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1d to 2d

At some point you might end up needing to convert a 1d index value to access a 2d array. Here’s how you can do it.


int x = index % xres;
int y = index / xres;

As noted by Diogo Teixeira, one way to get rid of the mod/div operations for POT buffers would be:


int precalc_a = ( xresPOT - 1 );
int precalc_b = (int)log2( xresPOT );
int x = index & precalc_a;
int y = index >> precalc_b;

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Ping-pong technique on GPU

Hello there. Here is a new tutorial, this time about ping-pong on the gpu. I’ve been wanting to write about it for sometime, finally it’s off my todo list. Let’s get down to business. Ping-pong technique is normally used with a shader that needs it’s result as a source parameter for it’s next iteration. This is usually used in the gpu as for now it is not possible to write a program’s result to itself, so, we’ll need another equal buffer to save the current result for how next step/iteration. That was too hard?

So imagine we have 2 image buffers Image1, Image2. Usually to change data from Image1, you would simply access it and write directly back to the same positioion. Now, when we’re talking about a shader fragment program we can’t simply do that. You may ask now, what’s the solution? Ping-pong it!

Here is what i’m talking about:

//
// Initialization
//
int W = 100;
int H = 100;
ImageArray = new int[2][W*H];
int CurrActiveBuffer = 0; // Current active buffer index
 
 
//
// Mainloop
//
for( int j=0; j<H; j++ )
{
	for( int i=0; i<W; i++ )
	{
		// ERROR! Write to same buffer. Not possible in gpu shader
		//Image1[i+j*W] = Image1[i+j*W] * 2;  // Mul by 2
 
		// Ping-pong version
		int src = CurrActiveBuffer; // Current active buffer (Input)
		int dest = 1-CurrActiveBuffer;  // Back buffer (Output)
		ImageArray[dest][i+j*W] = ImageArray[src][i+j*W] * 2;  // Mul by 2
	}
}
 
// Swap back and front buffers (read becomes write and vice-versa)
CurrActiveBuffer = 1-CurrActiveBuffer;    // CurrActiveBuffer ? 0 : 1;

As you can see we start with buffer 0. That’s where we get out data from (read) and write it to Buffer 1. Once the operation is done, we swap buffers every frame. This way we’ll be able to use last iteration’s data as input for the next iteration.

Now let’s put this in OpenGL language. I will be using a FrameBufferObject (FBO) and 2 textures here. The framebuffer will be holding to both textures as 2 Color Attachments. So let’s get coding:

//
// Initialization
//
int W = 100;
int H = 100;
int FboID;
int TexID[2];
int CurrActiveBuffer = 0;  // Current active buffer index
 
// Create the frambuffer
glGenFramebuffersEXT( 1, &FboID );
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, FboID );
 
// Create 2 textures for input/output.
glGenTextures( 2, TexID );
 
for( int i=0; i<2; i++ )
{
	glBindTexture( GL_TEXTURE_2D, TexID[i] );
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
        // RGBA8 buffer
	glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, W, H, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
	if( _hasMipmapping )  glGenerateMipmapEXT( GL_TEXTURE_2D );
}
 
// Now attach textures to FBO
int src = CurrActiveBuffer;
int dest = 1-CurrActiveBuffer;
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, 
                           GL_COLOR_ATTACHMENT0_EXT, 
                           GL_TEXTURE_2D, TexID[src], 0 );
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, 
                           GL_COLOR_ATTACHMENT1_EXT, 
                           GL_TEXTURE_2D, TexID[dest], 0 );
);
 
 
 
//
// Mainloop
//
int src = CurrActiveBuffer;
int dest = 1-CurrActiveBuffer;
 
FBO.Bind();
 
glDrawBuffer( dest );
 
glBindTexture( GL_TEXTURE_2D, TexID[src] );
ShaderProgram.SetTextureUniform( 0 );
RenderScene();
 
FBO.Unbind();
 
 
// Swap back and front buffers (read becomes write and vice-versa)
CurrActiveBuffer = 1-CurrActiveBuffer;    // CurrActiveBuffer ? 0 : 1;

Why would you want to ping-pong? Well for instance imagine you are doing a water effect in the gpu. You’ll need to access data from your previous buffer right? Using the CPU that would be trivial as you have the last frame’s memory buffer allocated somewhere which you can read/write access directly. That doesn’t really work on the gpu side that way (but we’re getting closer with CL, CUDA, DC)

Have fun.


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Evaluate a Cubic Bézier on GPU

I’ve made an application as an example for this thread on how to compute/evaluate a Cubic Bézier Curve using a Geometry Shader. The formula is pretty straightforward as described by this wikipedia article (look for Cubic Bézier Curve). I will not go over the bézier math or theory. I assume you have some knowledge in shader programming (GLSL is the case) and some math background would help, while not really a need. All that said, let’s get to work.

On this case we will need 4 points: 2 anchor points (the line end points) and 2 control points. The control points won’t really touch the curve, they work more as directional information on the curve itself.

As we need to send this data to the shader i have decided to use  LINES as input primitive, 2 points define a line so it’s perfect, we’ll use that for the 2 anchor points. As for the control points 2 different texture units (glMultiTexCoord3f) attached to the line’s vertex data will do. Using geometry shaders besides setting the input primitive type we also need to set the output type. LINE_STRIP is fine, as it works perfectly for what we’re doing. That’s all on the application side.

On the vertex shader side it’s pretty simple:

[VERTEX SHADER]
void main( void )
{
    gl_FrontColor = gl_Color;
    ControlPoint1 = gl_MultiTexCoord0.xyz;
    ControlPoint2 = gl_MultiTexCoord1.xyz;
 
    gl_Position = gl_Vertex;
}

What the code is doing is sending the data further down the pipeline to the geometry shader, where all the magic happens. At this stage, having both Anchor and Control points we can now define the curve by a given detail. Think of detail as a number of step-points along the curve which makes it look smoother or flatten (tesselation, subdivision, smoothing, etc).

Both control points are sent by the application for the geometry shader, still, as in the the vertex shader comes before the geometry shader, we will need to send them down on the vertex-shader, otherwise the GS won’t be able to “see” them (i know, hurray for Cg). We’re now almost done. By using the function from the above link(s) and as shown below we compute the curve with a given detail on the geometry shader, by generating new vertices along the curve purely on the gpu side. I think it to be pretty straightforward and the code should be self-explanatory.

[GEOMETRY SHADER]
uniform int g_Detail;
varying in vec3 ControlPoint1[];
varying in vec3 ControlPoint2[];
 
// Found in nvidia sdk
vec3 evaluateBezierPosition( vec3 v[4], float t )
{
    vec3 p;
    float OneMinusT = 1.0 - t;
    float b0 = OneMinusT*OneMinusT*OneMinusT;
    float b1 = 3.0*t*OneMinusT*OneMinusT;
    float b2 = 3.0*t*t*OneMinusT;
    float b3 = t*t*t;
    return b0*v[0] + b1*v[1] + b2*v[2] + b3*v[3];
}
 
void main()
{
    vec3 pos[4];
    pos[0] = gl_PositionIn[0].xyz;
    pos[1] = ControlPoint1[0];
    pos[2] = ControlPoint2[0];
    pos[3] = gl_PositionIn[1].xyz;
    float OneOverDetail = 1.0 / float(g_Detail-1.0);
    for( int i=0; i<g_Detail; i++ )
    {
        float t = i * OneOverDetail;
        vec3 p = evaluateBezierPosition( pos, t );
        gl_FrontColor = gl_FrontColorIn[0]; 
        gl_Position = gl_ModelViewProjectionMatrix * vec4( p.xyz, 1.0 );
        EmitVertex();
    }
 
    EndPrimitive();
}

What’s next? That is up to you. You’re not going to leave me with all the work, are you ?

Download the example + source.
You will also need to install Vitamin 0.5.6 as the project is built with it.





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