Bump github/codeql-action from 3.27.1 to 3.27.4
[glslang.git] / Test / spv.debuginfo.hlsl.comp
blobb700534e0462c4e36bba86cd9f3920bca807e354
1 /*
2 The MIT License (MIT)
4 Copyright (c) 2022 Google LLC
5 Copyright (c) 2022 Sascha Willems
7 Permission is hereby granted, free of charge, to any person obtaining a copy
8 of this software and associated documentation files (the "Software"), to deal
9 in the Software without restriction, including without limitation the rights
10 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
11 copies of the Software, and to permit persons to whom the Software is
12 furnished to do so, subject to the following conditions:
14 The above copyright notice and this permission notice shall be included in all
15 copies or substantial portions of the Software.
17 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
20 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23 SOFTWARE.
26 struct Particle {
27         float4 pos;
28         float4 vel;
29         float4 uv;
30         float4 normal;
31         float pinned;
34 [[vk::binding(0)]]
35 StructuredBuffer<Particle> particleIn;
36 [[vk::binding(1)]]
37 RWStructuredBuffer<Particle> particleOut;
39 struct UBO
41         float deltaT;
42         float particleMass;
43         float springStiffness;
44         float damping;
45         float restDistH;
46         float restDistV;
47         float restDistD;
48         float sphereRadius;
49         float4 spherePos;
50         float4 gravity;
51         int2 particleCount;
54 cbuffer ubo : register(b2)
56         UBO params;
59 #ifdef GLSLANG
60 layout ( push_constant ) cbuffer PushConstants
62         uint calculateNormals;
63 } pushConstants;
64 #else
65 struct PushConstants
67         uint calculateNormals;
70 [[vk::push_constant]]
71 PushConstants pushConstants;
72 #endif
74 float3 springForce(float3 p0, float3 p1, float restDist)
76         float3 dist = p0 - p1;
77         return normalize(dist) * params.springStiffness * (length(dist) - restDist);
80 [numthreads(10, 10, 1)]
81 void main(uint3 id : SV_DispatchThreadID)
83         uint index = id.y * params.particleCount.x + id.x;
84         if (index > params.particleCount.x * params.particleCount.y)
85                 return;
87         // Pinned?
88         if (particleIn[index].pinned == 1.0) {
89                 particleOut[index].pos = particleOut[index].pos;
90                 particleOut[index].vel = float4(0, 0, 0, 0);
91                 return;
92         }
94         // Initial force from gravity
95         float3 force = params.gravity.xyz * params.particleMass;
97         float3 pos = particleIn[index].pos.xyz;
98         float3 vel = particleIn[index].vel.xyz;
100         // Spring forces from neighboring particles
101         // left
102         if (id.x > 0) {
103                 force += springForce(particleIn[index-1].pos.xyz, pos, params.restDistH);
104         }
105         // right
106         if (id.x < params.particleCount.x - 1) {
107                 force += springForce(particleIn[index + 1].pos.xyz, pos, params.restDistH);
108         }
109         // upper
110         if (id.y < params.particleCount.y - 1) {
111                 force += springForce(particleIn[index + params.particleCount.x].pos.xyz, pos, params.restDistV);
112         }
113         // lower
114         if (id.y > 0) {
115                 force += springForce(particleIn[index - params.particleCount.x].pos.xyz, pos, params.restDistV);
116         }
117         // upper-left
118         if ((id.x > 0) && (id.y < params.particleCount.y - 1)) {
119                 force += springForce(particleIn[index + params.particleCount.x - 1].pos.xyz, pos, params.restDistD);
120         }
121         // lower-left
122         if ((id.x > 0) && (id.y > 0)) {
123                 force += springForce(particleIn[index - params.particleCount.x - 1].pos.xyz, pos, params.restDistD);
124         }
125         // upper-right
126         if ((id.x < params.particleCount.x - 1) && (id.y < params.particleCount.y - 1)) {
127                 force += springForce(particleIn[index + params.particleCount.x + 1].pos.xyz, pos, params.restDistD);
128         }
129         // lower-right
130         if ((id.x < params.particleCount.x - 1) && (id.y > 0)) {
131                 force += springForce(particleIn[index - params.particleCount.x + 1].pos.xyz, pos, params.restDistD);
132         }
134         force += (-params.damping * vel);
136         // Integrate
137         float3 f = force * (1.0 / params.particleMass);
138         particleOut[index].pos = float4(pos + vel * params.deltaT + 0.5 * f * params.deltaT * params.deltaT, 1.0);
139         particleOut[index].vel = float4(vel + f * params.deltaT, 0.0);
141         // Sphere collision
142         float3 sphereDist = particleOut[index].pos.xyz - params.spherePos.xyz;
143         if (length(sphereDist) < params.sphereRadius + 0.01) {
144                 // If the particle is inside the sphere, push it to the outer radius
145                 particleOut[index].pos.xyz = params.spherePos.xyz + normalize(sphereDist) * (params.sphereRadius + 0.01);
146                 // Cancel out velocity
147                 particleOut[index].vel = float4(0, 0, 0, 0);
148         }
150         // Normals
151         if (pushConstants.calculateNormals == 1) {
152                 float3 normal = float3(0, 0, 0);
153                 float3 a, b, c;
154                 if (id.y > 0) {
155                         if (id.x > 0) {
156                                 a = particleIn[index - 1].pos.xyz - pos;
157                                 b = particleIn[index - params.particleCount.x - 1].pos.xyz - pos;
158                                 c = particleIn[index - params.particleCount.x].pos.xyz - pos;
159                                 normal += cross(a,b) + cross(b,c);
160                         }
161                         if (id.x < params.particleCount.x - 1) {
162                                 a = particleIn[index - params.particleCount.x].pos.xyz - pos;
163                                 b = particleIn[index - params.particleCount.x + 1].pos.xyz - pos;
164                                 c = particleIn[index + 1].pos.xyz - pos;
165                                 normal += cross(a,b) + cross(b,c);
166                         }
167                 }
168                 if (id.y < params.particleCount.y - 1) {
169                         if (id.x > 0) {
170                                 a = particleIn[index + params.particleCount.x].pos.xyz - pos;
171                                 b = particleIn[index + params.particleCount.x - 1].pos.xyz - pos;
172                                 c = particleIn[index - 1].pos.xyz - pos;
173                                 normal += cross(a,b) + cross(b,c);
174                         }
175                         if (id.x < params.particleCount.x - 1) {
176                                 a = particleIn[index + 1].pos.xyz - pos;
177                                 b = particleIn[index + params.particleCount.x + 1].pos.xyz - pos;
178                                 c = particleIn[index + params.particleCount.x].pos.xyz - pos;
179                                 normal += cross(a,b) + cross(b,c);
180                         }
181                 }
182                 particleOut[index].normal = float4(normalize(normal), 0.0f);
183         }