我想要一个在输出缓冲区中写入1的计算着色器。我编译着色器并将其附加到程序没有问题,然后我调用 glDispatchCompute()函数,我等到计算着色器结束。但是当我看到数组时,只有0个。
谁能告诉我哪里出错了?
这是我的计算着色器代码:
#version 430 core
layout (local_size_x = 2) in;
layout(std430, binding=0) writeonly buffer Pos{
float Position[];
};
void main(){
Position[gl_GlobalInvocationID.x] = 1.0f;
}
这是我的主要内容:
GLuint program_compute = 0, SSBO = 0;
//...(Create, compile and link the program with the shader)...
vector<GLfloat> initPos;
int num_numeros = 12;
for (int i = 0; i < num_numeros; i++){
initPos.push_back(0.0f);
}
glUseProgram(program_compute);
glGenBuffers(1, &SSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, SSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, num_numeros * sizeof(GLfloat), &initPos, GL_DYNAMIC_DRAW);
glDispatchCompute(num_numeros/2, 1, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
for (int i = 0; i < num_numeros; i++){
cout << "p" << i << ": " << initPos[i] << endl;
}
cout << endl;
编辑:最后它有效。谢谢BDL。
正如BDL所说,我忘了从GPU内存中读取缓冲区。现在它有效。这是新代码:
GLuint program_compute = 0, SSBO = 0;
// ...The same code as above
glDispatchCompute(num_numeros/2, 1, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, SSBO);
GLfloat *ptr;
ptr = (GLfloat *) glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_WRITE_ONLY);
initPos.clear();
for (int i = 0; i < num_numeros; i++){
initPos.push_back(ptr[i]);
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
for (int i = 0; i < num_numeros; i++){
cout << "p" << i << ": " << initPos[i] << endl;
}
cout << endl;
编辑:谢谢Andon M. Coleman。
我从只写缓冲区读取。这是固定的行:
ptr = (GLfloat *) glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
答案 0 :(得分:5)
glBufferData 将initPos的内容复制到SSBO中。然后着色器在缓冲区上运行,而不是在cpu内存阵列上运行。除非你在某处读取从GPU到CPU内存的缓冲区,否则initPos永远不会改变。