WKS::ImageTexture* texturePtr =newWKS::ImageTexture(4,4);this->inputTexture = texturePtr->GetTextureID();this->outputTexture = (newWKS::ImageTexture(4,4))->GetTextureID(); texturePtr->Transfer2Texture(inputData)
glUseProgram(compute_prog); glBindImageTexture(0, velocity_tbo, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);// 既可读又可写,注意可以省去 glActiveTexture 的调用 glBindImageTexture(1, position_tbo, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F); // 为 计算着色器传参——delta time /...
最后原因在于glTexImage2D和glBindImageTexture之间的问题,方便用于compute shader的正确texture创建方式为: GLuinttexID;glGenTextures(1,&texID);glBindTexture(GL_TEXTURE_2D,texID);// 第二个参数层数自己指定glTexStorage2D(GL_TEXTURE_2D,1,GL_RGBA32F,*width,*height);glPixelStorei(GL_UNPACK_ALIGNMENT,1)...
// Bind input image glBindImageTexture(0, tex_input, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F); // Bind output image glBindImageTexture(1, tex_output, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F); // Dispatch the compute shader glDispatchCompute(IMAGE_WIDTH / 32, IMAGE_HEIGHT...
个人感觉计算着色器很像 CUDA,都是利用显卡的强大计算能力来加速,只不过 CUDA 仅适用于 N 卡,而计算着色器具有跨平台的能力(Shader Model 5.0以上才支持) 效果如图: 关键代码及注释如下: C++ 代码 voidinitialize() { // 计算着色器 GLuintcompute_shader=buildShader( ...
(注:image 类型在声明时还需要带上格式布局修饰符——format layout qualifier,[例如 rgba32f,具体可以参考 OpenGL 红宝书第八版第11章 P566 ] 需要和 glBindImageTexture 中的类型一致) 相关资料: 【OpenGL】向Shader中传递数据 GLAPI/glTexBuffer
//GLSLvec4 outColor=vec4(1.0);outColor=texture2D(texture,uv);//MSLfloat4 outColor=float4(1.0);outColor=texture.sample(sampler,uv); 由于主流的 Shader 编程网站,如 ShaderToy, gl-transitions 都是基于 GLSL 开发 Shader ,加上 MSL 和 GLSL 语法上差别不大,后面系列文章将以 GLSL 为主来介绍 Shade...
// Texture for compute shader to write into GLuintoutput_image; // Program, vao and vbo to render a full screen quad GLuintrender_prog; GLuintrender_vao; GLuintrender_vbo; END_APP_DECLARATION() DEFINE_APP(SimpleComputeShaderExample,"Simple Compute Shader Example") ...
去 glActiveTexture 的调用glBindImageTexture(1,position_tbo,0,GL_FALSE,0,GL_READ_WRITE,GL_RGBA32F);// 为 计算着色器传参——delta time// If dt is too large, the system could explode, so cap it to// some maximum allowed valueif(delta_time>=2.0f){delta_time=2.0f;}glUniform1f(dt_...
// 渲染到纹理{// 创建计算指令的编码器id<MTLComputeCommandEncoder>renderToTextureEncoder=[commandBuffer computeCommandEncoder];// 设置计算管道,以调用shaders.metal中的内核计算函数[renderToTextureEncoder setComputePipelineState:self.computePipelineState];// 输入纹理[renderToTextureEncoder setTexture:self.sou...