"transfered"数组缓冲区的不同大小的着色器存储缓冲区内容

Shader Storage Buffer contents of varying size "transfered" to Array Buffer

本文关键字:缓冲区 存储 transfered 数组      更新时间:2023-10-16

我正在计算着色器中计算的位置实例化对象。我想将包含位置的计算着色器的输出绑定到数组缓冲区以进行绘制,但我无法使其工作。我为索引算法道歉,我对记忆对齐非常偏执,放弃了所有向量。

相关代码简化:

初始化:

//x, y, z, 1 stored in succession
/*float*/positions = new float[maxPositionCount * 4];
//initialize positions_vbo
glGenBuffers(1, &position_vbo);
glBindBuffer(GL_ARRAY_BUFFER, position_vbo);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//initialize positionsOUT_ssbo
glGenBuffers(1, &positionsOUT_ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, positionsOUT_ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * maxPositionCount * sizeof(float), NULL, GL_DYNAMIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8, positionsOUT_ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
//initialize positionCounter
glGenBuffers(1, &positionCount_acb);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, positionCount_acb);
glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint), NULL, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 7, positionCount_acb);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, 0);

绘制循环:

//initialize the counter
posCount = 0;
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 7, positionCount_acb);
glBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint),  &posCount);
//send other data to compute shader in order to calculate positions
//dispatch and wait
//....
//retrieve the counter
glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 7, positionCount_acb);
glGetBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(GLuint), &positionCount_acb);
//retrieve the positions (1)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 8, positionsOUT_ssbo);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, posCount * 4 * sizeof(float), positions);
//bind position_vbo  (2)
glBindBuffer(GL_ARRAY_BUFFER, position_vbo);
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(float) * posCount, posCount > 0 ? &positions[0] : NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribDivisor(2, 1);
//instead of (1)+(2) I would like to know if something like this is possible
//glBindBuffer(GL_ARRAY_BUFFER, positionsOUT_ssbo);
//glEnableVertexAttribArray(2);
//glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
//glVertexAttribDivisor(2, 1);
//bind vertex array and draw the object instances
glBindVertexArray(vertexArrayOfTheObjectImDrawing);
glDrawElementsInstanced(GL_TRIANGLES, objectSharedVertexCount, GL_UNSIGNED_SHORT, 0, posCount);

计算着色器:

layout(local_size_x = 8, local_size_y = 8, local_size_z = 8) in;
//just in case they are relevant somehow
//can set and get them fine but they have fixed size (maxPositionCount)
//---------v
layout(std430, binding=4) buffer A {
    int a[ ];
};
layout(std430, binding=5) buffer B {
    int b[ ];
};
layout(std430, binding=6) buffer C {
    int c1,c2,c3,c4,c5;
};
//----------^
layout(binding = 7, offset = 0) uniform atomic_uint returnedPositionsIndex;
layout(std430, binding=8) buffer pos_Out
{
    float positionsOUT[ ];
};
void main()
{
    ivec3 currentPos = gl_GlobalInvocationID.xyz;
    if (I_want_that_position_returned(currentPos))
    {
        uint i = atomicCounterIncrement(returnedPositionsIndex);
        positionsOUT[i * 4 + 0] = float(index3D.x);
        positionsOUT[i * 4 + 1] = float(index3D.y);
        positionsOUT[i * 4 + 2] = float(index3D.z);
        positionsOUT[i * 4 + 3] = 1.0;
    }
}

顶点着色器:

uniform mat4 worldViewProjection;
layout(location = 1) in vec4 vertPosition;
layout(location = 2) in vec4 position;
int main() {
     gl_Position = worldViewProjection * (vertPosition + position);
}

通常它在上崩溃

glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, posCount * 4 * sizeof(float),  positions);

调用,即使它是程序中唯一未注释的行。调试错误:

Exception thrown at 0x0000000001A132A9 (atio6axx.dll) in asd.exe:
0xC0000005: Access violation writing location 0x0000000000000000.

我已经尝试过通过预先调用glBufferData(…positions)来初始化数据。将使用正确的计数检索原子计数器。此外,是否有一种方法可以在不复制和绑定到positions_vbo的情况下从positionsOUT_ssbo发送位置数据?

EDIT:崩溃修复,初始化时重新声明变量"positions"。。

编辑2:我在上面评论的行确实是将ssbo的内容直接"绑定"到数组缓冲区的一种方式。如果有更好的方法,请随意分享。

这太令人尴尬了。我在初始化阶段重新声明了类变量的位置,在draw循环中屏蔽了这个位置。现在工作正常。谢谢你指引我正确的方向!

根据你的评论,我在下面转载了我的原始评论作为回应。


我看到您有float* positions = new float[maxPositionCount * 4];,但我从来没有看到什么时候真正将值添加到这个数组中,所以据我所知,这是一个未初始化的内存块。

然后调用glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, posCount * 4 * sizeof(float), positions);,它似乎发送了这个未初始化的内存块,这个内存块可能被设置为零,并解释了为什么会出现Access violation writing location 0x0000000000000000.错误。