WKS::ImageTexture* texturePtr =newWKS::ImageTexture(4,4);this->inputTexture = texturePtr->GetTextureID();this->outputTexture = (newWKS::ImageTexture(4,4))->GetTextureID(); texturePtr->Transfer2Texture(inputData); } 调用Compute Shader: voidSceneRendering::performCompute() {this->shader_a...
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)...
// 激活 计算着色器,并绑定到 TBO(存储粒子的位置和速度) 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); ...
glBindImageTexture(1, tex_output, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F); // Dispatch the compute shader glDispatchCompute(IMAGE_WIDTH / 32, IMAGE_HEIGHT / 32, 1); Listing 10.3: Dispatching the image copy compute shader
(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") ...
GL_ARB_ES3_compatibility: brings EAC and ETC2 texture compression formats. GL_ARB_clear_buffer_object: clear a buffer object with a constant value. GL_ARB_compute_shader: introduces new shader stage and enables advanced processing algorithms that harness the parallelism of GPUs. ...
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_...