CUDA 13.2 samples update (#432)

- Added Python samples for CUDA Python 1.0 release
- Renamed top-level `Samples` directory to `cpp` to accommodate Python samples.
This commit is contained in:
Dheemanth
2026-05-13 15:13:18 -07:00
committed by GitHub
parent a4526d5229
commit aeab82ff30
2072 changed files with 15077 additions and 1970 deletions

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{
"configurations": [
{
"name": "Linux",
"includePath": [
"${workspaceFolder}/**",
"${workspaceFolder}/../../../Common"
],
"defines": [],
"compilerPath": "/usr/local/cuda/bin/nvcc",
"cStandard": "gnu17",
"cppStandard": "gnu++14",
"intelliSenseMode": "linux-gcc-x64",
"configurationProvider": "ms-vscode.makefile-tools"
}
],
"version": 4
}

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{
"recommendations": [
"nvidia.nsight-vscode-edition",
"ms-vscode.cpptools",
"ms-vscode.makefile-tools"
]
}

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For Windows:
Follow these steps once you have installed Vulkan SDK for Windows from https://www.lunarg.com/vulkan-sdk/
-- Install GLFW3 library at suitable location
-- Open the vulkanImageCUDA VS project file.
To add the GLFW3 library path
-- Right click on Project name "vulkanImageCUDA" click on "Properties"
-- In Property pages window go to Linker -> General. Here in "Additional Libraries Directories" edit and add path to glfw3dll.lib
To add the GLFW3 headers path
-- Right click on Project name "vulkanImageCUDA" click on "Properties"
-- In Property pages window go to "VC++ Directories" section. Here in "Include Directories" edit and add path to GLFW3 headers include directory location.
** Make sure to add path to glfw3.dll in your PATH environment variable**
For Linux:
-- Install the Vulkan SDK from https://www.lunarg.com/vulkan-sdk/ and follow environment setup instructions.
-- Install GLFW3 library through your OS package repository. For example: apt-get for Ubuntu and dnf for RHEL/CentOS. Below is for Ubuntu:
sudo apt-get install libglfw3
sudo apt-get install libglfw3-dev
-- Install "libxcb1-dev" and "xorg-dev" as GLFW3 is depended on it
-- Add Vulkan and GLFW3 libraries directories to LD_LIBRARY_PATH
For Linux aarch64(L4T):
-- Install GLFW3 library using "sudo apt-get install libglfw3-dev" this will provide glfw3
-- install above will also provide libvulkan-dev as dependencies
-- Add Vulkan and GLFW3 libraries directories to LD_LIBRARY_PATH
-- Pass path to vulkan sdk while building 'make VULKAN_SDK_PATH=<PATH_TO_VULKAN_SDK>', VULKAN_SDK_PATH in this scenario is typically "/usr"
For Shader changes:
-- Update the shader.vert and/or shader.frag shader source file as required
-- Use the glslc shader compiler from the installed Vulkan SDK's bin directory to compile shaders as:
glslc shader.vert -o vert.spv
glslc shader.frag -o frag.spv
** Make sure to add glslc's path in your PATH environment variable **

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cmake_minimum_required(VERSION 3.20)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/../../../cmake/Modules")
project(vulkanImageCUDA LANGUAGES C CXX CUDA)
find_package(CUDAToolkit REQUIRED)
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
set(CMAKE_CUDA_ARCHITECTURES 75 80 86 87 89 90 100 110 120)
set(CMAKE_CUDA_FLAGS "${CMAKE_CUDA_FLAGS} -Wno-deprecated-gpu-targets")
if(ENABLE_CUDA_DEBUG)
set(CMAKE_CUDA_FLAGS "${CMAKE_CUDA_FLAGS} -G") # enable cuda-gdb (may significantly affect performance on some targets)
else()
set(CMAKE_CUDA_FLAGS "${CMAKE_CUDA_FLAGS} -lineinfo") # add line information to all builds for debug tools (exclusive to -G option)
endif()
# Include directories and libraries
include_directories(../../../Common)
find_package(Vulkan)
find_package(OpenGL)
# Include the check_include_file macro
include(CheckIncludeFile)
# Check for the GLFW/glfw3.h header
check_include_file("GLFW/glfw3.h" HAVE_GLFW3_H)
# Check for SUSE Linux
if(CMAKE_SYSTEM_NAME STREQUAL "Linux")
file(READ "/etc/os-release" OS_RELEASE_CONTENTS)
if(OS_RELEASE_CONTENTS MATCHES "ID=[^ ]*suse[^ ]*")
message(STATUS "SUSE Linux detected")
set(SUSE_LINUX TRUE)
endif()
endif()
# Find GLFW header and lib for Windows and SUSE Linux
if(WIN32 OR CMAKE_CROSSCOMPILING OR SUSE_LINUX)
set(GLFW_INCLUDE_DIRS "${GLFW_INCLUDE_DIR}" "${CMAKE_INCLUDE_PATH}")
find_file(GLFW3_H "GLFW/glfw3.h" PATHS ${GLFW_INCLUDE_DIRS})
find_library(GLFW3_LIB
NAMES glfw3 glfw
PATHS "${GLFW_LIB_DIR}"
PATH_SUFFIXES lib lib64)
if(GLFW3_H AND GLFW3_LIB)
message(STATUS "Found GLFW/glfw3.h and GLFW library.")
set(HAVE_GLFW3_H 1)
endif()
endif()
# Source file
if(${Vulkan_FOUND})
if(${OPENGL_FOUND})
if(${HAVE_GLFW3_H})
# Add target for vulkanImageCUDA
add_executable(vulkanImageCUDA vulkanImageCUDA.cu)
target_compile_options(vulkanImageCUDA PRIVATE $<$<COMPILE_LANGUAGE:CUDA>:--extended-lambda>)
target_compile_features(vulkanImageCUDA PRIVATE cxx_std_17 cuda_std_17)
set_target_properties(vulkanImageCUDA PROPERTIES CUDA_SEPARABLE_COMPILATION ON)
target_include_directories(vulkanImageCUDA PUBLIC
${Vulkan_INCLUDE_DIRS}
${CUDAToolkit_INCLUDE_DIRS}
)
target_link_libraries(vulkanImageCUDA
${Vulkan_LIBRARIES}
OpenGL::GL
)
if(WIN32 OR CMAKE_CROSSCOMPILING OR SUSE_LINUX)
target_include_directories(vulkanImageCUDA PUBLIC
${GLFW_INCLUDE_DIRS}
)
target_link_libraries(vulkanImageCUDA
${GLFW3_LIB}
)
else()
target_link_libraries(vulkanImageCUDA
glfw
)
endif()
# Need to add X11 for SUSE Linux explicitly
if(SUSE_LINUX)
target_link_libraries(vulkanImageCUDA
X11
)
endif()
add_custom_command(TARGET vulkanImageCUDA POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/shader.frag
${CMAKE_CURRENT_SOURCE_DIR}/shader.vert
${CMAKE_CURRENT_SOURCE_DIR}/vert.spv
${CMAKE_CURRENT_SOURCE_DIR}/frag.spv
${CMAKE_CURRENT_SOURCE_DIR}/teapot1024.ppm
${CMAKE_CURRENT_BINARY_DIR}
)
else()
message(STATUS "glfw3 not found - will not build sample 'vulkanImageCUDA'")
endif()
else()
message(STATUS "OpenGL not found - will not build sample 'vulkanImageCUDA'")
endif()
else()
message(STATUS "Vulkan not found - will not build sample 'vulkanImageCUDA'")
endif()
# Include installation configuration
include(${CMAKE_CURRENT_SOURCE_DIR}/../../../cmake/InstallSamples.cmake)
setup_samples_install()

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# vulkanImageCUDA - Vulkan Image - CUDA Interop
## Description
This sample demonstrates Vulkan Image - CUDA Interop. CUDA imports the Vulkan image buffer, performs box filtering over it, and synchronizes with Vulkan through vulkan semaphores imported by CUDA. This sample depends on Vulkan SDK, GLFW3 libraries, for building this sample please refer to "Build_instructions.txt" provided in this sample's directory
## Key Concepts
Graphics Interop, CUDA Vulkan Interop, Data Parallel Algorithms
## Supported SM Architectures
[SM 5.0 ](https://developer.nvidia.com/cuda-gpus) [SM 5.2 ](https://developer.nvidia.com/cuda-gpus) [SM 5.3 ](https://developer.nvidia.com/cuda-gpus) [SM 6.0 ](https://developer.nvidia.com/cuda-gpus) [SM 6.1 ](https://developer.nvidia.com/cuda-gpus) [SM 7.0 ](https://developer.nvidia.com/cuda-gpus) [SM 7.2 ](https://developer.nvidia.com/cuda-gpus) [SM 7.5 ](https://developer.nvidia.com/cuda-gpus) [SM 8.0 ](https://developer.nvidia.com/cuda-gpus) [SM 8.6 ](https://developer.nvidia.com/cuda-gpus) [SM 8.7 ](https://developer.nvidia.com/cuda-gpus) [SM 8.9 ](https://developer.nvidia.com/cuda-gpus) [SM 9.0 ](https://developer.nvidia.com/cuda-gpus)
## Supported OSes
Linux, Windows
## Supported CPU Architecture
x86_64, aarch64
## CUDA APIs involved
### [CUDA Runtime API](http://docs.nvidia.com/cuda/cuda-runtime-api/index.html)
cudaVkSemaphoreSignal, cudaWaitExternalSemaphoresAsync, cudaMemcpy, cudaVkImportSemaphore, cudaImportExternalSemaphore, cudaGetMipmappedArrayLevel, cudaSetDevice, cudaDestroySurfaceObject, cudaExtent, cudaMallocMipmappedArray, cudaCreateSurfaceObject, cudaStreamCreate, cudaSignalExternalSemaphoresAsync, cudaUpdateVkImage, cudaCreateTextureObject, cudaGetDeviceCount, cudaExternalMemoryGetMappedMipmappedArray, cudaDestroyTextureObject, cudaVkImportImageMem, cudaDestroyExternalMemory, cudaVkSemaphoreWait, cudaImportExternalMemory, cudaDestroyExternalSemaphore, cudaFreeMipmappedArray, cudaFree, cudaMalloc, cudaGetDeviceProperties
## Dependencies needed to build/run
[X11](../../../README.md#x11), [VULKAN](../../../README.md#vulkan), [GLFW](../../../README.md#glfw)
## Prerequisites
Download and install the [CUDA Toolkit](https://developer.nvidia.com/cuda-downloads) for your corresponding platform.
Make sure the dependencies mentioned in [Dependencies]() section above are installed.
## References (for more details)

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/*
* Copyright (c) 2015-2016 The Khronos Group Inc.
* Copyright (c) 2015-2016 Valve Corporation
* Copyright (c) 2015-2016 LunarG, Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* Relicensed from the WTFPL (http://www.wtfpl.net/faq/).
*/
#ifndef LINMATH_H
#define LINMATH_H
#include <math.h>
// Converts degrees to radians.
#define degreesToRadians(angleDegrees) (angleDegrees * M_PI / 180.0)
// Converts radians to degrees.
#define radiansToDegrees(angleRadians) (angleRadians * 180.0 / M_PI)
typedef float vec3[3];
static inline void vec3_add(vec3 r, vec3 const a, vec3 const b)
{
int i;
for (i = 0; i < 3; ++i)
r[i] = a[i] + b[i];
}
static inline void vec3_sub(vec3 r, vec3 const a, vec3 const b)
{
int i;
for (i = 0; i < 3; ++i)
r[i] = a[i] - b[i];
}
static inline void vec3_scale(vec3 r, vec3 const v, float const s)
{
int i;
for (i = 0; i < 3; ++i)
r[i] = v[i] * s;
}
static inline float vec3_mul_inner(vec3 const a, vec3 const b)
{
float p = 0.f;
int i;
for (i = 0; i < 3; ++i)
p += b[i] * a[i];
return p;
}
static inline void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b)
{
r[0] = a[1] * b[2] - a[2] * b[1];
r[1] = a[2] * b[0] - a[0] * b[2];
r[2] = a[0] * b[1] - a[1] * b[0];
}
static inline float vec3_len(vec3 const v) { return sqrtf(vec3_mul_inner(v, v)); }
static inline void vec3_norm(vec3 r, vec3 const v)
{
float k = 1.f / vec3_len(v);
vec3_scale(r, v, k);
}
static inline void vec3_reflect(vec3 r, vec3 const v, vec3 const n)
{
float p = 2.f * vec3_mul_inner(v, n);
int i;
for (i = 0; i < 3; ++i)
r[i] = v[i] - p * n[i];
}
typedef float vec4[4];
static inline void vec4_add(vec4 r, vec4 const a, vec4 const b)
{
int i;
for (i = 0; i < 4; ++i)
r[i] = a[i] + b[i];
}
static inline void vec4_sub(vec4 r, vec4 const a, vec4 const b)
{
int i;
for (i = 0; i < 4; ++i)
r[i] = a[i] - b[i];
}
static inline void vec4_scale(vec4 r, vec4 v, float s)
{
int i;
for (i = 0; i < 4; ++i)
r[i] = v[i] * s;
}
static inline float vec4_mul_inner(vec4 a, vec4 b)
{
float p = 0.f;
int i;
for (i = 0; i < 4; ++i)
p += b[i] * a[i];
return p;
}
static inline void vec4_mul_cross(vec4 r, vec4 a, vec4 b)
{
r[0] = a[1] * b[2] - a[2] * b[1];
r[1] = a[2] * b[0] - a[0] * b[2];
r[2] = a[0] * b[1] - a[1] * b[0];
r[3] = 1.f;
}
static inline float vec4_len(vec4 v) { return sqrtf(vec4_mul_inner(v, v)); }
static inline void vec4_norm(vec4 r, vec4 v)
{
float k = 1.f / vec4_len(v);
vec4_scale(r, v, k);
}
static inline void vec4_reflect(vec4 r, vec4 v, vec4 n)
{
float p = 2.f * vec4_mul_inner(v, n);
int i;
for (i = 0; i < 4; ++i)
r[i] = v[i] - p * n[i];
}
typedef vec4 mat4x4[4];
static inline void mat4x4_identity(mat4x4 M)
{
int i, j;
for (i = 0; i < 4; ++i)
for (j = 0; j < 4; ++j)
M[i][j] = i == j ? 1.f : 0.f;
}
static inline void mat4x4_dup(mat4x4 M, mat4x4 N)
{
int i, j;
for (i = 0; i < 4; ++i)
for (j = 0; j < 4; ++j)
M[i][j] = N[i][j];
}
static inline void mat4x4_row(vec4 r, mat4x4 M, int i)
{
int k;
for (k = 0; k < 4; ++k)
r[k] = M[k][i];
}
static inline void mat4x4_col(vec4 r, mat4x4 M, int i)
{
int k;
for (k = 0; k < 4; ++k)
r[k] = M[i][k];
}
static inline void mat4x4_transpose(mat4x4 M, mat4x4 N)
{
int i, j;
for (j = 0; j < 4; ++j)
for (i = 0; i < 4; ++i)
M[i][j] = N[j][i];
}
static inline void mat4x4_add(mat4x4 M, mat4x4 a, mat4x4 b)
{
int i;
for (i = 0; i < 4; ++i)
vec4_add(M[i], a[i], b[i]);
}
static inline void mat4x4_sub(mat4x4 M, mat4x4 a, mat4x4 b)
{
int i;
for (i = 0; i < 4; ++i)
vec4_sub(M[i], a[i], b[i]);
}
static inline void mat4x4_scale(mat4x4 M, mat4x4 a, float k)
{
int i;
for (i = 0; i < 4; ++i)
vec4_scale(M[i], a[i], k);
}
static inline void mat4x4_scale_aniso(mat4x4 M, mat4x4 a, float x, float y, float z)
{
int i;
vec4_scale(M[0], a[0], x);
vec4_scale(M[1], a[1], y);
vec4_scale(M[2], a[2], z);
for (i = 0; i < 4; ++i) {
M[3][i] = a[3][i];
}
}
static inline void mat4x4_mul(mat4x4 M, mat4x4 a, mat4x4 b)
{
int k, r, c;
for (c = 0; c < 4; ++c)
for (r = 0; r < 4; ++r) {
M[c][r] = 0.f;
for (k = 0; k < 4; ++k)
M[c][r] += a[k][r] * b[c][k];
}
}
static inline void mat4x4_mul_vec4(vec4 r, mat4x4 M, vec4 v)
{
int i, j;
for (j = 0; j < 4; ++j) {
r[j] = 0.f;
for (i = 0; i < 4; ++i)
r[j] += M[i][j] * v[i];
}
}
static inline void mat4x4_translate(mat4x4 T, float x, float y, float z)
{
mat4x4_identity(T);
T[3][0] = x;
T[3][1] = y;
T[3][2] = z;
}
static inline void mat4x4_translate_in_place(mat4x4 M, float x, float y, float z)
{
vec4 t = {x, y, z, 0};
vec4 r;
int i;
for (i = 0; i < 4; ++i) {
mat4x4_row(r, M, i);
M[3][i] += vec4_mul_inner(r, t);
}
}
static inline void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 a, vec3 b)
{
int i, j;
for (i = 0; i < 4; ++i)
for (j = 0; j < 4; ++j)
M[i][j] = i < 3 && j < 3 ? a[i] * b[j] : 0.f;
}
static inline void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
vec3 u = {x, y, z};
if (vec3_len(u) > 1e-4) {
vec3_norm(u, u);
mat4x4 T;
mat4x4_from_vec3_mul_outer(T, u, u);
mat4x4 S = {{0, u[2], -u[1], 0}, {-u[2], 0, u[0], 0}, {u[1], -u[0], 0, 0}, {0, 0, 0, 0}};
mat4x4_scale(S, S, s);
mat4x4 C;
mat4x4_identity(C);
mat4x4_sub(C, C, T);
mat4x4_scale(C, C, c);
mat4x4_add(T, T, C);
mat4x4_add(T, T, S);
T[3][3] = 1.;
mat4x4_mul(R, M, T);
}
else {
mat4x4_dup(R, M);
}
}
static inline void mat4x4_rotate_X(mat4x4 Q, mat4x4 M, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
mat4x4 R = {{1.f, 0.f, 0.f, 0.f}, {0.f, c, s, 0.f}, {0.f, -s, c, 0.f}, {0.f, 0.f, 0.f, 1.f}};
mat4x4_mul(Q, M, R);
}
static inline void mat4x4_rotate_Y(mat4x4 Q, mat4x4 M, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
mat4x4 R = {{c, 0.f, s, 0.f}, {0.f, 1.f, 0.f, 0.f}, {-s, 0.f, c, 0.f}, {0.f, 0.f, 0.f, 1.f}};
mat4x4_mul(Q, M, R);
}
static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M, float angle)
{
float s = sinf(angle);
float c = cosf(angle);
mat4x4 R = {{c, s, 0.f, 0.f}, {-s, c, 0.f, 0.f}, {0.f, 0.f, 1.f, 0.f}, {0.f, 0.f, 0.f, 1.f}};
mat4x4_mul(Q, M, R);
}
static inline void mat4x4_invert(mat4x4 T, mat4x4 M)
{
float s[6];
float c[6];
s[0] = M[0][0] * M[1][1] - M[1][0] * M[0][1];
s[1] = M[0][0] * M[1][2] - M[1][0] * M[0][2];
s[2] = M[0][0] * M[1][3] - M[1][0] * M[0][3];
s[3] = M[0][1] * M[1][2] - M[1][1] * M[0][2];
s[4] = M[0][1] * M[1][3] - M[1][1] * M[0][3];
s[5] = M[0][2] * M[1][3] - M[1][2] * M[0][3];
c[0] = M[2][0] * M[3][1] - M[3][0] * M[2][1];
c[1] = M[2][0] * M[3][2] - M[3][0] * M[2][2];
c[2] = M[2][0] * M[3][3] - M[3][0] * M[2][3];
c[3] = M[2][1] * M[3][2] - M[3][1] * M[2][2];
c[4] = M[2][1] * M[3][3] - M[3][1] * M[2][3];
c[5] = M[2][2] * M[3][3] - M[3][2] * M[2][3];
/* Assumes it is invertible */
float idet = 1.0f / (s[0] * c[5] - s[1] * c[4] + s[2] * c[3] + s[3] * c[2] - s[4] * c[1] + s[5] * c[0]);
T[0][0] = (M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet;
T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet;
T[0][2] = (M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet;
T[0][3] = (-M[2][1] * s[5] + M[2][2] * s[4] - M[2][3] * s[3]) * idet;
T[1][0] = (-M[1][0] * c[5] + M[1][2] * c[2] - M[1][3] * c[1]) * idet;
T[1][1] = (M[0][0] * c[5] - M[0][2] * c[2] + M[0][3] * c[1]) * idet;
T[1][2] = (-M[3][0] * s[5] + M[3][2] * s[2] - M[3][3] * s[1]) * idet;
T[1][3] = (M[2][0] * s[5] - M[2][2] * s[2] + M[2][3] * s[1]) * idet;
T[2][0] = (M[1][0] * c[4] - M[1][1] * c[2] + M[1][3] * c[0]) * idet;
T[2][1] = (-M[0][0] * c[4] + M[0][1] * c[2] - M[0][3] * c[0]) * idet;
T[2][2] = (M[3][0] * s[4] - M[3][1] * s[2] + M[3][3] * s[0]) * idet;
T[2][3] = (-M[2][0] * s[4] + M[2][1] * s[2] - M[2][3] * s[0]) * idet;
T[3][0] = (-M[1][0] * c[3] + M[1][1] * c[1] - M[1][2] * c[0]) * idet;
T[3][1] = (M[0][0] * c[3] - M[0][1] * c[1] + M[0][2] * c[0]) * idet;
T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet;
T[3][3] = (M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet;
}
static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M)
{
mat4x4_dup(R, M);
float s = 1.;
vec3 h;
vec3_norm(R[2], R[2]);
s = vec3_mul_inner(R[1], R[2]);
vec3_scale(h, R[2], s);
vec3_sub(R[1], R[1], h);
vec3_norm(R[2], R[2]);
s = vec3_mul_inner(R[1], R[2]);
vec3_scale(h, R[2], s);
vec3_sub(R[1], R[1], h);
vec3_norm(R[1], R[1]);
s = vec3_mul_inner(R[0], R[1]);
vec3_scale(h, R[1], s);
vec3_sub(R[0], R[0], h);
vec3_norm(R[0], R[0]);
}
static inline void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f)
{
M[0][0] = 2.f * n / (r - l);
M[0][1] = M[0][2] = M[0][3] = 0.f;
M[1][1] = 2.f * n / (t - b);
M[1][0] = M[1][2] = M[1][3] = 0.f;
M[2][0] = (r + l) / (r - l);
M[2][1] = (t + b) / (t - b);
M[2][2] = -(f + n) / (f - n);
M[2][3] = -1.f;
M[3][2] = -2.f * (f * n) / (f - n);
M[3][0] = M[3][1] = M[3][3] = 0.f;
}
static inline void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f)
{
M[0][0] = 2.f / (r - l);
M[0][1] = M[0][2] = M[0][3] = 0.f;
M[1][1] = 2.f / (t - b);
M[1][0] = M[1][2] = M[1][3] = 0.f;
M[2][2] = -2.f / (f - n);
M[2][0] = M[2][1] = M[2][3] = 0.f;
M[3][0] = -(r + l) / (r - l);
M[3][1] = -(t + b) / (t - b);
M[3][2] = -(f + n) / (f - n);
M[3][3] = 1.f;
}
static inline void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float n, float f)
{
/* NOTE: Degrees are an unhandy unit to work with.
* linmath.h uses radians for everything! */
float const a = (float)(1.f / tan(y_fov / 2.f));
m[0][0] = a / aspect;
m[0][1] = 0.f;
m[0][2] = 0.f;
m[0][3] = 0.f;
m[1][0] = 0.f;
m[1][1] = a;
m[1][2] = 0.f;
m[1][3] = 0.f;
m[2][0] = 0.f;
m[2][1] = 0.f;
m[2][2] = -((f + n) / (f - n));
m[2][3] = -1.f;
m[3][0] = 0.f;
m[3][1] = 0.f;
m[3][2] = -((2.f * f * n) / (f - n));
m[3][3] = 0.f;
}
static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up)
{
/* Adapted from Android's OpenGL Matrix.java. */
/* See the OpenGL GLUT documentation for gluLookAt for a description */
/* of the algorithm. We implement it in a straightforward way: */
/* TODO: The negation of of can be spared by swapping the order of
* operands in the following cross products in the right way. */
vec3 f;
vec3_sub(f, center, eye);
vec3_norm(f, f);
vec3 s;
vec3_mul_cross(s, f, up);
vec3_norm(s, s);
vec3 t;
vec3_mul_cross(t, s, f);
m[0][0] = s[0];
m[0][1] = t[0];
m[0][2] = -f[0];
m[0][3] = 0.f;
m[1][0] = s[1];
m[1][1] = t[1];
m[1][2] = -f[1];
m[1][3] = 0.f;
m[2][0] = s[2];
m[2][1] = t[2];
m[2][2] = -f[2];
m[2][3] = 0.f;
m[3][0] = 0.f;
m[3][1] = 0.f;
m[3][2] = 0.f;
m[3][3] = 1.f;
mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]);
}
typedef float quat[4];
static inline void quat_identity(quat q)
{
q[0] = q[1] = q[2] = 0.f;
q[3] = 1.f;
}
static inline void quat_add(quat r, quat a, quat b)
{
int i;
for (i = 0; i < 4; ++i)
r[i] = a[i] + b[i];
}
static inline void quat_sub(quat r, quat a, quat b)
{
int i;
for (i = 0; i < 4; ++i)
r[i] = a[i] - b[i];
}
static inline void quat_mul(quat r, quat p, quat q)
{
vec3 w;
vec3_mul_cross(r, p, q);
vec3_scale(w, p, q[3]);
vec3_add(r, r, w);
vec3_scale(w, q, p[3]);
vec3_add(r, r, w);
r[3] = p[3] * q[3] - vec3_mul_inner(p, q);
}
static inline void quat_scale(quat r, quat v, float s)
{
int i;
for (i = 0; i < 4; ++i)
r[i] = v[i] * s;
}
static inline float quat_inner_product(quat a, quat b)
{
float p = 0.f;
int i;
for (i = 0; i < 4; ++i)
p += b[i] * a[i];
return p;
}
static inline void quat_conj(quat r, quat q)
{
int i;
for (i = 0; i < 3; ++i)
r[i] = -q[i];
r[3] = q[3];
}
#define quat_norm vec4_norm
static inline void quat_mul_vec3(vec3 r, quat q, vec3 v)
{
quat v_ = {v[0], v[1], v[2], 0.f};
quat_conj(r, q);
quat_norm(r, r);
quat_mul(r, v_, r);
quat_mul(r, q, r);
}
static inline void mat4x4_from_quat(mat4x4 M, quat q)
{
float a = q[3];
float b = q[0];
float c = q[1];
float d = q[2];
float a2 = a * a;
float b2 = b * b;
float c2 = c * c;
float d2 = d * d;
M[0][0] = a2 + b2 - c2 - d2;
M[0][1] = 2.f * (b * c + a * d);
M[0][2] = 2.f * (b * d - a * c);
M[0][3] = 0.f;
M[1][0] = 2 * (b * c - a * d);
M[1][1] = a2 - b2 + c2 - d2;
M[1][2] = 2.f * (c * d + a * b);
M[1][3] = 0.f;
M[2][0] = 2.f * (b * d + a * c);
M[2][1] = 2.f * (c * d - a * b);
M[2][2] = a2 - b2 - c2 + d2;
M[2][3] = 0.f;
M[3][0] = M[3][1] = M[3][2] = 0.f;
M[3][3] = 1.f;
}
static inline void mat4x4o_mul_quat(mat4x4 R, mat4x4 M, quat q)
{
/* XXX: The way this is written only works for othogonal matrices. */
/* TODO: Take care of non-orthogonal case. */
quat_mul_vec3(R[0], q, M[0]);
quat_mul_vec3(R[1], q, M[1]);
quat_mul_vec3(R[2], q, M[2]);
R[3][0] = R[3][1] = R[3][2] = 0.f;
R[3][3] = 1.f;
}
static inline void quat_from_mat4x4(quat q, mat4x4 M)
{
float r = 0.f;
int i;
int perm[] = {0, 1, 2, 0, 1};
int *p = perm;
for (i = 0; i < 3; i++) {
float m = M[i][i];
if (m < r)
continue;
m = r;
p = &perm[i];
}
r = sqrtf(1.f + M[p[0]][p[0]] - M[p[1]][p[1]] - M[p[2]][p[2]]);
if (r < 1e-6) {
q[0] = 1.f;
q[1] = q[2] = q[3] = 0.f;
return;
}
q[0] = r / 2.f;
q[1] = (M[p[0]][p[1]] - M[p[1]][p[0]]) / (2.f * r);
q[2] = (M[p[2]][p[0]] - M[p[0]][p[2]]) / (2.f * r);
q[3] = (M[p[2]][p[1]] - M[p[1]][p[2]]) / (2.f * r);
}
#endif

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_NV_gpu_shader5 : enable
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(binding = 1) uniform sampler2D texSampler;
layout(location = 0) out vec4 outColor;
void main() {
outColor = texture(texSampler, fragTexCoord);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_NV_gpu_shader5 : enable
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec4 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * inPosition;
fragColor = inColor;
fragTexCoord = inTexCoord;
}

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