我想将3D纹理的初始化从CPU移动到GPU。作为测试,我写了一个着色器将所有体素设置为常量值,但纹理根本没有修改。我如何使它工作?
计算着色器:
#version 430
layout(local_size_x=1, local_size_y=1, local_size_z=1) in;
layout(r8, location = 0) uniform image3D volume;
void main()
{
imageStore(volume, ivec3(gl_WorkGroupID), vec4(0));
}
调用:
glEnable(GL_TEXTURE_3D);
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &volume_tid);
glBindTexture(GL_TEXTURE_3D, volume_tid);
glTexImage3D(GL_TEXTURE_3D, 0, GL_R8, volume_dims[0], volume_dims[1], volume_dims[2], 0, GL_RED, GL_UNSIGNED_BYTE, voxels);
ShaderProgram computeVolumeShader;
computeVolumeShader.loadShader(GL_COMPUTE_SHADER, "compute_volume.glsl");
computeVolumeShader.link();
computeVolumeShader.use();
computeVolumeShader.uniform("volume", 0);
glBindImageTexture(0, volume_tid, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8);
glDispatchCompute(volume_dims[0], volume_dims[1], volume_dims[2]);
glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R8);
computeVolumeShader.unUse();
glMemoryBarrier(GL_ALL_BARRIER_BITS);
注意:voxels
输入glTexImage3D
包含CPU初始化数据。
答案 0 :(得分:15)
唉。所以显然3D纹理必须被绑定为分层,否则着色器无法用w> 0修改任何uvw坐标。
glBindImageTexture(0, volume_tid, 0, /*layered=*/GL_TRUE, 0, GL_READ_WRITE, GL_R8);
诀窍。