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Kai Westerkamp
Unterteilungsalgorithmen
Commits
4046895f
Commit
4046895f
authored
Sep 22, 2016
by
Philipp Adolf
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Run copyShader
parent
f7c76418
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2 changed files
with
24 additions
and
1 deletion
+24
-1
subdivision.cpp
QTProject/subdivision.cpp
+23
-1
subdivision.h
QTProject/subdivision.h
+1
-0
No files found.
QTProject/subdivision.cpp
View file @
4046895f
...
@@ -738,6 +738,9 @@ Subdivision::Result Subdivision::runShader(Input input, Tables &tables) {
...
@@ -738,6 +738,9 @@ Subdivision::Result Subdivision::runShader(Input input, Tables &tables) {
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
0
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
0
);
QTime
timer
;
QTime
timer
;
timer
.
start
();
timer
.
start
();
runCopyShader
(
input
.
vertex_buffer
.
size
(),
input
.
vb_handle
,
output_handle
);
int
copyTime
=
timer
.
elapsed
();
timer
.
restart
();
runVertexShader
(
input
.
vertex_buffer
.
size
(),
input
.
vb_handle
,
vertex_indices_handle
,
vertex_offsets_handle
,
output_handle
);
runVertexShader
(
input
.
vertex_buffer
.
size
(),
input
.
vb_handle
,
vertex_indices_handle
,
vertex_offsets_handle
,
output_handle
);
int
vertexTime
=
timer
.
elapsed
();
int
vertexTime
=
timer
.
elapsed
();
timer
.
restart
();
timer
.
restart
();
...
@@ -770,10 +773,29 @@ Subdivision::Result Subdivision::runShader(Input input, Tables &tables) {
...
@@ -770,10 +773,29 @@ Subdivision::Result Subdivision::runShader(Input input, Tables &tables) {
f
->
glDeleteBuffers
(
1
,
&
vertex_offsets_handle
);
f
->
glDeleteBuffers
(
1
,
&
vertex_offsets_handle
);
f
->
glDeleteBuffers
(
1
,
&
edge_indices_handle
);
f
->
glDeleteBuffers
(
1
,
&
edge_indices_handle
);
qCDebug
(
log_timing
)
<<
"Compute Shader done. Vertexshader"
<<
vertexTime
<<
"ms; EdgeShader"
<<
edgeTime
<<
" BufferToCPU"
<<
bufferbildTime
<<
"ms"
;
qCDebug
(
log_timing
)
<<
"Compute Shader done.
Copyshader"
<<
copyTime
<<
"ms;
Vertexshader"
<<
vertexTime
<<
"ms; EdgeShader"
<<
edgeTime
<<
" BufferToCPU"
<<
bufferbildTime
<<
"ms"
;
return
result
;
return
result
;
}
}
void
Subdivision
::
runCopyShader
(
GLuint
size
,
GLuint
vb_in
,
GLuint
vb_out
)
{
copyShader
->
bind
();
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
vb_in
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
vb_out
);
// Run the shader
f
->
glDispatchCompute
(
size
,
1
,
1
);
// Wait for the shader to complete and the data to be written back to the global memory
f
->
glMemoryBarrier
(
GL_SHADER_STORAGE_BARRIER_BIT
);
// Unbind the buffers from the shader
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
0
);
copyShader
->
release
();
}
void
Subdivision
::
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_handle
)
{
void
Subdivision
::
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_handle
)
{
vertexShader
->
bind
();
vertexShader
->
bind
();
...
...
QTProject/subdivision.h
View file @
4046895f
...
@@ -62,6 +62,7 @@ private:
...
@@ -62,6 +62,7 @@ private:
void
updateIndexBuffer
(
QVector
<
unsigned
int
>
&
index_buffer
,
QMap
<
unsigned
int
,
unsigned
int
>
map
);
void
updateIndexBuffer
(
QVector
<
unsigned
int
>
&
index_buffer
,
QMap
<
unsigned
int
,
unsigned
int
>
map
);
void
findRegular
(
QVector
<
unsigned
int
>
index_buffer
,
QVector
<
Vertex
>
vertex_buffer
,
QVector
<
unsigned
int
>
&
regular
,
QVector
<
unsigned
int
>
&
irregular
);
void
findRegular
(
QVector
<
unsigned
int
>
index_buffer
,
QVector
<
Vertex
>
vertex_buffer
,
QVector
<
unsigned
int
>
&
regular
,
QVector
<
unsigned
int
>
&
irregular
);
Result
runShader
(
Input
input
,
Tables
&
tables
);
Result
runShader
(
Input
input
,
Tables
&
tables
);
void
runCopyShader
(
GLuint
size
,
GLuint
vb_in
,
GLuint
vb_out
);
void
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_handle
);
void
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_handle
);
void
runEdgeShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
edge_indices_handle
,
GLuint
output_handle
,
GLuint
offset
);
void
runEdgeShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
edge_indices_handle
,
GLuint
output_handle
,
GLuint
offset
);
...
...
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