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c++ - 计算着色器 Open GL ES 的多个输入

转载 作者:太空宇宙 更新时间:2023-11-04 12:46:18 25 4
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我想在 Open GL ES 中创建一个接受多个 vector 并返回一个 vector 的程序。

我用过 example编写我自己的代码。

如果我有以下代码:

static const char COMPUTE_SHADER[] =
"#version 310 es\n"
"layout(local_size_x = 128) in;\n"
"layout(std430) buffer;\n"
"layout(binding = 0) buffer Output {\n"
"uint elements[];\n"
"} output_data;\n"
"void main()\n"
"{\n"
" uint ident = gl_GlobalInvocationID.x;\n"
"output_data.elements[ident] = output_data.elements[ident] * "
"output_data.elements[ident];\n"
"}";

...

GLuint data_buffer;
glGenBuffers(1, &data_buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, data_buffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, data_buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLuint) * 10, (void*)data,
GL_DYNAMIC_READ);
GLuint program = glCreateProgram();
GLuint shader = LoadShader(COMPUTE_SHADER);
glAttachShader(program, shader);

glLinkProgram(program);
glUseProgram(program);

glDispatchCompute(10, 1, 1);

std::vector<uint32_t> ready_data(10);

GLuint* ptr = (GLuint*)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0,
sizeof(GLuint) * 10, GL_MAP_READ_BIT);
std::copy(ptr, ptr + 10, ready_data.begin());
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);

它工作得非常好,并将我需要的所有内容存储在输出 vector 中。

但后来我想按照这个例子,把输入和输出分开。它不起作用:

static const char COMPUTE_SHADER[] =
" #version 310 es"
"layout(local_size_x = 128) in;"
"layout(std430) buffer;"
"layout(binding = 0) buffer Output {"
" uint elements[];"
"} output_data;"
"layout(binding = 1) buffer Input0 {"
" uint elements[];"
"} input_data0;"
"layout(binding = 2) readonly buffer Input1 {"
"uint elements[];"
"} input_data1;"
"void main()"
"{"
" uint ident = gl_GlobalInvocationID.x;"
" output_data.elements[ident] = input_data0.elements[ident] * input_data1.elements[ident];"
"}";

uint32_t data1[10] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
uint32_t data2[10] = {10, 20, 30, 40, 50, 60, 70, 80, 90, 100};
uint32_t data3[10] = {11, 21, 31, 41, 51, 61, 71, 81, 91, 101};

glGenBuffers(1, &input_buffer1);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, input_buffer1);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, input_buffer1);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLuint) * 10, (void*)data2,
GL_STREAM_COPY);

glGenBuffers(1, &input_buffer2);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, input_buffer2);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, input_buffer2);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLuint) * 10, (void*)data3,
GL_STREAM_COPY);

glGenBuffers(1, &data_buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, data_buffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, data_buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLuint) * 10, (void*)data1,
GL_DYNAMIC_READ);

GLuint program = glCreateProgram();
GLuint shader = LoadShader(COMPUTE_SHADER);
glAttachShader(program, shader);

glLinkProgram(program);
glUseProgram(program);

glDispatchCompute(10, 1, 1);

GLuint* ptr = (GLuint*)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0,
sizeof(GLuint) * 10, GL_MAP_READ_BIT);
std::copy(ptr, ptr + 10, ready_data.begin());
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);

它只输出数字 1 2 3 .. 10 而我希望它们按元素相乘。

最佳答案

第二个计算着色器甚至没有编译,因为缺少换行符。

计算着色器的前两行

static const char COMPUTE_SHADER[] =
" #version 310 es"
"layout(local_size_x = 128) in;"
.....

结果

   #version 310 eslayout(local_size_x = 128) in;

在第一行的末尾添加一个换行符来解决问题:

static const char COMPUTE_SHADER[] =
"#version 310 es\n"
"layout(local_size_x = 128) in;"
.....

但我建议使用Raw string literals (C++11):

static const char COMPUTE_SHADER[] = R"(
#version 310 es

layout(local_size_x = 128) in;
layout(std430) buffer;

layout(binding = 0) buffer Output {
uint elements[];
} output_data;

layout(binding = 1) buffer Input0 {
uint elements[];
} input_data0;

layout(binding = 2) readonly buffer Input1 {
uint elements[];
} input_data1;

void main()
{
uint ident = gl_GlobalInvocationID.x;
output_data.elements[ident] = input_data0.elements[ident] * input_data1.elements[ident];
}
)";

关于c++ - 计算着色器 Open GL ES 的多个输入,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/51363516/

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