Exemple #1
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    array_ivec2=lambda data: ngl.BufferIVec2(data=data),
    array_ivec3=lambda data: ngl.BufferIVec3(data=data),
    array_ivec4=lambda data: ngl.BufferIVec4(data=data),
    array_mat4=lambda data: ngl.BufferMat4(data=data),
    array_vec2=lambda data: ngl.BufferVec2(data=data),
    array_vec3=lambda data: ngl.BufferVec3(data=data),
    array_vec4=lambda data: ngl.BufferVec4(data=data),
    single_bool=lambda data: ngl.UniformBool(data),
    single_float=lambda data: ngl.UniformFloat(data),
    single_int=lambda data: ngl.UniformInt(data),
    single_ivec2=lambda data: ngl.UniformIVec2(data),
    single_ivec3=lambda data: ngl.UniformIVec3(data),
    single_ivec4=lambda data: ngl.UniformIVec4(data),
    single_uint=lambda data: ngl.UniformUInt(data),
    single_uvec2=lambda data: ngl.UniformUIVec2(data),
    single_uvec3=lambda data: ngl.UniformUIVec3(data),
    single_uvec4=lambda data: ngl.UniformUIVec4(data),
    single_mat4=lambda data: ngl.UniformMat4(data),
    single_quat_mat4=lambda data: ngl.UniformQuat(data, as_mat4=True),
    single_quat_vec4=lambda data: ngl.UniformQuat(data, as_mat4=False),
    single_vec2=lambda data: ngl.UniformVec2(data),
    single_vec3=lambda data: ngl.UniformVec3(data),
    single_vec4=lambda data: ngl.UniformVec4(data),
)


def _get_field_decl(layout, f):
    t = f['type']
    t = t.split('_')[1] if t.startswith('quat') else t
    return '{}{:<5} {}{}{}'.format('uniform ' if layout == 'uniform' else '',
                                   t, 'field_' if layout == 'uniform' else '',
Exemple #2
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def compute_histogram(cfg, show_dbg_points=False):
    cfg.duration = 10
    cfg.aspect_ratio = (1, 1)
    hsize, size, local_size = _N * _N, _N, _N // 2
    data = array.array("f")
    for i in range(size * size):
        data.extend((
            cfg.rng.uniform(0.0, 0.5),
            cfg.rng.uniform(0.25, 0.75),
            cfg.rng.uniform(0.5, 1.0),
            1.0,
        ))
    texture_buffer = ngl.BufferVec4(data=data)
    texture = ngl.Texture2D(width=size, height=size, data_src=texture_buffer)
    texture.set_format("r32g32b32a32_sfloat")

    histogram_block = ngl.Block(layout="std140", label="histogram")
    histogram_block.add_fields(
        ngl.BufferUInt(hsize, label="r"),
        ngl.BufferUInt(hsize, label="g"),
        ngl.BufferUInt(hsize, label="b"),
        ngl.UniformUIVec3(label="max"),
    )

    shader_params = dict(hsize=hsize, size=size, local_size=local_size)

    group_size = hsize // local_size
    clear_histogram_shader = _COMPUTE_HISTOGRAM_CLEAR % shader_params
    clear_histogram_program = ngl.ComputeProgram(clear_histogram_shader,
                                                 workgroup_size=(local_size, 1,
                                                                 1))
    clear_histogram_program.update_properties(hist=ngl.ResourceProps(
        writable=True))
    clear_histogram = ngl.Compute(
        workgroup_count=(group_size, 1, 1),
        program=clear_histogram_program,
        label="clear_histogram",
    )
    clear_histogram.update_resources(hist=histogram_block)

    group_size = size // local_size
    exec_histogram_shader = _COMPUTE_HISTOGRAM_EXEC % shader_params
    exec_histogram_program = ngl.ComputeProgram(exec_histogram_shader,
                                                workgroup_size=(local_size,
                                                                local_size, 1))
    exec_histogram_program.update_properties(hist=ngl.ResourceProps(
        writable=True))
    exec_histogram = ngl.Compute(workgroup_count=(group_size, group_size, 1),
                                 program=exec_histogram_program,
                                 label="compute_histogram")
    exec_histogram.update_resources(hist=histogram_block, source=texture)
    exec_histogram_program.update_properties(source=ngl.ResourceProps(
        as_image=True))

    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    program = ngl.Program(
        vertex=_RENDER_HISTOGRAM_VERT,
        fragment=_RENDER_HISTOGRAM_FRAG % shader_params,
    )
    program.update_vert_out_vars(var_uvcoord=ngl.IOVec2())
    render = ngl.Render(quad, program, label="render_histogram")
    render.update_frag_resources(hist=histogram_block)

    group = ngl.Group(children=(clear_histogram, exec_histogram, render))
    if show_dbg_points:
        cuepoints = _get_compute_histogram_cuepoints()
        group.add_children(get_debug_points(cfg, cuepoints))
    return group
Exemple #3
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def compute_histogram(cfg, show_dbg_points=False):
    random.seed(0)
    cfg.duration = 10
    cfg.aspect_ratio = (1, 1)
    hsize, size, local_size = _N * _N, _N, _N // 2
    data = array.array('f')
    for i in range(size * size):
        data.extend((
            random.uniform(0.0, 0.5),
            random.uniform(0.25, 0.75),
            random.uniform(0.5, 1.0),
            1.0,
        ))
    texture_buffer = ngl.BufferVec4(data=data)
    texture = ngl.Texture2D(width=size, height=size, data_src=texture_buffer)

    histogram_block = ngl.Block(layout='std430', label='histogram')
    histogram_block.add_fields(
        ngl.BufferUInt(hsize),
        ngl.BufferUInt(hsize),
        ngl.BufferUInt(hsize),
        ngl.UniformUIVec3(),
    )

    shader_version = '310 es' if cfg.backend == 'gles' else '430'
    shader_header = '#version %s\n' % shader_version
    if cfg.backend == 'gles' and cfg.system == 'Android':
        shader_header += '#extension GL_ANDROID_extension_pack_es31a: require\n'
    shader_params = dict(hsize=hsize, size=size, local_size=local_size)

    group_size = hsize // local_size
    clear_histogram_shader = _COMPUTE_HISTOGRAM_CLEAR % shader_params
    clear_histogram_program = ngl.ComputeProgram(shader_header + clear_histogram_shader)
    clear_histogram = ngl.Compute(
        group_size,
        1,
        1,
        clear_histogram_program,
        label='clear_histogram',
    )
    clear_histogram.update_blocks(histogram=histogram_block)

    group_size = size // local_size
    exec_histogram_shader = _COMPUTE_HISTOGRAM_EXEC % shader_params
    exec_histogram_program = ngl.ComputeProgram(shader_header + exec_histogram_shader)
    exec_histogram = ngl.Compute(
        group_size,
        group_size,
        1,
        exec_histogram_program,
        label='compute_histogram'
    )
    exec_histogram.update_blocks(histogram=histogram_block)
    exec_histogram.update_textures(source=texture)

    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    program = ngl.Program(
        vertex=shader_header + _RENDER_HISTOGRAM_VERT,
        fragment=shader_header + _RENDER_HISTOGRAM_FRAG % shader_params,
    )
    render = ngl.Render(quad, program, label='render_histogram')
    render.update_blocks(histogram=histogram_block)

    group = ngl.Group(children=(clear_histogram, exec_histogram, render,))
    if show_dbg_points:
        cuepoints = _get_compute_histogram_cuepoints()
        group.add_children(get_debug_points(cfg, cuepoints))
    return group