Subsystems: Vulkan for Physics Simulation
Enhancing Physics with Vulkan
In the previous section, we implemented a basic physics system for our engine. Now, we’ll explore how Vulkan’s compute capabilities can enhance physics simulations, particularly for large-scale scenarios with many interacting objects.
Why Use Vulkan for Physics?
Traditional physics simulations are performed on the CPU, but there are several compelling reasons to leverage Vulkan compute shaders for physics calculations:
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Parallelism: Physics calculations for multiple objects can be performed in parallel, making them well-suited for GPU computation.
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Scalability: GPU-based physics can handle thousands or even millions of objects with relatively little performance degradation.
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Reduced CPU Load: Offloading physics to the GPU frees up CPU resources for game logic, AI, and other tasks.
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Unified Memory: With Vulkan, we can share memory between physics and graphics, reducing data transfer overhead.
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Specialized Hardware: Modern GPUs often include hardware features specifically designed to accelerate physics-like calculations.
Common GPU Physics Applications
While not all physics calculations are suitable for GPU acceleration, several common physics tasks can benefit significantly:
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Particle Systems: Simulating thousands of particles for effects like smoke, fire, or fluid.
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Cloth Simulation: Calculating the behavior of cloth, hair, or other deformable objects.
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Soft Body Physics: Simulating objects that can bend, stretch, or compress.
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Broad-Phase Collision Detection: Quickly identifying potential collision pairs among many objects.
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Rigid Body Dynamics: Simulating the movement of large numbers of rigid bodies.
Let’s focus on implementing GPU-accelerated rigid body dynamics and collision detection using Vulkan compute shaders.
GPU-Accelerated Rigid Body Physics
To implement GPU-accelerated physics, we’ll need to:
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Store physics data in GPU-accessible buffers
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Create compute shaders to perform physics calculations
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Integrate the GPU physics with our existing CPU-based system
Let’s extend our physics system to include Vulkan-accelerated components. We’ll approach it in four steps:
1) Step 1: Data layout (GPUPhysicsData/GPUCollisionData structures) 2) Step 2: GPU resource setup (descriptor set layout, pipelines, storage buffers, descriptor sets) 3) Step 3: Simulation dispatch (integrate → broad‑phase → narrow‑phase → resolve with pipeline barriers) 4) Step 4: Synchronization and readback (update GPU buffers, submit, read back state, integrate in Update)
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We avoid repeating Vulkan compute fundamentals here; focus stays on physics‑specific wiring. Use earlier chapters (Resource Management, Rendering Pipeline) or the Vulkan Guide (https://docs.vulkan.org/guide/latest/) if you need a refresher on descriptors, buffers, or pipeline creation. |
// Physics.h (additions)
#include <vulkan/vulkan_raii.hpp>
namespace Engine {
namespace Physics {
// Structure for GPU physics data
struct GPUPhysicsData {
glm::vec4 position; // xyz = position, w = inverse mass
glm::vec4 rotation; // quaternion
glm::vec4 linearVelocity; // xyz = velocity, w = restitution
glm::vec4 angularVelocity; // xyz = angular velocity, w = friction
glm::vec4 force; // xyz = force, w = is kinematic (0 or 1)
glm::vec4 torque; // xyz = torque, w = use gravity (0 or 1)
glm::vec4 colliderData; // type-specific data (e.g., radius for spheres)
glm::vec4 colliderData2; // additional collider data (e.g., box half extents)
};
// Structure for GPU collision data
struct GPUCollisionData {
uint32_t bodyA;
uint32_t bodyB;
glm::vec4 contactNormal; // xyz = normal, w = penetration depth
glm::vec4 contactPoint; // xyz = contact point, w = unused
};
// Extended PhysicsSystem with Vulkan acceleration
class PhysicsSystem {
public:
// ... existing methods ...
// Enable/disable GPU acceleration
void SetGPUAccelerationEnabled(bool enabled) { m_GPUAccelerationEnabled = enabled; }
bool IsGPUAccelerationEnabled() const { return m_GPUAccelerationEnabled; }
// Set the maximum number of objects that can be simulated on the GPU
void SetMaxGPUObjects(uint32_t maxObjects);
private:
// ... existing members ...
// GPU acceleration
bool m_GPUAccelerationEnabled = false;
uint32_t m_MaxGPUObjects = 1024;
uint32_t m_MaxGPUCollisions = 4096;
// Vulkan resources for physics simulation
struct VulkanResources {
// Shader modules
vk::raii::ShaderModule integrateShaderModule = nullptr;
vk::raii::ShaderModule broadPhaseShaderModule = nullptr;
vk::raii::ShaderModule narrowPhaseShaderModule = nullptr;
vk::raii::ShaderModule resolveShaderModule = nullptr;
// Pipeline layouts and compute pipelines
vk::raii::DescriptorSetLayout descriptorSetLayout = nullptr;
vk::raii::PipelineLayout pipelineLayout = nullptr;
vk::raii::Pipeline integratePipeline = nullptr;
vk::raii::Pipeline broadPhasePipeline = nullptr;
vk::raii::Pipeline narrowPhasePipeline = nullptr;
vk::raii::Pipeline resolvePipeline = nullptr;
// Descriptor pool and sets
vk::raii::DescriptorPool descriptorPool = nullptr;
std::vector<vk::raii::DescriptorSet> descriptorSets;
// Buffers for physics data
vk::raii::Buffer physicsBuffer = nullptr;
vk::raii::DeviceMemory physicsBufferMemory = nullptr;
vk::raii::Buffer collisionBuffer = nullptr;
vk::raii::DeviceMemory collisionBufferMemory = nullptr;
vk::raii::Buffer pairBuffer = nullptr;
vk::raii::DeviceMemory pairBufferMemory = nullptr;
vk::raii::Buffer counterBuffer = nullptr;
vk::raii::DeviceMemory counterBufferMemory = nullptr;
// Command buffer for compute operations
vk::raii::CommandPool commandPool = nullptr;
vk::raii::CommandBuffer commandBuffer = nullptr;
};
VulkanResources m_VulkanResources;
// Initialize Vulkan resources for physics simulation
void InitializeVulkanResources();
void CleanupVulkanResources();
// Update physics data on the GPU
void UpdateGPUPhysicsData();
// Read back physics data from the GPU
void ReadbackGPUPhysicsData();
// Perform GPU-accelerated physics simulation
void SimulatePhysicsOnGPU(float deltaTime);
};
} // namespace Physics
} // namespace Engine
Now, let’s implement the Vulkan-based physics simulation:
// Physics.cpp (implementation)
void PhysicsSystem::InitializeVulkanResources() {
// Get Vulkan device from the engine
auto& device = m_Engine.GetVulkanDevice();
// Create compute shader modules
auto integrateShaderCode = LoadShaderFile("shaders/physics_integrate.comp.spv");
vk::ShaderModuleCreateInfo integrateShaderModuleCreateInfo({}, integrateShaderCode.size() * sizeof(uint32_t),
reinterpret_cast<const uint32_t*>(integrateShaderCode.data()));
m_VulkanResources.integrateShaderModule = vk::raii::ShaderModule(device, integrateShaderModuleCreateInfo);
auto broadPhaseShaderCode = LoadShaderFile("shaders/physics_broad_phase.comp.spv");
vk::ShaderModuleCreateInfo broadPhaseShaderModuleCreateInfo({}, broadPhaseShaderCode.size() * sizeof(uint32_t),
reinterpret_cast<const uint32_t*>(broadPhaseShaderCode.data()));
m_VulkanResources.broadPhaseShaderModule = vk::raii::ShaderModule(device, broadPhaseShaderModuleCreateInfo);
auto narrowPhaseShaderCode = LoadShaderFile("shaders/physics_narrow_phase.comp.spv");
vk::ShaderModuleCreateInfo narrowPhaseShaderModuleCreateInfo({}, narrowPhaseShaderCode.size() * sizeof(uint32_t),
reinterpret_cast<const uint32_t*>(narrowPhaseShaderCode.data()));
m_VulkanResources.narrowPhaseShaderModule = vk::raii::ShaderModule(device, narrowPhaseShaderModuleCreateInfo);
auto resolveShaderCode = LoadShaderFile("shaders/physics_resolve.comp.spv");
vk::ShaderModuleCreateInfo resolveShaderModuleCreateInfo({}, resolveShaderCode.size() * sizeof(uint32_t),
reinterpret_cast<const uint32_t*>(resolveShaderCode.data()));
m_VulkanResources.resolveShaderModule = vk::raii::ShaderModule(device, resolveShaderModuleCreateInfo);
// Create descriptor set layout
std::array<vk::DescriptorSetLayoutBinding, 4> bindings = {
// Physics data buffer
vk::DescriptorSetLayoutBinding(0, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eCompute),
// Collision data buffer
vk::DescriptorSetLayoutBinding(1, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eCompute),
// Pair buffer (for broad phase)
vk::DescriptorSetLayoutBinding(2, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eCompute),
// Counter buffer
vk::DescriptorSetLayoutBinding(3, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eCompute)
};
vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo({}, bindings);
m_VulkanResources.descriptorSetLayout = vk::raii::DescriptorSetLayout(device, descriptorSetLayoutCreateInfo);
// Create pipeline layout
vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo({}, *m_VulkanResources.descriptorSetLayout);
m_VulkanResources.pipelineLayout = vk::raii::PipelineLayout(device, pipelineLayoutCreateInfo);
// Create compute pipelines
vk::PipelineShaderStageCreateInfo integrateShaderStageCreateInfo({}, vk::ShaderStageFlagBits::eCompute,
*m_VulkanResources.integrateShaderModule, "main");
vk::ComputePipelineCreateInfo integrateComputePipelineCreateInfo({}, integrateShaderStageCreateInfo,
*m_VulkanResources.pipelineLayout);
m_VulkanResources.integratePipeline = vk::raii::Pipeline(device, nullptr, integrateComputePipelineCreateInfo);
vk::PipelineShaderStageCreateInfo broadPhaseShaderStageCreateInfo({}, vk::ShaderStageFlagBits::eCompute,
*m_VulkanResources.broadPhaseShaderModule, "main");
vk::ComputePipelineCreateInfo broadPhaseComputePipelineCreateInfo({}, broadPhaseShaderStageCreateInfo,
*m_VulkanResources.pipelineLayout);
m_VulkanResources.broadPhasePipeline = vk::raii::Pipeline(device, nullptr, broadPhaseComputePipelineCreateInfo);
vk::PipelineShaderStageCreateInfo narrowPhaseShaderStageCreateInfo({}, vk::ShaderStageFlagBits::eCompute,
*m_VulkanResources.narrowPhaseShaderModule, "main");
vk::ComputePipelineCreateInfo narrowPhaseComputePipelineCreateInfo({}, narrowPhaseShaderStageCreateInfo,
*m_VulkanResources.pipelineLayout);
m_VulkanResources.narrowPhasePipeline = vk::raii::Pipeline(device, nullptr, narrowPhaseComputePipelineCreateInfo);
vk::PipelineShaderStageCreateInfo resolveShaderStageCreateInfo({}, vk::ShaderStageFlagBits::eCompute,
*m_VulkanResources.resolveShaderModule, "main");
vk::ComputePipelineCreateInfo resolveComputePipelineCreateInfo({}, resolveShaderStageCreateInfo,
*m_VulkanResources.pipelineLayout);
m_VulkanResources.resolvePipeline = vk::raii::Pipeline(device, nullptr, resolveComputePipelineCreateInfo);
// Create descriptor pool
std::array<vk::DescriptorPoolSize, 1> poolSizes = {
vk::DescriptorPoolSize(vk::DescriptorType::eStorageBuffer, 4)
};
vk::DescriptorPoolCreateInfo descriptorPoolCreateInfo({}, 1, poolSizes);
m_VulkanResources.descriptorPool = vk::raii::DescriptorPool(device, descriptorPoolCreateInfo);
// Allocate descriptor sets
vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo(*m_VulkanResources.descriptorPool,
1, &*m_VulkanResources.descriptorSetLayout);
m_VulkanResources.descriptorSets = vk::raii::DescriptorSets(device, descriptorSetAllocateInfo);
// Create buffers for physics data
CreateBuffer(device, sizeof(GPUPhysicsData) * m_MaxGPUObjects,
vk::BufferUsageFlagBits::eStorageBuffer,
m_VulkanResources.physicsBuffer, m_VulkanResources.physicsBufferMemory);
CreateBuffer(device, sizeof(GPUCollisionData) * m_MaxGPUCollisions,
vk::BufferUsageFlagBits::eStorageBuffer,
m_VulkanResources.collisionBuffer, m_VulkanResources.collisionBufferMemory);
CreateBuffer(device, sizeof(uint32_t) * 2 * m_MaxGPUCollisions,
vk::BufferUsageFlagBits::eStorageBuffer,
m_VulkanResources.pairBuffer, m_VulkanResources.pairBufferMemory);
CreateBuffer(device, sizeof(uint32_t) * 2,
vk::BufferUsageFlagBits::eStorageBuffer,
m_VulkanResources.counterBuffer, m_VulkanResources.counterBufferMemory);
// Update descriptor sets
std::array<vk::DescriptorBufferInfo, 4> bufferInfos = {
vk::DescriptorBufferInfo(*m_VulkanResources.physicsBuffer, 0, VK_WHOLE_SIZE),
vk::DescriptorBufferInfo(*m_VulkanResources.collisionBuffer, 0, VK_WHOLE_SIZE),
vk::DescriptorBufferInfo(*m_VulkanResources.pairBuffer, 0, VK_WHOLE_SIZE),
vk::DescriptorBufferInfo(*m_VulkanResources.counterBuffer, 0, VK_WHOLE_SIZE)
};
std::array<vk::WriteDescriptorSet, 4> descriptorWrites = {
vk::WriteDescriptorSet(*m_VulkanResources.descriptorSets[0], 0, 0, 1,
vk::DescriptorType::eStorageBuffer, nullptr, &bufferInfos[0]),
vk::WriteDescriptorSet(*m_VulkanResources.descriptorSets[0], 1, 0, 1,
vk::DescriptorType::eStorageBuffer, nullptr, &bufferInfos[1]),
vk::WriteDescriptorSet(*m_VulkanResources.descriptorSets[0], 2, 0, 1,
vk::DescriptorType::eStorageBuffer, nullptr, &bufferInfos[2]),
vk::WriteDescriptorSet(*m_VulkanResources.descriptorSets[0], 3, 0, 1,
vk::DescriptorType::eStorageBuffer, nullptr, &bufferInfos[3])
};
device.updateDescriptorSets(descriptorWrites, {});
// Create command pool and command buffer
vk::CommandPoolCreateInfo commandPoolCreateInfo({}, m_Engine.GetVulkanQueueFamilyIndex());
m_VulkanResources.commandPool = vk::raii::CommandPool(device, commandPoolCreateInfo);
vk::CommandBufferAllocateInfo commandBufferAllocateInfo(*m_VulkanResources.commandPool,
vk::CommandBufferLevel::ePrimary, 1);
auto commandBuffers = vk::raii::CommandBuffers(device, commandBufferAllocateInfo);
m_VulkanResources.commandBuffer = std::move(commandBuffers[0]);
// Initialize counter buffer
uint32_t initialCounters[2] = { 0, 0 }; // [0] = pair count, [1] = collision count
void* data;
vkMapMemory(device, *m_VulkanResources.counterBufferMemory, 0, sizeof(initialCounters), 0, &data);
memcpy(data, initialCounters, sizeof(initialCounters));
vkUnmapMemory(device, *m_VulkanResources.counterBufferMemory);
}
void PhysicsSystem::UpdateGPUPhysicsData() {
auto& device = m_Engine.GetVulkanDevice();
// Map the physics buffer
void* data;
vkMapMemory(device, *m_VulkanResources.physicsBufferMemory, 0,
sizeof(GPUPhysicsData) * m_RigidBodies.size(), 0, &data);
// Copy physics data to the buffer
GPUPhysicsData* gpuData = static_cast<GPUPhysicsData*>(data);
for (size_t i = 0; i < m_RigidBodies.size(); i++) {
auto& body = m_RigidBodies[i];
gpuData[i].position = glm::vec4(body->GetPosition(), body->GetInverseMass());
gpuData[i].rotation = glm::vec4(body->GetRotation().x, body->GetRotation().y,
body->GetRotation().z, body->GetRotation().w);
gpuData[i].linearVelocity = glm::vec4(body->GetLinearVelocity(), body->GetRestitution());
gpuData[i].angularVelocity = glm::vec4(body->GetAngularVelocity(), body->GetFriction());
gpuData[i].force = glm::vec4(body->m_AccumulatedForce, body->IsKinematic() ? 1.0f : 0.0f);
gpuData[i].torque = glm::vec4(body->m_AccumulatedTorque, body->IsGravityEnabled() ? 1.0f : 0.0f);
// Set collider data based on collider type
auto collider = body->GetCollider();
if (collider) {
switch (collider->GetType()) {
case ColliderType::Sphere: {
auto sphereCollider = std::static_pointer_cast<SphereCollider>(collider);
gpuData[i].colliderData = glm::vec4(sphereCollider->GetRadius(), 0.0f, 0.0f,
static_cast<float>(ColliderType::Sphere));
gpuData[i].colliderData2 = glm::vec4(collider->GetOffset(), 0.0f);
break;
}
case ColliderType::Box: {
auto boxCollider = std::static_pointer_cast<BoxCollider>(collider);
gpuData[i].colliderData = glm::vec4(boxCollider->GetHalfExtents(),
static_cast<float>(ColliderType::Box));
gpuData[i].colliderData2 = glm::vec4(collider->GetOffset(), 0.0f);
break;
}
default:
// Unsupported collider type
gpuData[i].colliderData = glm::vec4(0.0f, 0.0f, 0.0f, -1.0f);
gpuData[i].colliderData2 = glm::vec4(0.0f);
break;
}
} else {
// No collider
gpuData[i].colliderData = glm::vec4(0.0f, 0.0f, 0.0f, -1.0f);
gpuData[i].colliderData2 = glm::vec4(0.0f);
}
}
vkUnmapMemory(device, *m_VulkanResources.physicsBufferMemory);
// Reset counters
uint32_t initialCounters[2] = { 0, 0 }; // [0] = pair count, [1] = collision count
vkMapMemory(device, *m_VulkanResources.counterBufferMemory, 0, sizeof(initialCounters), 0, &data);
memcpy(data, initialCounters, sizeof(initialCounters));
vkUnmapMemory(device, *m_VulkanResources.counterBufferMemory);
}
void PhysicsSystem::ReadbackGPUPhysicsData() {
auto& device = m_Engine.GetVulkanDevice();
// Map the physics buffer
void* data;
vkMapMemory(device, *m_VulkanResources.physicsBufferMemory, 0,
sizeof(GPUPhysicsData) * m_RigidBodies.size(), 0, &data);
// Copy physics data from the buffer
GPUPhysicsData* gpuData = static_cast<GPUPhysicsData*>(data);
for (size_t i = 0; i < m_RigidBodies.size(); i++) {
auto& body = m_RigidBodies[i];
// Skip kinematic bodies
if (body->IsKinematic()) {
continue;
}
body->SetPosition(glm::vec3(gpuData[i].position));
body->SetRotation(glm::quat(gpuData[i].rotation.w, gpuData[i].rotation.x,
gpuData[i].rotation.y, gpuData[i].rotation.z));
body->SetLinearVelocity(glm::vec3(gpuData[i].linearVelocity));
body->SetAngularVelocity(glm::vec3(gpuData[i].angularVelocity));
}
vkUnmapMemory(device, *m_VulkanResources.physicsBufferMemory);
}
void PhysicsSystem::SimulatePhysicsOnGPU(float deltaTime) {
auto& device = m_Engine.GetVulkanDevice();
auto& queue = m_Engine.GetVulkanComputeQueue();
// Update physics data on the GPU
UpdateGPUPhysicsData();
// Record command buffer
vk::CommandBufferBeginInfo beginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit);
m_VulkanResources.commandBuffer.begin(beginInfo);
// Bind descriptor set
m_VulkanResources.commandBuffer.bindDescriptorSets(vk::PipelineBindPoint::eCompute,
*m_VulkanResources.pipelineLayout, 0,
*m_VulkanResources.descriptorSets[0], {});
// Push constants for simulation parameters
struct {
float deltaTime;
float gravity[3];
uint32_t numBodies;
} pushConstants;
pushConstants.deltaTime = deltaTime;
pushConstants.gravity[0] = m_Gravity.x;
pushConstants.gravity[1] = m_Gravity.y;
pushConstants.gravity[2] = m_Gravity.z;
pushConstants.numBodies = static_cast<uint32_t>(m_RigidBodies.size());
m_VulkanResources.commandBuffer.pushConstants(*m_VulkanResources.pipelineLayout,
vk::ShaderStageFlagBits::eCompute, 0,
sizeof(pushConstants), &pushConstants);
// Step 1: Integrate forces and velocities
m_VulkanResources.commandBuffer.bindPipeline(vk::PipelineBindPoint::eCompute,
*m_VulkanResources.integratePipeline);
m_VulkanResources.commandBuffer.dispatch((pushConstants.numBodies + 63) / 64, 1, 1);
// Memory barrier to ensure integration is complete before collision detection
vk::MemoryBarrier memoryBarrier(vk::AccessFlagBits::eShaderWrite, vk::AccessFlagBits::eShaderRead);
m_VulkanResources.commandBuffer.pipelineBarrier(vk::PipelineStageFlagBits::eComputeShader,
vk::PipelineStageFlagBits::eComputeShader,
{}, memoryBarrier, {}, {});
// Step 2: Broad-phase collision detection
m_VulkanResources.commandBuffer.bindPipeline(vk::PipelineBindPoint::eCompute,
*m_VulkanResources.broadPhasePipeline);
// Each thread checks one pair of objects
uint32_t numPairs = (pushConstants.numBodies * (pushConstants.numBodies - 1)) / 2;
m_VulkanResources.commandBuffer.dispatch((numPairs + 63) / 64, 1, 1);
// Memory barrier to ensure broad phase is complete before narrow phase
m_VulkanResources.commandBuffer.pipelineBarrier(vk::PipelineStageFlagBits::eComputeShader,
vk::PipelineStageFlagBits::eComputeShader,
{}, memoryBarrier, {}, {});
// Step 3: Narrow-phase collision detection
m_VulkanResources.commandBuffer.bindPipeline(vk::PipelineBindPoint::eCompute,
*m_VulkanResources.narrowPhasePipeline);
// We don't know how many pairs were generated, so we use a conservative estimate
m_VulkanResources.commandBuffer.dispatch((m_MaxGPUCollisions + 63) / 64, 1, 1);
// Memory barrier to ensure narrow phase is complete before resolution
m_VulkanResources.commandBuffer.pipelineBarrier(vk::PipelineStageFlagBits::eComputeShader,
vk::PipelineStageFlagBits::eComputeShader,
{}, memoryBarrier, {}, {});
// Step 4: Collision resolution
m_VulkanResources.commandBuffer.bindPipeline(vk::PipelineBindPoint::eCompute,
*m_VulkanResources.resolvePipeline);
// We don't know how many collisions were detected, so we use a conservative estimate
m_VulkanResources.commandBuffer.dispatch((m_MaxGPUCollisions + 63) / 64, 1, 1);
m_VulkanResources.commandBuffer.end();
// Submit command buffer
vk::SubmitInfo submitInfo({}, {}, *m_VulkanResources.commandBuffer);
queue.submit(submitInfo, nullptr);
queue.waitIdle();
// Read back physics data from the GPU
ReadbackGPUPhysicsData();
}
void PhysicsSystem::Update(float deltaTime) {
if (m_GPUAccelerationEnabled && m_RigidBodies.size() <= m_MaxGPUObjects) {
// Use GPU-accelerated physics
SimulatePhysicsOnGPU(deltaTime);
} else {
// Fall back to CPU physics
// ... existing CPU physics code ...
}
}
Physics Compute Shaders
Now, let’s implement the compute shaders for our GPU-accelerated physics system:
// physics_integrate.comp
#version 450
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
// Push constants
layout(push_constant) uniform PushConstants {
float deltaTime;
vec3 gravity;
uint numBodies;
} pushConstants;
// Physics data
struct PhysicsData {
vec4 position; // xyz = position, w = inverse mass
vec4 rotation; // quaternion
vec4 linearVelocity; // xyz = velocity, w = restitution
vec4 angularVelocity; // xyz = angular velocity, w = friction
vec4 force; // xyz = force, w = is kinematic (0 or 1)
vec4 torque; // xyz = torque, w = use gravity (0 or 1)
vec4 colliderData; // type-specific data (e.g., radius for spheres)
vec4 colliderData2; // additional collider data (e.g., box half extents)
};
layout(std430, binding = 0) buffer PhysicsBuffer {
PhysicsData bodies[];
} physicsBuffer;
// Quaternion multiplication
vec4 quatMul(vec4 q1, vec4 q2) {
return vec4(
q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y,
q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x,
q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w,
q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z
);
}
// Quaternion normalization
vec4 quatNormalize(vec4 q) {
float len = length(q);
if (len > 0.0001) {
return q / len;
}
return vec4(0, 0, 0, 1);
}
void main() {
uint gID = gl_GlobalInvocationID.x;
// Check if this invocation is within the number of bodies
if (gID >= pushConstants.numBodies) {
return;
}
// Get physics data for this body
PhysicsData body = physicsBuffer.bodies[gID];
// Skip kinematic bodies
if (body.force.w > 0.5) {
return;
}
// Apply gravity if enabled
if (body.torque.w > 0.5) {
body.force.xyz += pushConstants.gravity / body.position.w;
}
// Integrate forces
body.linearVelocity.xyz += body.force.xyz * body.position.w * pushConstants.deltaTime;
body.angularVelocity.xyz += body.torque.xyz * pushConstants.deltaTime; // Simplified, should use inertia tensor
// Apply damping
const float linearDamping = 0.01;
const float angularDamping = 0.01;
body.linearVelocity.xyz *= (1.0 - linearDamping);
body.angularVelocity.xyz *= (1.0 - angularDamping);
// Integrate velocities
body.position.xyz += body.linearVelocity.xyz * pushConstants.deltaTime;
// Update rotation
vec4 angularVelocityQuat = vec4(body.angularVelocity.xyz * 0.5, 0.0);
vec4 rotationDelta = quatMul(angularVelocityQuat, body.rotation);
body.rotation = quatNormalize(body.rotation + rotationDelta * pushConstants.deltaTime);
// Write updated data back to buffer
physicsBuffer.bodies[gID] = body;
}
// physics_broad_phase.comp
#version 450
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
// Push constants
layout(push_constant) uniform PushConstants {
float deltaTime;
vec3 gravity;
uint numBodies;
} pushConstants;
// Physics data
struct PhysicsData {
vec4 position; // xyz = position, w = inverse mass
vec4 rotation; // quaternion
vec4 linearVelocity; // xyz = velocity, w = restitution
vec4 angularVelocity; // xyz = angular velocity, w = friction
vec4 force; // xyz = force, w = is kinematic (0 or 1)
vec4 torque; // xyz = torque, w = use gravity (0 or 1)
vec4 colliderData; // type-specific data (e.g., radius for spheres)
vec4 colliderData2; // additional collider data (e.g., box half extents)
};
layout(std430, binding = 0) buffer PhysicsBuffer {
PhysicsData bodies[];
} physicsBuffer;
// Pair buffer for potential collisions
layout(std430, binding = 2) buffer PairBuffer {
uvec2 pairs[];
} pairBuffer;
// Counter buffer
layout(std430, binding = 3) buffer CounterBuffer {
uint pairCount;
uint collisionCount;
} counterBuffer;
// Compute AABB for a body
void computeAABB(PhysicsData body, out vec3 min, out vec3 max) {
// Default to a small AABB
min = body.position.xyz - vec3(0.1);
max = body.position.xyz + vec3(0.1);
// Check collider type
int colliderType = int(body.colliderData.w);
if (colliderType == 0) { // Sphere
float radius = body.colliderData.x;
vec3 center = body.position.xyz + body.colliderData2.xyz;
min = center - vec3(radius);
max = center + vec3(radius);
}
else if (colliderType == 1) { // Box
vec3 halfExtents = body.colliderData.xyz;
vec3 center = body.position.xyz + body.colliderData2.xyz;
// This is simplified - should account for rotation
min = center - halfExtents;
max = center + halfExtents;
}
}
bool aabbOverlap(vec3 minA, vec3 maxA, vec3 minB, vec3 maxB) {
return all(lessThan(minA, maxB)) && all(lessThan(minB, maxA));
}
void main() {
uint gID = gl_GlobalInvocationID.x;
// Calculate which pair of bodies this thread should check
uint numBodies = pushConstants.numBodies;
uint numPairs = (numBodies * (numBodies - 1)) / 2;
if (gID >= numPairs) {
return;
}
// Convert linear index to pair indices (i, j) where i < j
uint i = 0;
uint j = 0;
// This is a mathematical formula to convert a linear index to a pair of indices
uint row = uint(floor(sqrt(float(2 * gID + 0.25)) - 0.5));
i = row;
j = gID - (row * (row + 1)) / 2;
// Ensure j > i
j += i + 1;
// Get physics data for both bodies
PhysicsData bodyA = physicsBuffer.bodies[i];
PhysicsData bodyB = physicsBuffer.bodies[j];
// Skip if both bodies are kinematic
if (bodyA.force.w > 0.5 && bodyB.force.w > 0.5) {
return;
}
// Skip if either body doesn't have a collider
if (bodyA.colliderData.w < 0 || bodyB.colliderData.w < 0) {
return;
}
// Compute AABBs
vec3 minA, maxA, minB, maxB;
computeAABB(bodyA, minA, maxA);
computeAABB(bodyB, minB, maxB);
// Check for AABB overlap
if (aabbOverlap(minA, maxA, minB, maxB)) {
// Add to potential collision pairs
uint pairIndex = atomicAdd(counterBuffer.pairCount, 1);
pairBuffer.pairs[pairIndex] = uvec2(i, j);
}
}
The narrow-phase and resolve shaders would follow a similar pattern, implementing the detailed collision detection and resolution algorithms.
Performance Considerations
When implementing GPU-accelerated physics with Vulkan, consider these performance optimizations:
-
Batch Processing: Process multiple physics steps in a single dispatch to amortize the overhead of command submission.
-
Memory Transfers: Minimize transfers between CPU and GPU memory by keeping physics data on the GPU when possible.
-
Spatial Partitioning: Implement grid or tree-based spatial partitioning to reduce the number of potential collision pairs.
-
Workgroup Size: Tune the workgroup size based on your target hardware for optimal performance.
-
Memory Layout: Organize physics data for optimal cache coherency on the GPU.
Integration with the Engine
To integrate the GPU-accelerated physics into our engine, we need to modify the PhysicsSystem::Initialize method:
void PhysicsSystem::Initialize() {
// Initialize basic physics system
// ...
// Initialize Vulkan resources for GPU-accelerated physics
if (m_Engine.IsVulkanInitialized()) {
InitializeVulkanResources();
m_GPUAccelerationEnabled = true;
}
}
void PhysicsSystem::Shutdown() {
// Cleanup Vulkan resources
if (m_Engine.IsVulkanInitialized()) {
CleanupVulkanResources();
}
// Shutdown basic physics system
// ...
}
Advantages of Vulkan-Based Physics
By implementing physics simulation with Vulkan compute shaders, we gain several advantages:
-
Scalability: The GPU can simulate thousands or even millions of objects in parallel.
-
Performance: GPU-accelerated physics can be orders of magnitude faster than CPU-based solutions for large-scale simulations.
-
CPU Offloading: Physics processing no longer competes with game logic for CPU resources.
-
Advanced Simulations: The GPU’s computational power enables more complex physics simulations like fluid dynamics or cloth.
Limitations and Considerations
While Vulkan-based physics offers many advantages, there are some limitations to consider:
-
Complexity: Implementing and debugging GPU-based physics is more complex than CPU-based solutions.
-
Precision: GPUs typically use single-precision floating-point, which may lead to numerical stability issues in some simulations.
-
Platform Support: Not all platforms support Vulkan, so you may need fallback CPU implementations.
-
Synchronization: Keeping CPU and GPU physics data in sync can be challenging and may introduce latency.
Real-World Applications
Several modern game engines and physics middleware solutions leverage GPU acceleration for physics simulations:
-
NVIDIA PhysX: Supports GPU acceleration for certain physics calculations.
-
Bullet Physics: Has experimental GPU acceleration using compute shaders.
-
Flex: NVIDIA’s particle-based physics solver designed specifically for GPU acceleration.
-
Custom Solutions: AAA game studios often implement custom GPU-accelerated physics for their titles.
By implementing Vulkan-based physics in our engine, we’re following industry best practices for high-performance physics in modern games.
Conclusion
In this chapter, we’ve explored how Vulkan compute shaders can be used to accelerate both audio and physics processing in a game engine. By leveraging the GPU’s massive parallel processing capabilities, we can create more immersive and dynamic game worlds with realistic audio and physics simulations.
The techniques we’ve covered demonstrate the versatility of Vulkan beyond traditional graphics rendering. As you continue to develop your engine, consider other areas where GPU acceleration might provide benefits, such as AI pathfinding, procedural generation, or particle systems.