我一直在尝试初始化一个SSBO并将其传递给一个计算着色器。
int ssbo = glGenBuffers();
FloatBuffer buff = BufferUtils.createFloatBuffer(4);
buff.put(0.1f);
buff.put(0.4f);
buff.put(1.5f);
buff.put(0.2f);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, buff, GL_DYNAMIC_READ);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
int block_index = glGetProgramResourceIndex(programID, GL_SHADER_STORAGE_BLOCK, "shader_data");
System.out.println(block_index);
int ssbo_binding_point_index = 1;
glShaderStorageBlockBinding(programID, block_index, ssbo_binding_point_index);
int binding_point_index = 1;
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, binding_point_index, ssbo);在着色器中,我有:
layout(binding = 1) buffer shader_data {
vec4 sph;
};当我运行这段代码时,sph被0-s填充。我尝试从缓冲区读取数据:
FloatBuffer a = BufferUtils.createFloatBuffer(4);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, a);
System.out.println(glGetError());
//and then print a...这会得到错误1281,也就是0+ a.size() > ssbo的大小。然后我检查了SSBO的实际大小:
IntBuffer b = BufferUtils.createIntBuffer(1);
glGetBufferParameteriv(GL_SHADER_STORAGE_BUFFER, GL_BUFFER_SIZE, b);
System.out.println("buffer size: " + b.get(0));这给了我0。我用过this文章。我对OpenGL非常陌生,所以我的代码中可能有一个非常明显的错误,这就是为什么我在这里包含了这么多错误。
谢谢你的建议!
编辑: LWJGL版本为3.2.1 build 12
发布于 2019-11-19 03:18:33
只需在填充数据后翻转缓冲区即可。
https://stackoverflow.com/questions/58790533
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