我想要一个在输出缓冲区中写入1的计算机着色器。我编译着色器并将它附加到程序中,然后调用glDispatchCompute()函数,直到计算着色器结束。但是当我看到数组时,只有0。
有人能告诉我错误在哪里吗?
这是我的电脑着色代码:
#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;
}这是我的一些主要内容:
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:最后它起作用了。谢谢,。
正如BDL所说,我忘记了从GPU内存中读取缓冲区。现在起作用了。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.
我是从一个只写的缓冲区中读取的。这是固定的线路:
ptr = (GLfloat *) glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);发布于 2015-08-19 11:49:30
glBufferData 将initPos的内容复制到SSBO中。然后,着色器在缓冲区上操作,而不是在cpu内存数组上操作。除非您将缓冲区从GPU读取回CPU内存的某个位置,否则initPos将永远不会改变。
https://stackoverflow.com/questions/32094598
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