带字节的着色器存储缓冲区对象 [英] Shader storage buffer object with bytes
本文介绍了带字节的着色器存储缓冲区对象的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
实际上,我希望能够做到以下几点:
计算着色器:
#version 430 core
layout (local_size_x = 8,local_size_y = 8 ) in;
struct SSBOBlock
{
byte mydata;
};
layout(std430,binding = BUFFER_OUTPUT) writeonly buffer bBuffer
{
SSBOBlock Ouput[];
} Out;
void main()
{
//..... Compute shader stuff...
//.......
Out.Ouput[globalIndex].mydata = val;//where val is normalized float
}
推荐答案
我找到了一种将无符号字节数据写入计算着色器的缓冲区的方法。Buffer texture执行此操作。它基本上是以缓冲区作为存储的图像纹理。这样,我可以将图像格式指定为R8,这允许我在缓冲区的每个索引上存储字节大小值。
GLuint _tbo_buffer,_tbo_tex;
glGenBuffers(1, &_tbo_buffer);
glBindBuffer(GL_TEXTURE_BUFFER, _tbo_buffer);
glBufferData(GL_TEXTURE_BUFFER, SCREEN_WIDTH * SCREEN_HEIGHT, NULL, GL_DYNAMIC_COPY);
glGenTextures(1, &_tbo_tex);
glBindTexture(GL_TEXTURE_BUFFER, _tbo_tex);
//attach the TBO to the texture:
glTexBuffer(GL_TEXTURE_BUFFER, GL_R8, _tbo_buffer);
glBindImageTexture(0, _tbo_tex, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R8);
计算着色器:
#version 430 core
layout (local_size_x = 8,local_size_y = 8 ) in;
layout(binding=0) uniform sampler2D TEX_IN;
layout(r8) writeonly uniform imageBuffer mybuffer;
void main(){
vec2 texSize = vec2(textureSize(TEX_IN,0));
vec2 uv = vec2(gl_GlobalInvocationID.xy / texSize);
vec4 tex = texture(TEX_IN,uv);
uint globalIndex = gl_GlobalInvocationID.y * nThreads.x + gl_GlobalInvocationID.x;
//store only r:
imageStore(mybuffer,int(globalIndex),vec4(0.5,0,0,0));
}
然后我们可以在CPU上逐字节读取或映射到CUDA缓冲区资源:
GLubyte* ptr = (GLubyte*)glMapBuffer(GL_TEXTURE_BUFFER, GL_READ_ONLY);
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