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27 changes: 22 additions & 5 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,14 +3,31 @@ 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)
* Xiang Deng
* Tested on: Windows 10-Home, i7-6700U @ 2.6GHz 16GB, GTX 1060 6GB (Personal Computer)

### (TODO: Your README)
![](img/e.gif)

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

* Q: 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.
* A: For efficiency, Vulkan uses pre-allocated command pool on GPU. Explicit descriptors is thus needed
for preallocation prior to the run time (to avoid the overhead).

* Q: Describe a situation besides flip-flop buffers in which you may need multiple
descriptor sets to fit one descriptor layout.
* A: When you need more descriptor set than two for the shader bindings, like normals, colors, etc.
* Q: 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
* A: When diffrent queues are backed by different hardware, is some queue is only used by some hardware, it might sacrifice the performance of the hardware that
does not need it.
WHen multiple queues share the same buffer, we might run into racing problem.
* Q: What is one advantage of using compute commands that can share data with a
rendering pipeline?
* A: "no need to do state tracking", no need to transfer data between computing and rendering over and over again.
### Credits

* [Vulkan examples and demos](https://github.com/SaschaWillems/Vulkan) by [@SaschaWillems](https://github.com/SaschaWillems)
2 changes: 1 addition & 1 deletion base/vulkanexamplebase.h
Original file line number Diff line number Diff line change
Expand Up @@ -50,7 +50,7 @@ class VulkanExampleBase
bool enableVSync = false;
// Device features enabled by the example
// If not set, no additional features are enabled (may result in validation layer errors)
VkPhysicalDeviceFeatures enabledFeatures = {};
VkPhysicalDeviceFeatures enabledFeatures ;
// fps timer (one second interval)
float fpsTimer = 0.0f;
// Create application wide Vulkan instance
Expand Down
42 changes: 42 additions & 0 deletions data/shaders/computeparticles/particle.comp
Original file line number Diff line number Diff line change
Expand Up @@ -58,6 +58,48 @@ void main()
vec2 vPos = particlesA[index].pos.xy;
vec2 vVel = particlesA[index].vel.xy;



vec2 pvj = vec2(0.0, 0.0); //perceived center of mass v
vec2 pcj = vec2 (0.0, 0.0); //perceived center of mass
vec2 v2 = vec2(0.0, 0.0);
vec2 v3 =vec2 (0.0, 0.0);


vec2 pos;
vec2 vel;
float cnt1=0; float cnt2=0; float cnt3=0;
for (int i=0; i< ubo.particleCount; i++){
if (i!= index)
{
pos = particlesA[i].pos.xy;
vel = particlesA[i].vel.xy;

float d = distance(pos, vPos);
// Rule 1: boids fly towards their local perceived center of mass, which excludes themselves
if (d < ubo.rule1Distance){
pcj = pcj + pos;
cnt1 ++;
}
// Rule 2: boids try to stay a distance d away from each other
if (d < ubo.rule2Distance){
v2 = v2 - (pos-vPos);
}
// Rule 3: boids try to match the speed of surrounding boids
if (d < ubo.rule3Distance ){
pvj = pvj + vel;
cnt3 ++;
}
}
}
v3=pvj;
vec2 val = vec2(0.0,0.0);
if (cnt1!=0){
val+=(pcj/cnt1 - vPos) * ubo.rule1Scale;
}
vVel +=v3 * ubo.rule3Scale+v2* ubo.rule2Scale;


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

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48 changes: 39 additions & 9 deletions vulkanBoids/vulkanBoids.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -28,16 +28,16 @@

#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION true // LOOK: toggle Vulkan validation layers. These make debugging much easier!
#define PARTICLE_COUNT 4 * 1024 // LOOK: change particle count here
#define PARTICLE_COUNT 2 * 1024 // LOOK: change particle count here

// LOOK: constants for the boids algorithm. These will be passed to the GPU compute part of the assignment
// using a Uniform Buffer. These parameters should yield a stable and pleasing simulation for an
// implementation based off the code here: http://studio.sketchpad.cc/sp/pad/view/ro.9cbgCRcgbPOI6/rev.23
#define RULE1DISTANCE 0.1f // cohesion
#define RULE2DISTANCE 0.05f // separation
#define RULE3DISTANCE 0.05f // alignment
#define RULE1SCALE 0.02f
#define RULE2SCALE 0.05f
#define RULE1DISTANCE 0.025f // cohesion
#define RULE2DISTANCE 0.013f // separation
#define RULE3DISTANCE 0.025f // alignment
#define RULE1SCALE 0.001f
#define RULE2SCALE 0.01f
#define RULE3SCALE 0.01f

class VulkanExample : public VulkanExampleBase
Expand Down Expand Up @@ -158,6 +158,7 @@ class VulkanExample : public VulkanExampleBase
{
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));
}

VkDeviceSize storageBufferSize = particleBuffer.size() * sizeof(Particle);
Expand Down Expand Up @@ -244,7 +245,7 @@ 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 +541,36 @@ 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 +614,9 @@ 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]);
}

// Record command buffers for drawing using the graphics pipeline
Expand Down Expand Up @@ -639,7 +666,10 @@ class VulkanExample : public VulkanExampleBase
// How does this influence flip-flopping in draw()?
// Try drawing with storageBufferA instead of storageBufferB. What happens? Why?
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &compute.storageBufferB.buffer, offsets);
//+
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &compute.storageBufferA.buffer, offsets);

//vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &compute.storageBufferB.buffer, offsets);
vkCmdDraw(drawCmdBuffers[i], PARTICLE_COUNT, 1, 0, 0);

vkCmdEndRenderPass(drawCmdBuffers[i]);
Expand Down