) / 3;
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shader.setupVertexBuffer(vertices, size);
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GLint max_gpu_size;
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glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_gpu_size);
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const std::vector<GPUObject> &object_data = scene.getObjectData();
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const std::vector<GPUMaterial> &material_data = scene.getMaterialData();
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std::cout << "Sending " << object_data.size() << " objects for " << \
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object_data.size() * sizeof(GPUObject) + material_data.size() * sizeof(GPUMaterial) \
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<< " / " << max_gpu_size << " bytes" << std::endl;
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while (!window.shouldClose())
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{
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glUseProgram(shader.getProgramCompute());
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, objectSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, object_data.size() * sizeof(GPUObject), object_data.data(), GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, objectSSBO);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, object_data.size() * sizeof(GPUObject), object_data.data());
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, materialSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, material_data.size() * sizeof(GPUMaterial), material_data.data(), GL_DYNAMIC_DRAW);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, materialSSBO);
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glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, material_data.size() * sizeof(GPUMaterial), material_data.data());
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GPUCamera camera_data = scene.getCamera()->getGPUData();
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glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
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