尝试将一个整数数组发送到计算着色器,为每个整数设置一个任意值,然后读回CPU / HOST。问题是只有我的数组的第一个元素得到更新。我的数组在CPU中初始化所有元素= 5,然后我尝试在Compute Shader中将所有值设置为2:
C ++代码:
this->numOfElements = std::vector<int> numOfElements; //num of elements for each voxel
//Set the reset grid program as current program
glUseProgram(this->resetGridProgHandle);
//Binds and fill the buffer
glBindBuffer(GL_SHADER_STORAGE_BUFFER, this->counterBufferHandle);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(int) * numOfVoxels, this->numOfElements.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, this->counterBufferHandle);
//Flag used in the buffer map function
GLint bufMask = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
//calc maximum size for workgroups
//glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_SIZE, &result);
//Executes the compute shader
glDispatchCompute(32, 1, 1); //
glMemoryBarrier(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
//Gets a pointer to the returned data
int* returnArray = (int *)glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_WRITE);
//Free the buffer mapping
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
着色器:
#version 430
layout (local_size_x = 32) in;
layout(binding = 0) buffer SSBO{
int counter[];
};
void main(){
counter[gl_WorkGroupID.x * gl_WorkGroupSize.x + gl_LocalInvocationID.x] = 2;
}
如果我打印returnArray [0]它是2(正确),但任何索引&gt; 0给出了5,这是在主机中初始化的初始值。
答案 0 :(得分:1)
glMemoryBarrier(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
//Gets a pointer to the returned data
int* returnArray = (int *)glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_WRITE);
您用于glMemoryBarrier
的位表示您想要读取着色器写入的数据的方式。 GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT
说&#34;我将通过使用顶点属性数组的缓冲区来读取这些写入的数据&#34;。实际上,您将通过映射来读取缓冲区。
所以你应该使用适当的屏障位:
glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT);
答案 1 :(得分:0)
好,我也有这个问题 我改变了:
layout(binding = 0) buffer SSBO{
收件人:
layout(binding = 0, std430) buffer SSBO{