如何解决为什么计算着色器不进行计算?
我正在试验计算着色器。我想要做的是将 arr1 的数据发送到计算着色器变量 shader_arr1[],使其所有元素为 1 并将该结果读回 arr2[] 变量中的 CPU 端。但是,运行以下程序时,我在 arr2[] 中得到了相同的 arr1[]{1,2,3,4,5,6,7} 初始值,没有任何改变。你能告诉我我做错了什么吗?
GLuint program = glCreateProgram();
GLuint computeShader = glCreateShader(GL_COMPUTE_SHADER);
const GLchar* const shaderSrc = {
"#version 310 es\n"
"\n"
"layout (local_size_x = 1) in;\n"
"layout(std430,binding = 0) writeonly buffer SSBO {\n"
" int shader_arr1[];\n"
"};\n"
"void main(void)\n"
"{\n"
" shader_arr1[gl_GlobalInvocationID.x] = 1;\n"
"}\n"
};
glShaderSource(computeShader,1,&shaderSrc,NULL);
glCompileShader(computeShader);
int result;
glGetShaderiv(computeShader,GL_COMPILE_STATUS,&result);
if(result == GL_FALSE){
int length;
glGetShaderiv(computeShader,GL_INFO_LOG_LENGTH,&length);
char* message = static_cast<char*>(malloc(length));
glGetShaderInfoLog(computeShader,length,&length,message);
__android_log_print(ANDROID_LOG_INFO,"MyLog","Shader Compile Error: %s",message);
free(message);
}
GL_CALL(glAttachShader(program,computeShader));
GL_CALL(glLinkProgram(program));
GL_CALL(glValidateProgram(program));
GL_CALL(glUseProgram(program));
GLuint buff1Id,buff2Id;
glGenBuffers(1,&buff1Id);
glGenBuffers(1,&buff2Id);
GLint arr1[7] = {1,7};
GLint arr2[7];
glBindBuffer(GL_SHADER_STORAGE_BUFFER,buff1Id);
//glBindBuffer(GL_SHADER_STORAGE_BUFFER,buff2Id);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER,buff1Id);
glBufferData(GL_SHADER_STORAGE_BUFFER,sizeof(arr1),arr1,GL_DYNAMIC_DRAW);
//glBufferData(GL_SHADER_STORAGE_BUFFER,sizeof(arr2),arr2,GL_DYNAMIC_DRAW);
GL_CALL(glDispatchCompute(1,1));
GL_CALL(glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT));
// GL_CALL(glBindBufferBase(GL_SHADER_STORAGE_BUFFER,buff2Id));
// GL_CALL(glBindBuffer(GL_SHADER_STORAGE_BUFFER,buff2Id));
GLint* data = static_cast<GLint*>(glMapBufferRange(GL_SHADER_STORAGE_BUFFER,7,GL_MAP_READ_BIT));
for(int i = 0; i < 7; ++i) {
arr2[i] = data[i];
__android_log_print(ANDROID_LOG_INFO,"Num %d",arr2[i]);
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
解决方法
我修复了代码。这是程序的工作版本
GLuint program = glCreateProgram();
GLuint computeShader = glCreateShader(GL_COMPUTE_SHADER);
const GLchar* const shaderSrc = {
"#version 310 es\n"
"\n"
"layout (local_size_x = 1) in;\n"
"layout(std430,binding = 0) writeonly buffer SSBO1 {\n"
" int shader_arr1[];\n"
"};\n"
"void main(void)\n"
"{\n"
" shader_arr1[gl_GlobalInvocationID.x] = 1;\n"
"}\n"
};
glShaderSource(computeShader,1,&shaderSrc,NULL);
glCompileShader(computeShader);
int result;
glGetShaderiv(computeShader,GL_COMPILE_STATUS,&result);
if(result == GL_FALSE){
int length;
glGetShaderiv(computeShader,GL_INFO_LOG_LENGTH,&length);
char* message = static_cast<char*>(malloc(length));
glGetShaderInfoLog(computeShader,length,&length,message);
__android_log_print(ANDROID_LOG_INFO,"MyLog","Shader Compile Error: %s",message);
free(message);
}
GL_CALL(glAttachShader(program,computeShader));
GL_CALL(glLinkProgram(program));
GL_CALL(glValidateProgram(program));
GL_CALL(glUseProgram(program));
GLuint buff1Id,buff2Id;
GL_CALL(glGenBuffers(1,&buff1Id));
GL_CALL(glGenBuffers(1,&buff2Id));
GLint arr1[7] = {1,2,3,4,5,6,7};
GLint arr2[7];
GL_CALL(glBindBuffer(GL_SHADER_STORAGE_BUFFER,buff1Id));
GL_CALL(glBindBufferBase(GL_SHADER_STORAGE_BUFFER,buff1Id));
GL_CALL(glBufferData(GL_SHADER_STORAGE_BUFFER,sizeof(arr1),arr1,GL_DYNAMIC_DRAW));
GL_CALL(glDispatchCompute(7,1));
GL_CALL(glMemoryBarrier(GL_BUFFER_UPDATE_BARRIER_BIT));
GL_CALL(glBindBuffer(GL_SHADER_STORAGE_BUFFER,0));
GL_CALL(glBindBuffer(GL_SHADER_STORAGE_BUFFER,buff1Id));
GLint* data = static_cast<GLint*>(glMapBufferRange(GL_SHADER_STORAGE_BUFFER,sizeof(GLint) * 7,GL_MAP_READ_BIT));
for(int i = 0; i < 7; ++i) {
arr2[i] = data[i];
__android_log_print(ANDROID_LOG_INFO,"Num %d",arr2[i]);
}
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER
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