import FluidGridData; struct Params { int b; // read-write FluidGridData grid; }; ParameterBlock params; [shader("compute")] [numthreads(32, 8, 1)] void setBound(uint3 dispatchThreadID : SV_DispatchThreadID) { int b = params.b; FluidGridData grid = params.grid; int i = dispatchThreadID.x + 1; int j = dispatchThreadID.y + 1; // X-faces: indices range over (gridSize.y, gridSize.z) if(i < gridParams.gridSize.y - 1 && j < gridParams.gridSize.z - 1) { grid[0, i, j] = b == 1 ? -grid[1, i, j] : grid[1, i, j]; grid[gridParams.gridSize.x - 1, i, j] = b == 1 ? -grid[gridParams.gridSize.x - 2, i, j] : grid[gridParams.gridSize.x - 2, i, j]; } // Y-faces: indices range over (gridSize.x, gridSize.z) if(i < gridParams.gridSize.x - 1 && j < gridParams.gridSize.z - 1) { grid[i, 0, j] = b == 2 ? -grid[i, 1, j] : grid[i, 1, j]; grid[i, gridParams.gridSize.y - 1, j] = b == 2 ? -grid[i, gridParams.gridSize.y - 2, j] : grid[i, gridParams.gridSize.y - 2, j]; } // Z-faces: indices range over (gridSize.x, gridSize.y) if(i < gridParams.gridSize.x - 1 && j < gridParams.gridSize.y - 1) { grid[i, j, 0] = b == 3 ? -grid[i, j, 1] : grid[i, j, 1]; grid[i, j, gridParams.gridSize.z - 1] = b == 3 ? -grid[i, j, gridParams.gridSize.z - 2] : grid[i, j, gridParams.gridSize.z - 2]; } } [shader("compute")] [numthreads(128, 1, 1)] void setBoundEdges(uint3 dispatchThreadID : SV_DispatchThreadID) { FluidGridData grid = params.grid; int x = dispatchThreadID.x + 1; // X-axis edges: x ranges [1, gridSize.x-2] if(x < gridParams.gridSize.x - 1) { grid[x, 0, 0] = 0.5f * (grid[x, 1, 0] + grid[x, 0, 1]); grid[x, gridParams.gridSize.y - 1, 0] = 0.5f * (grid[x, gridParams.gridSize.y - 2, 0] + grid[x, gridParams.gridSize.y - 1, 1]); grid[x, 0, gridParams.gridSize.z - 1] = 0.5f * (grid[x, 1, gridParams.gridSize.z - 1] + grid[x, 0, gridParams.gridSize.z - 2]); grid[x, gridParams.gridSize.y - 1, gridParams.gridSize.z - 1] = 0.5f * (grid[x, gridParams.gridSize.y - 2, gridParams.gridSize.z - 1] + grid[x, gridParams.gridSize.y - 1, gridParams.gridSize.z - 2]); } // Y-axis edges: x ranges [1, gridSize.y-2] if(x < gridParams.gridSize.y - 1) { grid[0, x, 0] = 0.5f * (grid[1, x, 0] + grid[0, x, 1]); grid[0, x, gridParams.gridSize.z - 1] = 0.5f * (grid[1, x, gridParams.gridSize.z - 1] + grid[0, x, gridParams.gridSize.z - 2]); grid[gridParams.gridSize.x - 1, x, 0] = 0.5f * (grid[gridParams.gridSize.x - 2, x, 0] + grid[gridParams.gridSize.x - 1, x, 1]); grid[gridParams.gridSize.x - 1, x, gridParams.gridSize.z - 1] = 0.5f * (grid[gridParams.gridSize.x - 2, x, gridParams.gridSize.z - 1] + grid[gridParams.gridSize.x - 1, x, gridParams.gridSize.z - 2]); } // Z-axis edges: x ranges [1, gridSize.z-2] if(x < gridParams.gridSize.z - 1) { grid[0, 0, x] = 0.5f * (grid[1, 0, x] + grid[0, 1, x]); grid[0, gridParams.gridSize.y - 1, x] = 0.5f * (grid[1, gridParams.gridSize.y - 1, x] + grid[0, gridParams.gridSize.y - 2, x]); grid[gridParams.gridSize.x - 1, 0, x] = 0.5f * (grid[gridParams.gridSize.x - 2, 0, x] + grid[gridParams.gridSize.x - 1, 1, x]); grid[gridParams.gridSize.x - 1, gridParams.gridSize.y - 1, x] = 0.5f * (grid[gridParams.gridSize.x - 2, gridParams.gridSize.y - 1, x] + grid[gridParams.gridSize.x - 1, gridParams.gridSize.y - 2, x]); } } [shader("compute")] [numthreads(8, 1, 1)] void setBoundCorners(uint3 dispatchThreadID : SV_DispatchThreadID) { FluidGridData grid = params.grid; uint threadIdx = dispatchThreadID.x; uint x = ((threadIdx & 1) == 0) ? 0 : (gridParams.gridSize.x - 1); uint y = ((threadIdx & 2) == 0) ? 0 : (gridParams.gridSize.y - 1); uint z = ((threadIdx & 4) == 0) ? 0 : (gridParams.gridSize.z - 1); uint nx = (x == 0) ? 1 : (gridParams.gridSize.x - 2); uint ny = (y == 0) ? 1 : (gridParams.gridSize.y - 2); uint nz = (z == 0) ? 1 : (gridParams.gridSize.z - 2); grid[x, y, z] = (1.0f / 3.0f) * (grid[nx, y, z] + grid[x, ny, z] + grid[x, y, nz]); }