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Kai Westerkamp
Unterteilungsalgorithmen
Commits
c7e5ff41
Commit
c7e5ff41
authored
Jun 15, 2016
by
Philipp Adolf
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Add a simple compute shader with in- and output
parent
2aaf8beb
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2 changed files
with
61 additions
and
3 deletions
+61
-3
subdivision.compute
QTProject/subdivision.compute
+13
-3
subdivision.cpp
QTProject/subdivision.cpp
+48
-0
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QTProject/subdivision.compute
View file @
c7e5ff41
#version 430
#version 430
core
layout (local_size_x = 1) in;
layout (local_size_x = 2) in;
void main() {
layout(std430, binding=0) readonly buffer Input {
float offset;
};
layout(std430, binding=1) writeonly buffer Output {
float data[];
};
void main(){
data[gl_GlobalInvocationID.x] = 100 * gl_GlobalInvocationID.x + gl_LocalInvocationID.x + offset;
}
}
QTProject/subdivision.cpp
View file @
c7e5ff41
...
@@ -95,4 +95,52 @@ void Subdivision::precomputeTables(Mesh *mesh) {
...
@@ -95,4 +95,52 @@ void Subdivision::precomputeTables(Mesh *mesh) {
}
}
void
Subdivision
::
runShader
(
Mesh
*
mesh
)
{
void
Subdivision
::
runShader
(
Mesh
*
mesh
)
{
/*
* This shader will set the output buffer to its global ID times hundred + the local id + offset.
*
* So, for offset = 0 we will get 0, 101, 200, 301 and so on as there's two threads in a local group.
*/
qDebug
()
<<
"Running compute shader"
;
int
num
=
6
*
2
;
// must be a multiple of two as we do not handle the other case
GLfloat
offset
=
3.0
f
;
shader
->
bind
();
// Create an input buffer and set it to the value of offset
GLuint
offsetBufferID
;
f
->
glGenBuffers
(
1
,
&
offsetBufferID
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
offsetBufferID
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
sizeof
(
GLfloat
),
&
offset
,
GL_DYNAMIC_DRAW
);
// Create an output buffer
GLuint
bufferID
;
f
->
glGenBuffers
(
1
,
&
bufferID
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
bufferID
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
sizeof
(
GLfloat
)
*
num
,
NULL
,
GL_DYNAMIC_DRAW
);
// Run the shader
f
->
glDispatchCompute
(
num
/
2
,
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
);
// Map the output buffer so we can read the results
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
bufferID
);
GLfloat
*
ptr
;
ptr
=
(
GLfloat
*
)
f
->
glMapBuffer
(
GL_SHADER_STORAGE_BUFFER
,
GL_WRITE_ONLY
);
for
(
int
i
=
0
;
i
<
num
;
i
++
)
{
qDebug
()
<<
i
<<
ptr
[
i
];
}
f
->
glUnmapBuffer
(
GL_SHADER_STORAGE_BUFFER
);
// Delete the buffers the free the resources
f
->
glDeleteBuffers
(
1
,
&
offsetBufferID
);
f
->
glDeleteBuffers
(
1
,
&
bufferID
);
shader
->
release
();
}
}
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