WORKGROUP_SIZE_X in utils.h erstellt
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@ -501,7 +501,7 @@ void createComputeCommandBuffer(Compute *compute)
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vkCmdBindDescriptorSets(compute->commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute->pipelineLayout, 0, 3,
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descriptorSets, 0, NULL);
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vkCmdDispatch(compute->commandBuffer, WORKGROUP_SIZE_X, WORKGROUP_SIZE_Y, WORKGROUP_SIZE_Z);
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vkCmdDispatch(compute->commandBuffer, PARTICLE_AMOUNT / WORKGROUP_SIZE_X, WORKGROUP_SIZE_Y, WORKGROUP_SIZE_Z);
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ASSERT_VK(vkEndCommandBuffer(compute->commandBuffer))
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}
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@ -509,7 +509,7 @@ void createComputeCommandBuffer(Compute *compute)
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void createSemaphore(VkDevice device, VkSemaphore *semaphore)
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{
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VkSemaphoreCreateInfo semaphoreCreateInfo = { .sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO };
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ASSERT_VK(vkCreateSemaphore(device, &semaphoreCreateInfo, NULL, semaphore));
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ASSERT_VK(vkCreateSemaphore(device, &semaphoreCreateInfo, NULL, semaphore))
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}
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void shutdownComputeVulkan(Compute *compute)
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@ -16,7 +16,6 @@
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#define PARTICLE_AMOUNT 1000000
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#define PARTICLE_SIZE (3 * sizeof(vector3f) + sizeof(float))
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#define WORKGROUP_SIZE_X 1024
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#define WORKGROUP_SIZE_Y 1
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#define WORKGROUP_SIZE_Z 1
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@ -87,7 +87,7 @@ int main()
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/*** UPDATE ***/
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glUseProgram(computeShaderProgram);
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glUniform1f(dtUniformLocation, tFrame);
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glDispatchCompute(PARTICLE_AMOUNT / 1024, 1, 1);
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glDispatchCompute(PARTICLE_AMOUNT / WORKGROUP_SIZE_X, 1, 1);
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glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT | GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
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/*** RENDER ***/
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