rev: 3827f53bae88e48a594610914ba74b9512ead6dd tukan/testing/test_bmt.sc -rw-r--r-- 23.2 KiB View raw Log this file
3827f53bae88 — Leonard Ritter * more work on module system 3 months ago
                                                                                
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#
    marching tetrahedra


#
    tetrahedral marching triangles

    step 1: identify by mask for each tet if its relevant vertices are partially set
    mask has 8 bits, 3 tets per bitarray = 2 x 24 bits
    all bits set or all bits not set = ignore, otherwise generate surface

    one tet is handled per thread

import ..tukan.voxel
let voxel = tukan.voxel

using import glm
using import glsl
using import Array
using import Box
using import struct
using import ..tukan.gl
using import ..tukan.bitmap
using import ..tukan.packing
using import ..tukan.random
using import ..tukan.color
using import ..tukan.perfect_hash
using import ..tukan.raytrace
using import ..tukan.sdf
using import ..tukan.sdl
using import ..tukan.rotation
using import ..tukan.brdf
using import ..tukan.normal
using import ..tukan.projection
using import ..tukan.derivative
using import ..tukan.isosurface
using import .testfragment

# reserve 10MB for each voxel buffer
    at 4 bytes per voxel
let MAX_VOXELS = ((10 * (1 << 20)) // 4)
let POINTLIMIT = (160000 * 3)

let BINDING_BUF_CELLS_IN = 1
let BINDING_BUF_CELLS_OUT = 2
let BINDING_BUF_DRAW_VOXELS_CMD = 3
let BINDING_BUF_DISPATCH_CMD = 4

let IMAGE_TARGET_RGBA32F = 1

let UNIFORM_LEVEL = 1
let UNIFORM_PROGRAM = 2
let UNIFORM_SCREEN_SAMPLER = 3

let ProgramVoxelizeInit = 0
let ProgramVoxelize = 1
let ProgramSimplify = 2

let SEARCH_R = 5
let SEARCH_Rf = (SEARCH_R as f32)

let sqrt3 = (sqrt 3.0)

run-stage;

struct CellVals plain
    count : u32
    # each entry holds a key
    entries : (array u32)

buffer buf-cells-in : CellVals
    binding = BINDING_BUF_CELLS_IN
    \ readonly coherent

buffer buf-cells-out : CellVals
    binding = BINDING_BUF_CELLS_OUT
    \ coherent

uniform u-program : i32
    location = UNIFORM_PROGRAM

uniform u-level : i32
    location = UNIFORM_LEVEL

uniform smp-screen : sampler2D
    location = UNIFORM_SCREEN_SAMPLER

struct DrawElementsIndirectCommand plain
    count : u32 = 0
    instanceCount : u32 = 0
    firstIndex : u32 = 0
    baseVertex : u32 = 0
    baseInstance : u32 = 0

buffer buf-draw-voxels-cmd : DrawElementsIndirectCommand
    binding = BINDING_BUF_DRAW_VOXELS_CMD

fn simple-sphere (p)
    (length p) - 0.5

fn nine-spheres (p)
    let x = (deref shglobals.time)
    r := (mix 0.1 0.2 ((sin x) * 0.5 + 0.5))
    d := (sqrt 0.5) * 0.4
    sdSmoothAnd
        sdSmoothOr
            (length p) - 0.5
            min
                (length (p - (vec3 d d d))) - r
                (length (p - (vec3 -d d d))) - r
                (length (p - (vec3 d -d d))) - r
                (length (p - (vec3 -d -d d))) - r
            0.1
        * -1.0
            min
                (length (p - (vec3 d d -d))) - r
                (length (p - (vec3 -d d -d))) - r
                (length (p - (vec3 d -d -d))) - r
                (length (p - (vec3 -d -d -d))) - r
        0.1

fn twoballs (p)
    let x = (deref shglobals.time)
    x := ((sin x) * 0.5 + 0.5) * 0.5
    sdSmoothOr
        (length (p - (vec3 0.0 0 x))) - 0.25
        (length (p - (vec3 0.0 0 -x))) - 0.25
        0.2

fn two-boxes (p)
    let x = (deref shglobals.time)
    let p1 =
        vec3
            anglevector-rotate
                anglevector -x
                p.xy
            p.z
    let p2 =
        vec3
            p.x
            anglevector-rotate
                anglevector (x * 0.917)
                p.yz
    sdSmoothOr
        sdBox p1 (vec3 0.33)
        sdBox p2 (vec3 0.33)
        0.2

fn two-boxes-merge (p)
    let d =
        vec3 0.3
    let sz =
        vec3 0.5
    let x = (deref shglobals.time)
    r := (mix 1.0 0.2 ((sin x) * 0.5 + 0.5))
    'sdSmoothAnd
        'sdSmoothOr
            sdmDist
                #sdSphere
                    p - (vec3 0.01)
                    1.0
                sdUberprim
                    p - (vec3 0.01)
                    vec4 1.0 1.0 0.05 0.05
                    vec3 0.5 0.05 0.0
                sdMaterial
                    vec4 1.0 0.9 0.3 1.0
                    metallic = 1.0
            'sdSmoothOr
                sdmDist
                    sdBox (p - d) sz
                    sdMaterial
                        vec4 1.0 0.5 0.3 1.0
                sdmDist
                    sdBox (p + d) sz
                    sdMaterial
                        vec4 0.3 0.5 1.0 1.0
                        roughness = 0.2
                0.5
            0.05
        sdmDist
            -
                sdSphere
                    p - (vec3 0.0 0.0 -0.5)
                    r
            sdMaterial
                vec4 0.5 0.3 1.0 1.0
        0.1

fn doubletori (p)
    let x = (deref shglobals.time)
    let xz =
        anglevector-rotate
            anglevector -x
            p.xz
    let p1 =
        vec3
            xz.x
            p.y
            xz.y
    let p2 =
        vec3
            anglevector-rotate
                anglevector x
                p.xy
            p.z

    'sdSmoothOr
        sdmDist
            sdTorus p1.xzy (vec2 0.5 0.05)
            sdMaterial
                vec4 1.0 0.5 0.3 1.0
        sdmDist
            sdTorus p2 (vec2 0.4 0.1)
            sdMaterial
                vec4 0.3 0.5 1.0 1.0
        0.2

fn one-box (p)
    sdBox p (vec3 0.33)

fn matmapf (p)
    #do
        p := p.yzx * 2.0
        (two-boxes-merge p) * 0.5
    doubletori p

# single sphere:
    256^3: 89240 cells (best: 0.3ms)
    1024^3: 1427240 cells (best: 3.5ms)
# min: 104567 at 256^3
fn mapf (p)
    #let x = ((radians (deref shglobals.time)) * 10.0)
    #let xz =
        anglevector-rotate
            anglevector -x
            p.xz
    #let p =
        vec3
            xz.x
            p.y
            xz.y
    #simple-sphere p
    #twoballs p
    #doubletori p
    #nine-spheres p
    #two-boxes p
    #one-box p
    (matmapf p) as f32

fn subdivide-cell (key)
    let level = ((deref u-level) as u32)
    let r = (/ (f32 (1:u32 << level)))
    let d = (2.0 * r)
    #let rlimit =
        if (level == 8:u32) r
        else (sqrt3 * r)

    key := (key << 3:u32)

    ucoord := (unpack-morton3x10 key)
    coord := (vec3 ucoord) * d - 1.0 + r

    global cells : (array u32 8)
    global written = 0:u32

    fn test-cell (i ofs key coord r)
        let rlimit = (sqrt3 * r)
        key := key | i
        pos := coord + ofs
        let dist = (mapf pos)
        let hit = ((abs dist) < rlimit)
        if hit
            cells @ (deref written) = key
            written += 1:u32

    inline test-cell (i ofs)
        test-cell i ofs key coord r

    test-cell 0:u32 (vec3 0 0 0)
    test-cell 1:u32 (vec3 d 0 0)
    test-cell 2:u32 (vec3 0 d 0)
    test-cell 3:u32 (vec3 d d 0)
    test-cell 4:u32 (vec3 0 0 d)
    test-cell 5:u32 (vec3 d 0 d)
    test-cell 6:u32 (vec3 0 d d)
    test-cell 7:u32 (vec3 d d d)

    # commit
    if (written != 0:u32)
        let id = (atomicAdd buf-cells-out.count (deref written))
        for i in (range (deref written))
            buf-cells-out.entries @ (id + i) = (cells @ i)

fn simplify-cell (key)
    let level = (((deref u-level) as u32) - 1)
    let r = (/ (f32 (1:u32 << level)))
    let d = (2.0 * r)

    ucoord := (unpack-morton3x10 key)
    coord := (vec3 ucoord) * d - 1.0
    key := (key << 3:u32)

    global mask = 0:u32

    fn check-cell (i ofs coord)
        let dist = (mapf (coord + ofs))
        let bit = (? (dist < 0.0) 1:u32 0:u32)
        mask |= (bit << i)

    inline check-cell (i ofs)
        check-cell i ofs coord

    #do
        let coord = (coord + r)
        let n =
            - (sdNormalFast mapf coord r)
        embed
            let a = ((deref shglobals.time) * 0.2)
            let c s = (cos a) (sin a)

            n :=
                vec3
                    c * n.x - s * n.z
                    n.y
                    s * n.x + c * n.z

            coord :=
                vec3
                    c * coord.x - s * coord.z
                    coord.y
                    s * coord.x + c * coord.z

        coord :=
            coord + (vec3 0 0 1)

        if ((dot n (normalize coord)) < -0.3)
            return;

    check-cell 0:u32 (vec3 0 0 0)
    check-cell 1:u32 (vec3 d 0 0)
    check-cell 2:u32 (vec3 0 d 0)
    check-cell 3:u32 (vec3 d d 0)
    check-cell 4:u32 (vec3 0 0 d)
    check-cell 5:u32 (vec3 d 0 d)
    check-cell 6:u32 (vec3 0 d d)
    check-cell 7:u32 (vec3 d d d)
    let mask = (deref mask)

    if ((mask != 0:u32) & (mask != 255:u32))
        global cells : (array u32 8)
        global written = 0:u32

        fn test-cell (i k1 k3 checkmask mask key packedmask)
            let hit = ((checkmask != 0:u32) & (checkmask != mask))
            if hit
                cells @ (deref written) = key | i | (packedmask << 28:u32)
                written += 1:u32

        inline test-cell (i)
            let tetverts = 0x6cc99:u32
            k := i * 3:u32
            k1 := (tetverts >> k) & 7:u32
            k3 := (tetverts >> (k + 3:u32)) & 7:u32
            packedmask :=
                |
                    mask & 1:u32
                    ((mask >> k1) & 1:u32) << 1:u32
                    ((mask >> 7:u32) & 1:u32) << 2:u32
                    ((mask >> k3) & 1:u32) << 3:u32
            checkmask :=
                |
                    (1:u32 << 0:u32) | (1:u32 << 7:u32)
                    1:u32 << k1
                    1:u32 << k3
            static-assert (constant? checkmask)
            test-cell i k1 k3 checkmask mask key packedmask

        test-cell 0:u32
        test-cell 1:u32
        test-cell 2:u32
        test-cell 3:u32
        test-cell 4:u32
        test-cell 5:u32

        # commit
        if (written != 0:u32)
            let id = (atomicAdd buf-cells-out.count (deref written))
            for i in (range (deref written))
                buf-cells-out.entries @ (id + i) = (cells @ i)

fn voxelize-init ()
    let index = (deref gl_GlobalInvocationID.x)
    subdivide-cell index

fn voxelize ()
    let index = (deref gl_GlobalInvocationID.x)
    if (index < buf-cells-in.count)
        subdivide-cell (deref (buf-cells-in.entries @ index))

fn simplify ()
    let index = (deref gl_GlobalInvocationID.x)
    if (index < buf-cells-in.count)
        simplify-cell (deref (buf-cells-in.entries @ index))

fn supershader ()
    local_size 64 1 1
    let mode = (deref u-program)
    switch mode
    case ProgramVoxelizeInit
        voxelize-init;
    case ProgramVoxelize
        voxelize;
    case ProgramSimplify
        simplify;
    default
        ;;

fn calc-projection ()
    let aspect = (vec2 (/ (deref shglobals.aspect)) 1.0)
    'ifp-perspective ProjectionSetup aspect 0.1

inout normal : vec3
inout depthval : f32
inout albedo : vec4
inout matdata : vec4
fn rasterize-vert ()
    let index = ((deref gl_InstanceID) as u32)
    if (index < buf-cells-in.count)
        let vertex-index = ((deref gl_VertexID) as u32)
        let key = (deref (buf-cells-in.entries @ index))
        tetidx := (key & 7:u32)
        signs := (key >> 28:u32)
        key := (key >> 3:u32) & 0x1ffffff

        let level = (((deref u-level) as u32) - 1)
        let r = (/ (f32 (1:u32 << level)))
        let d = (2.0 * r)
        ucoord := (unpack-morton3x10 key)
        coord := (vec3 ucoord) * d - 1.0

        let tetverts = 0x6cc99:u32
        k := tetidx * 3:u32
        k1 := (tetverts >> k) & 7:u32
        k3 := (tetverts >> (k + 3:u32)) & 7:u32

        local p : (array vec3 4)
        p @ 0 = coord
        p @ 1 = coord + ((vec3 ((uvec3 k1 (k1 >> 1:u32) (k1 >> 2:u32)) & 1:u32)) * d)
        p @ 2 = coord + (vec3 d d d)
        p @ 3 = coord + ((vec3 ((uvec3 k3 (k3 >> 1:u32) (k3 >> 2:u32)) & 1:u32)) * d)

        let d =
            vec4
                ? ((signs & 1:u32) == 1:u32) -1.0 1.0
                ? ((signs & 2:u32) == 2:u32) -1.0 1.0
                ? ((signs & 4:u32) == 4:u32) -1.0 1.0
                ? ((signs & 8:u32) == 8:u32) -1.0 1.0

        let i = (btetfaces d)
        let c = i.w
        i0 := i @ vertex-index
        center := coord + r
        coord := (deref (p @ i0))
        #let coord = (deref (p @ vertex-index))
        let dist = (matmapf center)
        let material =
            dist.material
        #let dist = dist0
        #let material =
            'mix dist0.material dist1.material l
        let n =
            - (sdNormalFast mapf center (r * 0.5))

        # rotate it a little
        embed
            let a = ((deref shglobals.time) * 0.2)
            let c s = (cos a) (sin a)

            n :=
                vec3
                    c * n.x - s * n.z
                    n.y
                    s * n.x + c * n.z

            coord :=
                vec3
                    c * coord.x - s * coord.z
                    coord.y
                    s * coord.x + c * coord.z

        coord :=
            coord + (vec3 0 0 1)

        let proj =
            calc-projection;

        let pcoord =
            'project proj
                vec4 coord 1.0

        normal.out = n
        depthval.out = coord.z
        albedo.out = material.albedo
        matdata.out =
            vec4 material.roughness material.metallic 0 0
        gl_Position = pcoord
        return;

    gl_Position = (vec4 0 0 0 inf)
    ;

fn pack-surfel-data (normal depth color matdata)
    let normal =
        bitcast (packSnorm2x16 (pack_normal_snorm normal)) f32
    let color =
        bitcast (packUnorm4x8 color) f32
    let matdata =
        bitcast (packUnorm4x8 matdata) f32
    vec4 normal matdata color depth

fn unpack-surfel-data (frag)
    let normal =
        unpack_normal_snorm (unpackSnorm2x16 (bitcast frag.x u32))
    let matdata =
        unpackUnorm4x8 (bitcast frag.y u32)
    let color =
        unpackUnorm4x8 (bitcast frag.z u32)
    _
        normal
        frag.w
        color
        matdata

out out_Color : vec4
    binding = 0
fn rasterize-frag ()
    out_Color =
        pack-surfel-data
            normalize (deref normal.in)
            deref depthval.in
            deref albedo.in
            deref matdata.in

#uniform img-target-rgba32f : (image2D rgba32f)
    binding = IMAGE_TARGET_RGBA32F
    \ coherent writeonly restrict

uniform u-level : i32
    location = UNIFORM_LEVEL

fn mixdown (uv)
    #let t = (deref shglobals.time)
    let size =
        vec2 (deref shglobals.size)
    let uv2 =
        (uv * 2.0 - 1.0) * (vec2 shglobals.aspect 1)
    let uv = (ivec2 ((deref gl_FragCoord) . xy + 0.5))

    let col =
        texelFetch smp-screen uv 0
    let normal depth color matdata = (unpack-surfel-data col)
    if (depth == 0.0)
        return
            vec4 0.1 0.1 0.2 1
    let proj =
        calc-projection;
    let coord =
        vec3 ((uv2 * 2.0 - 1.0) * depth / proj.aspect) depth
    let rd = (normalize coord)

    let l =
        normalize
            vec3 0.5 -1.0 0.25
    let lambert =
        max 0.0 (dot normal l)

    let albedo = color.rgb
    let ambient =
        ((dot normal (vec3 0.0 -1.0 0.0)) * 0.5 + 0.5) * 0.1
    let exposure = 2.0

    let roughness = matdata.x
    let metallic = matdata.y
    let color =
        linear->sRGB
            tonemap
                * exposure
                    +
                        ambient * albedo * (1.0 - metallic)
                        * lambert
                            BRDF albedo
                                roughness
                                metallic
                                \ l rd normal

    return
        vec4 color 1.0
        #vec4
            #\ uv 0.0
            #normal * 0.5 + 0.5
            vec3
                (dot normal (normalize (vec3 0 -1 0))) * 0.5 + 0.5
            #normhue depth
            #normhue (radius / 16.0)
            #normhue (w / 8.0)
            1.0

fn visualize-buffer (uv)
    #let t = (deref shglobals.time)
    let size =
        vec2 (deref shglobals.size)
    let uv2 =
        (uv * 2.0 - 1.0) * (vec2 shglobals.aspect 1)
    let uv = (ivec2 ((deref gl_FragCoord) . xy + 0.5))

    let col =
        texelFetch smp-screen uv 0
    let normal depth color matdata = (unpack-surfel-data col)
    if (depth == 0.0)
        return
            vec4 0 0 0 1

    return
        vec4
            #normal * 0.5 + 0.5
            normhue depth
            #normhue (radius / 16.0)
            #color
            1.0

fn shader (uv)
    mixdown uv
    #visualize-buffer uv

inline main ()

    # pass overview:
        in: compute 4 * 4 * 4
        per thread:
            traverse 1/64th of octree
        for each leaf found:
            increase atomic counter in indirect draw call argument to obtain index
            append position + normal as vec4 (xyz, packed normal)
            append color as i32
                gamma compressed RGB10 values
                values >= 256 are emissive
                2 bits left for ?
            append material props as i32
                * roughness
                * metallic
                * film thickness
                * waxiness?
                * hue rotation?
                * UV activeness?
                * snowy glitter?

        in: indirect draw call argument
        out: rasterized voxel cubes

    let NUM_BUFFERS = 5

    global cell_buffers =
        arrayof GL.uint
            GL.CreateBuffer;
            GL.CreateBuffer;
            GL.CreateBuffer;
            GL.CreateBuffer;
            GL.CreateBuffer;
    let cell_buffer_sz = ((sizeof u32) * (1 + MAX_VOXELS))
    for i in (range (NUM_BUFFERS as u32))
        let buf = (cell_buffers @ i)
        GL.NamedBufferData buf (i32 cell_buffer_sz) null GL.STREAM_COPY
        GL.BindBufferRange GL.SHADER_STORAGE_BUFFER (BINDING_BUF_CELLS_IN + i)
            \ buf 0:i64 (i64 cell_buffer_sz)

    #global draw_voxels_cmd = (GL.CreateBuffer)
    #setup-ssbo draw_voxels_cmd buf-draw-voxels-cmd
    #let draw_voxels_cmd_sz = (sizeof DrawElementsIndirectCommand)
    #GL.NamedBufferData draw_voxels_cmd (i32 draw_voxels_cmd_sz) null GL.STREAM_DRAW
    #GL.BindBufferRange GL.SHADER_STORAGE_BUFFER BINDING_BUF_DRAW_VOXELS_CMD draw_voxels_cmd 0:i64 (i64 draw_voxels_cmd_sz)

    #global tx_position_normal = (GL.CreateTexture GL.TEXTURE_BUFFER)
    #GL.TextureBuffer tx_position_normal GL.RGBA32UI position_normal

    global fb-scene-color = (GL.CreateTexture GL.TEXTURE_2D)
    'setup fb-scene-color
        size = (ivec2 2048 2048)
        format = GL.RGBA32F
    do
        let h = 2048
        GL.ClearTexImage fb-scene-color 0 GL.RGBA GL.FLOAT null

    global rb-scene-depth = (GL.CreateRenderbuffer)
    setup-renderbuffer rb-scene-depth 2048 2048
        format = GL.DEPTH_COMPONENT
    global fb-scene = (GL.CreateFramebuffer)
    setup-framebuffer fb-scene
        color = fb-scene-color
        rb-depth = rb-scene-depth

    global vao-empty = (GL.CreateVertexArray)

    global pg-rasterize = (GL.CreateProgram)
    call
        attach-shaders (deref pg-rasterize)
            vertex = rasterize-vert
            fragment = rasterize-frag
            #debug = true

    global pg-supershader = (GL.CreateProgram)
    call
        attach-shaders (deref pg-supershader)
            compute = supershader
            #debug = true

    inline per-frame-setup (size)

        GL.BindTextureUnit 0 fb-scene-color
        GL.Uniform smp-screen 0

        for i in (range NUM_BUFFERS)
            let buf = (cell_buffers @ i)
            let ptr =
                GL.MapNamedBufferRange buf 0 (sizeof u32)
                    | GL.MAP_WRITE_BIT
                        GL.MAP_INVALIDATE_BUFFER_BIT
                        #GL.MAP_UNSYNCHRONIZED_BIT
            let ptr = (bitcast ptr (mutable pointer CellVals))
            ptr.count = 0:u32
            GL.UnmapNamedBuffer buf

        #local cmd = (DrawElementsIndirectCommand)
        #bind-ssbo draw_voxels_cmd buf-draw-voxels-cmd &cmd
        #GL.NamedBufferSubData draw_voxels_cmd 0 draw_voxels_cmd_sz &cmd

        inline bind-buffers (i0 i1)
            GL.BindBufferRange GL.SHADER_STORAGE_BUFFER
                BINDING_BUF_CELLS_IN
                cell_buffers @ i0
                \ 0:i64 (i64 cell_buffer_sz)
            GL.BindBufferRange GL.SHADER_STORAGE_BUFFER
                BINDING_BUF_CELLS_OUT
                cell_buffers @ i1
                \ 0:i64 (i64 cell_buffer_sz)

        GL.UseProgram pg-supershader

        do
            GL.Uniform u-program ProgramVoxelizeInit
            GL.Uniform u-level 6
            bind-buffers 0 1
            GL.DispatchCompute ((8 ** 3) as u32) 1 1
            GL.MemoryBarrier GL.SHADER_STORAGE_BARRIER_BIT
            #GL.MemoryBarrier (GL.ALL_BARRIER_BITS as u32)

        #do
            GL.UseProgram pg-voxelize
            GL.Uniform u-level 7
            bind-buffers 1 2
            GL.DispatchCompute 84 1 1
            GL.MemoryBarrier GL.SHADER_STORAGE_BARRIER_BIT
            #GL.MemoryBarrier (GL.ALL_BARRIER_BITS as u32)

        GL.Uniform u-program ProgramVoxelize

        #do
            GL.Uniform u-level 6
            bind-buffers 1 2
            #GL.DispatchCompute 21 1 1
            #GL.DispatchCompute 346 1 1
            GL.DispatchCompute 594 1 1
            GL.MemoryBarrier GL.SHADER_STORAGE_BARRIER_BIT
            #GL.MemoryBarrier (GL.ALL_BARRIER_BITS as u32)

        do
            GL.Uniform u-level 7
            bind-buffers 1 2
            #GL.DispatchCompute 84 1 1
            #GL.DispatchCompute 1395 1 1
            GL.DispatchCompute ((POINTLIMIT // 63) // 64) 1 1
            GL.MemoryBarrier GL.SHADER_STORAGE_BARRIER_BIT
            #GL.MemoryBarrier (GL.ALL_BARRIER_BITS as u32)

        do
            GL.Uniform u-program ProgramSimplify
            GL.Uniform u-level 8
            bind-buffers 2 3
            GL.DispatchCompute ((POINTLIMIT // 15) // 64) 1 1
            GL.MemoryBarrier GL.SHADER_STORAGE_BARRIER_BIT
            #GL.MemoryBarrier (GL.ALL_BARRIER_BITS as u32)

        #do
            GL.Uniform u-program ProgramSimplify
            GL.Uniform u-level 9
            bind-buffers 3 0
            GL.DispatchCompute ((POINTLIMIT // 3) // 64) 1 1
            GL.MemoryBarrier GL.SHADER_STORAGE_BARRIER_BIT
            #GL.MemoryBarrier (GL.ALL_BARRIER_BITS as u32)

        #do
            for i in (range NUM_BUFFERS)
                let buf = (cell_buffers @ i)
                let ptr =
                    GL.MapNamedBufferRange buf 0 (sizeof u32)
                        GL.MAP_READ_BIT
                let ptr = (bitcast ptr (pointer CellVals))
                print i "=" ptr.count "/" ((ptr.count + 63:u32) // 64:u32)
                GL.UnmapNamedBuffer buf

        do
            GL.BindFramebuffer GL.FRAMEBUFFER fb-scene
            GL.Viewport 0 0 (i32 size.x) (i32 size.y)
            GL.ClearColor 0 0 0 0
            GL.DepthFunc GL.GREATER
            GL.ClearDepthf 0
            GL.DepthRangef -1 1
            GL.Enable GL.CULL_FACE
            GL.CullFace GL.BACK
            GL.Enable GL.DEPTH_TEST
            GL.Clear
                |
                    GL.COLOR_BUFFER_BIT
                    GL.DEPTH_BUFFER_BIT
                    GL.STENCIL_BUFFER_BIT

            GL.UseProgram pg-rasterize
            bind-buffers 3 0
            GL.Uniform u-level 8
            GL.BindVertexArray vao-empty
            #GL.DrawArrays GL.POINTS 0 POINTLIMIT
            #GL.DrawArraysInstanced GL.POINTS 0 1 POINTLIMIT
            GL.DrawArraysInstanced GL.TRIANGLE_STRIP 0 3 POINTLIMIT

            GL.Disable GL.DEPTH_TEST
            GL.Disable GL.CULL_FACE
            GL.BindFramebuffer GL.FRAMEBUFFER 0

    _ per-frame-setup shader

fn program ()
    render-fragment-shader main
        #debug = true
        size = (ivec2 512)


static-if true
    program;
else
    define f
        compile
            typify program
            'O3

    f;