-
Notifications
You must be signed in to change notification settings - Fork 3
/
LUX.GPU.OpenGL.Comput.pas
431 lines (349 loc) · 13.4 KB
/
LUX.GPU.OpenGL.Comput.pas
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
unit LUX.GPU.OpenGL.Comput;
interface //#################################################################### ■
uses System.Generics.Collections,
Winapi.OpenGL, Winapi.OpenGLext,
LUX,
LUX.Data.Dictionary,
LUX.GPU.OpenGL,
LUX.GPU.OpenGL.Atom.Buffer,
LUX.GPU.OpenGL.Atom.Buffer.VerBuf,
LUX.GPU.OpenGL.Atom.Buffer.StoBuf,
LUX.GPU.OpenGL.Atom.Imager,
LUX.GPU.OpenGL.Atom.Textur,
LUX.GPU.OpenGL.Atom.Shader,
LUX.GPU.OpenGL.Atom.Engine;
type //$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$【型】
//$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$【レコード】
//$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$【クラス】
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% TGLComput
IGLComput = interface
['{13071090-B024-474A-BDA2-AB604AD10B16}']
{protected}
///// アクセス
function GetEngine :TGLEngine;
function GetShaderC :TGLShaderC;
function GetBuffers :TIndexDictionary<String,IGLBuffer>;
function GetImagers :TIndexDictionary<String,IGLImager>;
function GetItemsX :GLuint;
procedure SetItemsX( const ItemsX_:GLuint );
function GetItemsY :GLuint;
procedure SetItemsY( const ItemsY_:GLuint );
function GetItemsZ :GLuint;
procedure SetItemsZ( const ItemsZ_:GLuint );
function GetGrupsX :GLuint;
procedure SetGrupsX( const GrupsX_:GLuint );
function GetGrupsY :GLuint;
procedure SetGrupsY( const GrupsY_:GLuint );
function GetGrupsZ :GLuint;
procedure SetGrupsZ( const GrupsZ_:GLuint );
function GetWorksX :GLuint;
procedure SetWorksX( const WorksX_:GLuint );
function GetWorksY :GLuint;
procedure SetWorksY( const WorksY_:GLuint );
function GetWorksZ :GLuint;
procedure SetWorksZ( const WorksZ_:GLuint );
{public}
///// プロパティ
property Engine :TGLEngine read GetEngine ;
property ShaderC :TGLShaderC read GetShaderC ;
property Buffers :TIndexDictionary<String,IGLBuffer> read GetBuffers ;
property Imagers :TIndexDictionary<String,IGLImager> read GetImagers ;
property ItemsX :GLuint read GetItemsX write SetItemsX;
property ItemsY :GLuint read GetItemsY write SetItemsY;
property ItemsZ :GLuint read GetItemsZ write SetItemsZ;
property GrupsX :GLuint read GetGrupsX write SetGrupsX;
property GrupsY :GLuint read GetGrupsY write SetGrupsY;
property GrupsZ :GLuint read GetGrupsZ write SetGrupsZ;
property WorksX :GLuint read GetWorksX write SetWorksX;
property WorksY :GLuint read GetWorksY write SetWorksY;
property WorksZ :GLuint read GetWorksZ write SetWorksZ;
///// メソッド
procedure Run;
end;
//-------------------------------------------------------------------------
TGLComput = class( TInterfacedObject, IGLComput )
private
protected
_Engine :TGLEngine; upEngine:Boolean;
_ShaderC :TGLShaderC;
_Buffers :TIndexDictionary<String,IGLBuffer>;
_Imagers :TIndexDictionary<String,IGLImager>;
_Texturs :TIndexDictionary<String,IGLTextur>;
_ItemsX :GLuint;
_ItemsY :GLuint;
_ItemsZ :GLuint;
_GrupsX :GLuint;
_GrupsY :GLuint;
_GrupsZ :GLuint;
///// アクセス
function GetEngine :TGLEngine;
function GetShaderC :TGLShaderC;
function GetBuffers :TIndexDictionary<String,IGLBuffer>;
function GetImagers :TIndexDictionary<String,IGLImager>;
function GetTexturs :TIndexDictionary<String,IGLTextur>;
function GetItemsX :GLuint;
procedure SetItemsX( const ItemsX_:GLuint );
function GetItemsY :GLuint;
procedure SetItemsY( const ItemsY_:GLuint );
function GetItemsZ :GLuint;
procedure SetItemsZ( const ItemsZ_:GLuint );
function GetGrupsX :GLuint;
procedure SetGrupsX( const GrupsX_:GLuint );
function GetGrupsY :GLuint;
procedure SetGrupsY( const GrupsY_:GLuint );
function GetGrupsZ :GLuint;
procedure SetGrupsZ( const GrupsZ_:GLuint );
function GetWorksX :GLuint;
procedure SetWorksX( const WorksX_:GLuint );
function GetWorksY :GLuint;
procedure SetWorksY( const WorksY_:GLuint );
function GetWorksZ :GLuint;
procedure SetWorksZ( const WorksZ_:GLuint );
procedure SetBuffers( const Sender_:TDictItem<String,IGLBuffer> );
procedure SetImagers( const Sender_:TDictItem<String,IGLImager> );
procedure SetTexturs( const Sender_:TDictItem<String,IGLTextur> );
procedure InitEngine;
public
constructor Create;
destructor Destroy; override;
///// プロパティ
property Engine :TGLEngine read GetEngine ;
property ShaderC :TGLShaderC read GetShaderC ;
property Buffers :TIndexDictionary<String,IGLBuffer> read GetBuffers ;
property Imagers :TIndexDictionary<String,IGLImager> read GetImagers ;
property Texturs :TIndexDictionary<String,IGLTextur> read GetTexturs ;
property ItemsX :GLuint read GetItemsX write SetItemsX;
property ItemsY :GLuint read GetItemsY write SetItemsY;
property ItemsZ :GLuint read GetItemsZ write SetItemsZ;
property GrupsX :GLuint read GetGrupsX write SetGrupsX;
property GrupsY :GLuint read GetGrupsY write SetGrupsY;
property GrupsZ :GLuint read GetGrupsZ write SetGrupsZ;
property WorksX :GLuint read GetWorksX write SetWorksX;
property WorksY :GLuint read GetWorksY write SetWorksY;
property WorksZ :GLuint read GetWorksZ write SetWorksZ;
///// メソッド
procedure Run;
procedure RunARB;
end;
//const //$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$【定数】
//var //$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$【変数】
//$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$【ルーチン】
implementation //############################################################### ■
//$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$【レコード】
//$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$【クラス】
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% TGLComput
//&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& private
//&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& protected
/////////////////////////////////////////////////////////////////////// アクセス
function TGLComput.GetEngine :TGLEngine;
begin
Result := _Engine;
end;
//------------------------------------------------------------------------------
function TGLComput.GetShaderC :TGLShaderC;
begin
Result := _ShaderC;
end;
//------------------------------------------------------------------------------
function TGLComput.GetBuffers :TIndexDictionary<String,IGLBuffer>;
begin
Result := _Buffers;
end;
function TGLComput.GetImagers :TIndexDictionary<String,IGLImager>;
begin
Result := _Imagers;
end;
function TGLComput.GetTexturs :TIndexDictionary<String,IGLTextur>;
begin
Result := _Texturs;
end;
//------------------------------------------------------------------------------
function TGLComput.GetItemsX :GLuint;
begin
Result := _ItemsX;
end;
procedure TGLComput.SetItemsX( const ItemsX_:GLuint );
begin
_ItemsX := ItemsX_;
end;
function TGLComput.GetItemsY :GLuint;
begin
Result := _ItemsY;
end;
procedure TGLComput.SetItemsY( const ItemsY_:GLuint );
begin
_ItemsY := ItemsY_;
end;
function TGLComput.GetItemsZ :GLuint;
begin
Result := _ItemsZ;
end;
procedure TGLComput.SetItemsZ( const ItemsZ_:GLuint );
begin
_ItemsZ := ItemsZ_;
end;
//------------------------------------------------------------------------------
function TGLComput.GetGrupsX :GLuint;
begin
Result := _GrupsX;
end;
procedure TGLComput.SetGrupsX( const GrupsX_:GLuint );
begin
_GrupsX := GrupsX_;
end;
function TGLComput.GetGrupsY :GLuint;
begin
Result := _GrupsY;
end;
procedure TGLComput.SetGrupsY( const GrupsY_:GLuint );
begin
_GrupsY := GrupsY_;
end;
function TGLComput.GetGrupsZ :GLuint;
begin
Result := _GrupsZ;
end;
procedure TGLComput.SetGrupsZ( const GrupsZ_:GLuint );
begin
_GrupsZ := GrupsZ_;
end;
//------------------------------------------------------------------------------
function TGLComput.GetWorksX :GLuint;
begin
Result := _GrupsX * _ItemsX;
end;
procedure TGLComput.SetWorksX( const WorksX_:GLuint );
begin
_GrupsX := WorksX_ div _ItemsX;
end;
function TGLComput.GetWorksY :GLuint;
begin
Result := _GrupsY * _ItemsY;
end;
procedure TGLComput.SetWorksY( const WorksY_:GLuint );
begin
_GrupsY := WorksY_ div _ItemsY;
end;
function TGLComput.GetWorksZ :GLuint;
begin
Result := _GrupsZ * _ItemsZ;
end;
procedure TGLComput.SetWorksZ( const WorksZ_:GLuint );
begin
_GrupsZ := WorksZ_ div _ItemsZ;
end;
//------------------------------------------------------------------------------
procedure TGLComput.SetBuffers( const Sender_:TDictItem<String,IGLBuffer> );
begin
upEngine := True;
end;
procedure TGLComput.SetImagers( const Sender_:TDictItem<String,IGLImager> );
begin
upEngine := True;
end;
procedure TGLComput.SetTexturs( const Sender_:TDictItem<String,IGLTextur> );
begin
upEngine := True;
end;
//------------------------------------------------------------------------------
procedure TGLComput.InitEngine;
var
K :String;
begin
if upEngine then
begin
with _Engine do
begin
for K in _Buffers.Keys do
begin
with _Buffers[ K ] do
begin
StoBufs.Add( Order{BinP}, K{Name} );
end;
end;
for K in _Imagers.Keys do
begin
with _Imagers[ K ] do
begin
Texturs.Add( Order{BinP}, K{Name} );
end;
end;
for K in _Texturs.Keys do
begin
with _Texturs[ K ] do
begin
Texturs.Add( _Imagers.Count + Order{BinP}, K{Name} );
end;
end;
Link;
Use;
for K in _Buffers.Keys do
begin
with _Buffers[ K ] do glBindBufferBase( GL_SHADER_STORAGE_BUFFER, Order, Value.ID );
end;
for K in _Imagers.Keys do
begin
with _Imagers[ K ] do Value.UseComput( Order );
end;
for K in _Texturs.Keys do
begin
with _Texturs[ K ] do Value.Use( _Imagers.Count + Order );
end;
Unuse;
end;
upEngine := False;
end;
end;
//&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& public
constructor TGLComput.Create;
begin
inherited;
_Engine := TGLEngine .Create; upEngine := True;
_ShaderC := TGLShaderC.Create;
_Buffers := TIndexDictionary<String,IGLBuffer>.Create;
_Imagers := TIndexDictionary<String,IGLImager>.Create;
_Texturs := TIndexDictionary<String,IGLTextur>.Create;
_Buffers.OnChange := SetBuffers;
_Imagers.OnChange := SetImagers;
_Texturs.OnChange := SetTexturs;
_Engine.Attach( _ShaderC{Shad} );
_GrupsX := 10; _ItemsX := 10;
_GrupsY := 10; _ItemsY := 10;
_GrupsZ := 10; _ItemsZ := 10;
end;
destructor TGLComput.Destroy;
begin
_Buffers.Free;
_Imagers.Free;
_Texturs.Free;
_Engine .Free;
_ShaderC.Free;
inherited;
end;
/////////////////////////////////////////////////////////////////////// メソッド
procedure TGLComput.Run;
begin
InitEngine;
with _Engine do
begin
Use;
glDispatchCompute( _GrupsX, _GrupsY, _GrupsZ );
Unuse;
end;
end;
procedure TGLComput.RunARB;
begin
InitEngine;
with _Engine do
begin
Use;
glDispatchComputeGroupSizeARB( _GrupsX, _GrupsY, _GrupsZ,
_ItemsX, _ItemsY, _ItemsZ );
Unuse;
end;
end;
//$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$【ルーチン】
//############################################################################## □
initialization //$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 初期化
finalization //$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 最終化
end. //######################################################################### ■