我想使用计算着色器写入纹理。出于测试目的,我只想将蓝色像素写入给定的空纹理。
我只有黑屏。
我将显示代码的相关部分
顶点着色器
#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
TexCoords = aTexCoords;
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
}
碎片着色器
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D screenTexture;
void main()
{
vec3 col = texture(screenTexture, TexCoords).rgb;
FragColor = vec4(col, 1.0);
}
编译计算着色器(所有使用的变量都是我的类的成员) //按照Rabbid76的建议更新,但仍无法正常工作
cshader = glCreateShader(GL_COMPUTE_SHADER);
const char *csSrc[] = {
"#version 440\n",
"layout (binding = 0, rgba32f) uniform image2D destTex;\
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;\
void main() {\
ivec2 storePos = ivec2(gl_GlobalInvocationID.xy);\
imageStore(destTex, storePos, vec4(0.0,0.0,1.0,1.0));\
}"
};
glShaderSource(cshader, 2, csSrc, NULL);
glCompileShader(cshader);
cshaderprogram = glCreateProgram();
glAttachShader(cshaderprogram, cshader);
glLinkProgram(cshaderprogram);
创建输出纹理
glGenTextures(1, &this->outputTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->outputTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width(), height(), 0, GL_RGBA32F,
GL_FLOAT, NULL);
glBindImageTexture(0, this->outputTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY,
GL_RGBA32F);
在四边形上绘制
glUseProgram(cshaderprogram);
glUniform1i(0, 0);
glActiveTexture(GL_TEXTURE0);
glBindImageTexture(0, outputTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY,
GL_RGBA32F);
glDispatchCompute(width() / 16, height() / 16, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
screenProgram.bind();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(screenVao);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, outputTexture);
glDrawArrays(GL_TRIANGLES, 0, 6);
我希望你们能帮助我。如果有问题,只问他们
答案 0 :(得分:4)
您的计算着色器甚至不编译,因为它包含2个字符串:
const char *csSrc[] = {
"#version 440\n",
"layout (binding = 0, rgba32f) uniform image2D destTex;\
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;\
void main() {\
ivec2 storePos = ivec2(gl_GlobalInvocationID.xy);\
imageStore(destTex, storePos, vec4(0.0,0.0,1.0,1.0));\
}"
};
您必须将两个字符串都附加到着色器对象上才能解决此问题:
glShaderSource(cshader, 2, csSrc, NULL); // <--- 2 instead of 1
我建议使用Raw string literals:
const char *csSrc[] = {
"#version 440",
R"(
layout (binding = 0, rgba32f) uniform image2D destTex;
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main() {
ivec2 storePos = ivec2(gl_GlobalInvocationID.xy);
imageStore(destTex, storePos, vec4(0.0,0.0,1.0,1.0));
})"
};
使用glGetShaderiv
检查编译错误:
GLuint cshader = glCreateShader( GL_COMPUTE_SHADER );
glShaderSource(cshader, 2, csSrc, NULL);
glCompileShader(cshader);
GLint compile_status;
glGetShaderiv( cshader, GL_COMPILE_STATUS, &compile_status );
if ( compile_status == GL_FALSE )
{
GLint maxLen;
glGetShaderiv( cshader, GL_INFO_LOG_LENGTH, &maxLen );
std::vector< char >log( maxLen );
GLsizei len;
glGetShaderInfoLog( cshader, maxLen, &len, log.data() );
std::cout << "compile error:" << std::endl << log.data() << std::endl;
}
并使用glGetProgramiv
检查链接错误:
GLuint cshaderprogram = glCreateProgram();
glAttachShader(cshaderprogram, cshader);
glLinkProgram(cshaderprogram);
GLint link_status;
glGetProgramiv( cshaderprogram, GL_LINK_STATUS, &link_status );
if ( link_status == GL_FALSE )
{
GLint maxLen;
glGetProgramiv( cshaderprogram, GL_INFO_LOG_LENGTH, &maxLen );
std::vector< char >log( maxLen );
GLsizei len;
glGetProgramInfoLog( cshaderprogram, maxLen, &len, log.data() );
std::cout << "link error:" << std::endl << log.data() << std::endl;
}
还要注意,GL_RGBA32F
不是glTexImage2D
的正确 format 参数。当 internalFormat 参数指定GPU上目标纹理的格式时, format 和 type (一起)指定源纹理的格式。使用GL_RGBA
代替GL_RGBA32F
:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, cx, cy, 0, GL_RGBA, GL_FLOAT, NULL);