Rewrite compute shader tutorial (#6698)

* Rewrite compute shader tutorial

---------

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Clay John
2023-02-01 07:50:28 +01:00
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co-authored by Hugo Locurcio
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Using compute shaders
=====================
This tutorial will walk you through the process of creating a minimal compute
shader. But first, a bit of background on compute shaders and how they work with
Godot.
Think of compute shaders as blocks of code that are executed on the GPU for any purpose we want.
Compute shaders are independent from the graphics pipeline and do not have much fixed-functionality.
Contrast this with fragment shaders which are used specifically for assigning a color to a fragment in a render target.
The big benefit of compute shaders over code executed on a CPU is the high amount of parallelization that GPUs provide.
.. note::
Because compute shaders are independent of the graphics pipeline we don't have any user defined inputs or outputs
(like a mesh going into the vertex shader or a texture coming out of a fragment shader). Instead, compute shaders
make changes directly to memory stored on the GPU from which we can read and write using scripts.
This tutorial assumes you are familiar with shaders generally. If you are new
to shaders please read :ref:`doc_introduction_to_shaders` and :ref:`your
first shader <toc-your-first-shader>` before proceeding with this tutorial.
How they work
-------------
A compute shader is a special type of shader program that is orientated towards
general purpose programming. In other words, they are more flexible than vertex
shaders and fragment shaders as they don't have a fixed purpose (i.e.
transforming vertices or writing colors to an image). Unlike fragment shaders
and vertex shaders, compute shaders have very little going on behind the scenes. The code you write is what the GPU runs and very little else. This can make them
a very useful tool to offload heavy calculations to the GPU.
Compute shaders can be thought of as a mass of small computers called work groups.
Much like super computers they are aligned in rows and columns but also stacked on top of each other
essentially forming a 3D array of them.
Now let's get started by creating a short compute shader.
When creating a compute shader we can specify the number of work groups we wish to use.
Keep in mind that these work groups are independent from each other and therefore can not depend on the results from other work groups.
First, in the **external** text editor of your choice, create a new file called
``compute_example.glsl`` in your project folder. When you write compute shaders in Godot, you write them
in GLSL directly. The Godot shader language is based on GLSL. If you are
familiar with normal shaders in Godot, the syntax below will look somewhat
familiar.
In each work group we have another 3D array of threads called invocations, but unlike work groups, invocations can communicate with each other. The number of invocations in each work group is specified inside the shader.
.. note::
So now lets work with a compute shader to see how it really works.
Creating a ComputeShader
------------------------
To begin using compute shaders, ensure you are using a Vulkan based renderer (the Forward+ or Mobile options), as compute shaders are currently only supported on Vulkan.
Create a new text file called "compute_example.glsl". When you write compute shaders in Godot, you write them in GLSL directly. The Godot shader language is based off of GLSL so if you are familiar with normal shaders in Godot the syntax below will look somewhat familiar.
Compute shaders can only be used from RenderingDevice-based renderers (the
Forward+ or Mobile renderer). To follow along with this tutorial, ensure that
you are using the Forward+ or Mobile renderer. The setting for which is
located in the top right-hand corner of the editor.
Let's take a look at this compute shader code:
@@ -56,17 +57,103 @@ Let's take a look at this compute shader code:
my_data_buffer.data[gl_GlobalInvocationID.x] *= 2.0;
}
This code takes an array of floats, multiplies each element by 2 and store the results back in the buffer array.
This code takes an array of floats, multiplies each element by 2 and store the
results back in the buffer array. Now let's look at it line-by-line.
To continue copy the code above into your newly created "compute_example.glsl" file.
.. code-block:: glsl
#[compute]
#version 450
These two lines communicate two things:
1. The following code is a compute shader. This is a Godot-specific hint that is needed for the editor to properly import the shader file.
2. The code is using GLSL version 450.
You should never have to change these two lines for your custom compute shaders.
.. code-block:: glsl
// Invocations in the (x, y, z) dimension
layout(local_size_x = 2, local_size_y = 1, local_size_z = 1) in;
Next, we communicate the number of invocations to be used in each workgroup.
Invocations are instances of the shader that are running within the same
workgroup. When we launch a compute shader from the CPU, we tell it how many
workgroups to run. Workgroups run in parellel to each other. While running one
workgroup, you cannot access information in another workgroup. However,
invocations in the same workgroup can have some limited access to other invocations.
Think about workgroups and invocations as a giant nested ``for`` loop.
.. code-block:: glsl
for (int x = 0; x < workgroup_size_x; x++) {
for (int y = 0; y < workgroup_size_y; y++) {
for (int z = 0; z < workgroup_size_z; z++) {
// Each workgroup runs independently and in parellel.
for (int local_x = 0; local_x < invocation_size_x; local_x++) {
for (int local_y = 0; local_y < invocation_size_y; local_y++) {
for (int local_z = 0; local_z < invocation_size_z; local_z++) {
// Compute shader runs here.
}
}
}
}
}
}
Workgroups and invocations are an advanced topic. For now, remember that we will
be running two invocations per workgroup.
.. code-block:: glsl
// A binding to the buffer we create in our script
layout(set = 0, binding = 0, std430) restrict buffer MyDataBuffer {
float data[];
}
my_data_buffer;
Here we provide information about the memory that the compute shader will have
access to. The ``layout`` property allows us to tell the shader where to look
for the buffer, we will need to match these ``set`` and ``binding`` positions
from the CPU side later.
The ``restrict`` keyword tells the shader that this buffer is only going to be
accessed from one place in this shader. In other words, we won't bind this
buffer in another ``set`` or ``binding`` index. This is important as it allows
the shader compiler to optimize the shader code. Always use ``restrict`` when
you can.
This is an *unsized* buffer, which means it can be any size. So we need to be
careful not to read from an index larger than the size of the buffer.
.. code-block:: glsl
// The code we want to execute in each invocation
void main() {
// gl_GlobalInvocationID.x uniquely identifies this invocation across all work groups
my_data_buffer.data[gl_GlobalInvocationID.x] *= 2.0;
}
Finally, we write the ``main`` function which is where all the logic happens. We
access a position in the storage buffer using the ``gl_GlobalInvocationID``
built in variables. ``gl_GlobalInvocationID`` gives you the global unique ID for
the current invocation.
To continue, write the code above into your newly created ``compute_example.glsl``
file.
Create a local RenderingDevice
------------------------------
To interact and execute a compute shader we need a script. So go ahead and create a new script in the language of your choice and attach it to any Node in your scene.
To interact with and execute a compute shader, we need a script.
Create a new script in the language of your choice and attach it to any Node
in your scene.
Now to execute our shader we need a local :ref:`RenderingDevice <class_RenderingDevice>` which can be created using the :ref:`RenderingServer <class_RenderingServer>`:
Now to execute our shader we need a local :ref:`class_RenderingDevice`
which can be created using the :ref:`class_RenderingServer`:
.. tabs::
.. code-tab:: gdscript GDScript
@@ -79,7 +166,8 @@ Now to execute our shader we need a local :ref:`RenderingDevice <class_Rendering
// Create a local rendering device.
var rd = RenderingServer.CreateLocalRenderingDevice();
After that we can load the newly created shader file "compute_example.glsl" and create a pre-compiled version of it using this:
After that, we can load the newly created shader file ``compute_example.glsl``
and create a precompiled version of it using this:
.. tabs::
.. code-tab:: gdscript GDScript
@@ -100,10 +188,13 @@ After that we can load the newly created shader file "compute_example.glsl" and
Provide input data
------------------
As you might remember we want to pass an input array to our shader, multiply each element by 2 and get the results.
As you might remember, we want to pass an input array to our shader, multiply
each element by 2 and get the results.
To pass values to a compute shader we need to create a buffer. We are dealing with an array of floats, so we will use a storage buffer for this example.
A storage buffer takes an array of bytes and allows the CPU to transfer data to and from the GPU.
We need to create a buffer to pass values to a compute shader. We are dealing
with an array of floats, so we will use a storage buffer for this example. A
storage buffer takes an array of bytes and allows the CPU to transfer data to
and from the GPU.
So let's initialize an array of floats and create a storage buffer:
@@ -129,8 +220,9 @@ So let's initialize an array of floats and create a storage buffer:
// Each float has 8 byte (32 bit) so 10 x 8 = 80 bytes
var buffer = rd.StorageBufferCreate((uint)inputBytes.Length, inputBytes);
With the buffer in place we need to tell the rendering device to use this buffer.
To do that we will need to create a uniform (like in normal shaders) and assign it to a uniform set which we can pass to our shader later.
With the buffer in place we need to tell the rendering device to use this
buffer. To do that we will need to create a uniform (like in normal shaders) and
assign it to a uniform set which we can pass to our shader later.
.. tabs::
.. code-tab:: gdscript GDScript
@@ -165,7 +257,7 @@ The steps we need to do to compute our result are:
2. Begin a list of instructions for our GPU to execute.
3. Bind our compute list to our pipeline
4. Bind our buffer uniform to our pipeline
5. Execute the logic of our shader
5. Specify how many workgroups to use
6. End the list of instructions
.. tabs::
@@ -189,18 +281,22 @@ The steps we need to do to compute our result are:
rd.ComputeListDispatch(computeList, xGroups: 5, yGroups: 1, zGroups: 1);
rd.ComputeListEnd();
Note that we are dispatching the compute shader with 5 work groups in the x-axis, and one in the others.
Since we have 2 local invocations in the x-axis (specified in our shader) 10 compute shader invocations will be launched in total.
If you read or write to indices outside of the range of your buffer, you may access memory outside of your shaders control or parts of other variables which may cause issues on some hardware.
Note that we are dispatching the compute shader with 5 work groups in the
X axis, and one in the others. Since we have 2 local invocations in the X axis
(specified in our shader), 10 compute shader invocations will be launched in
total. If you read or write to indices outside of the range of your buffer, you
may access memory outside of your shaders control or parts of other variables
which may cause issues on some hardware.
Execute a compute shader
------------------------
After all of this we are done, kind of.
We still need to execute our pipeline, everything we did so far was only definition not execution.
After all of this we are almost done, but we still need to execute our pipeline.
So far we have only recorded what we would like the GPU to do; we have not
actually run the shader program.
To execute our compute shader we just need to submit the pipeline to the GPU and wait for the execution to finish:
To execute our compute shader we need to submit the pipeline to the GPU and
wait for the execution to finish:
.. tabs::
.. code-tab:: gdscript GDScript
@@ -215,16 +311,19 @@ To execute our compute shader we just need to submit the pipeline to the GPU and
rd.Submit();
rd.Sync();
Ideally, you would not synchronize the RenderingDevice right away as it will cause the CPU to wait for the GPU to finish working. In our example we synchronize right away because we want our data available for reading right away. In general, you will want to wait at least a few frames before synchronizing so that the GPU is able to run in parellel with the CPU.
Congratulations you created and executed a compute shader. But wait, where are the results now?
Ideally, you would not call ``sync()`` to synchronize the RenderingDevice right
away as it will cause the CPU to wait for the GPU to finish working. In our
example, we synchronize right away because we want our data available for reading
right away. In general, you will want to wait *at least* 2 or 3 frames before
synchronizing so that the GPU is able to run in parellel with the CPU.
Retrieving results
------------------
You may remember from the beginning of this tutorial that compute shaders don't have inputs and outputs, they simply change memory. This means we can retrieve the data from our buffer we created at the start of this tutorial.
The shader read from our array and stored the data in the same array again so our results are already there.
Let's retrieve the data and print the results to our console.
You may have noticed that, in the example shader, we modified the contents of the
storage buffer. In other words, the shader read from our array and stored the data
in the same array again so our results are already there. Let's retrieve
the data and print the results to our console.
.. tabs::
.. code-tab:: gdscript GDScript
@@ -244,7 +343,5 @@ Let's retrieve the data and print the results to our console.
GD.Print("Input: ", input)
GD.Print("Output: ", output)
Conclusion
----------
Working with compute shaders is a little cumbersome to start, but once you have the basics working in your program you can scale up the complexity of your shader without making many changes to your script.
With that, you have everything you need to get started working with compute
shaders.
@@ -91,6 +91,11 @@ are seven different processor functions.
enabled in the Project Settings. It's enabled by default on mobile
platforms.
.. note::
Godot also exposes an API for users to write totally custom GLSL shaders. For
more information see :ref:`doc_compute_shaders`.
Shader types
------------