我在计算着色器中计算的位置上实例化对象。我想将包含位置的计算着色器的输出绑定到数组缓冲区以进行绘制,但我无法使其工作。我对索引算术表示歉意,我对记忆对齐感到非常偏执,并抛弃所有媒介。不同大小的着色器存储缓冲区内容“转移”到阵列缓冲区
相关的代码被简化了:
初始化:
//x, y, z, 1 stored in succession
/*float*/positions = new float[maxPositionCount * 4];
//initialize positions_vbo
glGenBuffers(1, &position_vbo);
glBindBuffer(GL_ARRAY_BUFFER, position_vbo);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//initialize positionsOUT_ssbo
glGenBuffers(1, &positionsOUT_ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, positionsOUT_ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * maxPositionCount * sizeof(float), NULL, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8, positionsOUT_ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
//initialize positionCounter
glGenBuffers(1, &positionCount_acb);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, positionCount_acb);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint), NULL, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 7, positionCount_acb);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, 0);
绘制循环:
//initialize the counter
posCount = 0;
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 7, positionCount_acb);
glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint), &posCount);
//send other data to compute shader in order to calculate positions
//dispatch and wait
//....
//retrieve the counter
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 7, positionCount_acb);
glGetBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint), &positionCount_acb);
//retrieve the positions (1)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8, positionsOUT_ssbo);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, posCount * 4 * sizeof(float), positions);
//bind position_vbo (2)
glBindBuffer(GL_ARRAY_BUFFER, position_vbo);
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(float) * posCount, posCount > 0 ? &positions[0] : NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribDivisor(2, 1);
//instead of (1)+(2) I would like to know if something like this is possible
//glBindBuffer(GL_ARRAY_BUFFER, positionsOUT_ssbo);
//glEnableVertexAttribArray(2);
//glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
//glVertexAttribDivisor(2, 1);
//bind vertex array and draw the object instances
glBindVertexArray(vertexArrayOfTheObjectImDrawing);
glDrawElementsInstanced(GL_TRIANGLES, objectSharedVertexCount, GL_UNSIGNED_SHORT, 0, posCount);
计算着色:
layout(local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
//just in case they are relevant somehow
//can set and get them fine but they have fixed size (maxPositionCount)
//---------v
layout(std430, binding=4) buffer A {
int a[ ];
};
layout(std430, binding=5) buffer B {
int b[ ];
};
layout(std430, binding=6) buffer C {
int c1,c2,c3,c4,c5;
};
//----------^
layout(binding = 7, offset = 0) uniform atomic_uint returnedPositionsIndex;
layout(std430, binding=8) buffer pos_Out
{
float positionsOUT[ ];
};
void main()
{
ivec3 currentPos = gl_GlobalInvocationID.xyz;
if (I_want_that_position_returned(currentPos))
{
uint i = atomicCounterIncrement(returnedPositionsIndex);
positionsOUT[i * 4 + 0] = float(index3D.x);
positionsOUT[i * 4 + 1] = float(index3D.y);
positionsOUT[i * 4 + 2] = float(index3D.z);
positionsOUT[i * 4 + 3] = 1.0;
}
}
顶点着色器:
uniform mat4 worldViewProjection;
layout(location = 1) in vec4 vertPosition;
layout(location = 2) in vec4 position;
int main() {
gl_Position = worldViewProjection * (vertPosition + position);
}
Currrentlly崩溃的
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, posCount * 4 * sizeof(float), positions);
通话,即使其仅在程序未注释行。调试错误:
Exception thrown at 0x0000000001A132A9 (atio6axx.dll) in asd.exe:
0xC0000005: Access violation writing location 0x0000000000000000.
我试图通过调用glBufferData(...职位)事先初始化数据。原子计数器用正确的计数检索。另外,有没有办法从position_ssbo发送位置数据而不复制并绑定到positions_vbo?
EDIT:崩溃固定,重新声明变量“位置”初始化当..
EDIT2:我上面评论的线是确实的方式来“绑定”的ssbo的内容直到阵列缓冲器。如果有更好的方法,请随时分享。
那真是尴尬。我在初始化阶段重新声明了类变量位置,并将其绘制在绘制循环中。现在工作正常。感谢您指点我正确的方向!有趣的是,我只在最小化代码来测试错误时做到了这一点,并且一开始不工作的原因得到了修复。无论如何,我会留下这个问题的第二部分,因为必须有更好的方法来实现我想要做的事情。 – potis
我已删除我的评论,并将其添加为回复,因为您已指示它解决了您的问题。如果您还需要帮助,*此问题已解决,那么我建议您提出一个单独的问题,而不是尝试向原始帖子中添加更多问题。请考虑投票并接受我的回答。它对我们和整个社区都有好处。这也是我们在这里如何说'谢谢':) – ray
我知道,no1堆栈溢出lurker就在这里:)。虽然我希望对第二部分有所了解,但我怀疑这是否需要重新发布。 – potis