我正在编写一个简单的测试计算着色器,将值5.0写入缓冲区中的每个元素。缓冲区的值被初始化为-1,这样我就知道创建缓冲区和读取缓冲区是否有问题。
class ComputeShaderWindow : public QOpenGLWindow {
public:
void initializeGL() {
// Create the opengl functions object
gl = context()->versionFunctions<QOpenGLFunctions_4_3_Core>();
m_compute_program = new QOpenGLShaderProgram(this);
auto compute_shader_s = fs::readFile(
"test_assets/example_compute_shader.comp");
// Adds the compute shader, then links and binds it
m_compute_program->addShaderFromSourceCode(QOpenGLShader::Compute,
compute_shader_s);
m_compute_program->link();
m_compute_program->bind();
// Fills the buffer with -1, so we know whether the problem
// is the compute shader not being invoked or not reading
// the buffer correctly afterwards.
GLfloat* default_values = new GLfloat[NUM_INVOCATIONS];
std::fill(default_values, default_values + NUM_INVOCATIONS, -1.0);
GLuint ssbo;
gl->glGenBuffers(1, &ssbo);
gl->glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
gl->glBufferData(GL_SHADER_STORAGE_BUFFER,
NUM_INVOCATIONS,
default_values,
GL_DYNAMIC_DRAW);
gl->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
gl->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
gl->glDispatchCompute(NUM_INVOCATIONS / WORKGROUP_SIZE, 1, 1);
gl->glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
gl->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
gl->glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
// Now map the buffer so that we can check its values
GLfloat* read_data = (GLfloat*) gl->glMapBuffer(GL_SHADER_STORAGE_BUFFER,
GL_READ_ONLY);
std::vector<GLfloat> buffer_data(NUM_INVOCATIONS);
for (int i = 0; i < NUM_INVOCATIONS; i++) {
buffer_data[i] = read_data[i];
}
gl->glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
for (int i = 0; i < NUM_INVOCATIONS; i++) {
DEBUG(buffer_data[i]);
}
assert(gl->glGetError() == GL_NO_ERROR);
}
void resizeGL(int width, int height) {
}
void paintGL() {
}
void teardownGL() {
}
private:
QOpenGLFunctions_4_3_Core* gl;
QOpenGLShaderProgram* m_compute_program;
static constexpr int NUM_INVOCATIONS = 9000;
static constexpr int WORKGROUP_SIZE = 128;
};
我的计算着色器相当简单:
#version 430 core
layout(std430, binding = 0) writeonly buffer SSBO {
float data[];
};
layout(local_size_x = 128) in;
void main() {
uint ident = gl_GlobalInvocationID.x;
data[ident] = 5.0f;
}
当我读取缓冲区时,大多数是-1,但有些数据由随机浮点值(-nan, 0等)组成。这是怎么回事?
EDIT:将内存屏障更改为GL_BUFFER_UPDATE_BARRIER_BIT
(甚至GL_ALL_BARRIER_BITS
)并不能解决问题;我不明白为什么这个问题是重复的
这个小问题花了我很长时间才弄明白。这里有几个错误。
这条线gl->glBufferData(GL_SHADER_STORAGE_BUFFER,
NUM_INVOCATIONS,
default_values,
GL_DYNAMIC_DRAW);
应该gl->glBufferData(GL_SHADER_STORAGE_BUFFER,
NUM_INVOCATIONS * sizeof(float),
default_values,
GL_DYNAMIC_DRAW);
以便我们复制出正确的字节数。这个block应该是
gl->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
gl->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
gl->glDispatchCompute(NUM_INVOCATIONS / WORKGROUP_SIZE, 1, 1);
gl->glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
gl->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
gl->glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
应该gl->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
gl->glDispatchCompute(NUM_INVOCATIONS / WORKGROUP_SIZE, 1, 1);
gl->glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
gl->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo);
glBindBufferBase调用将ssbo对象作为第三个参数。不知道为什么我一开始给它0
。此外,glBindBuffer调用是不必要的(为了计算着色器的目的,我们只需要绑定到一个索引缓冲区目标)。