使用SSBO作为VBO输入下一个绘制调用
问题描述:
我写一个着色器SSBO里面的一些顶点数据。然后我想使用写入SSBO的数据作为VBO。这些将用于下一次的平局。如何才能做到这一点?使用SSBO作为VBO输入下一个绘制调用
这里,我现在该怎么做,但它仍然出现segfaults:
int new_vertex_count = …;
int new_index_count = …;
int* new_indices = …;
GLuint ssbo[3];
glGenBuffers(3, ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo[1]);
glBufferData(GL_SHADER_STORAGE_BUFFER, new_vertex_count * 3 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo[1]);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo[2]);
glBufferData(GL_SHADER_STORAGE_BUFFER, new_vertex_count * 2 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, ssbo[2]);
glBindVertexArray(vao); //bind the original VAO
glPatchParameteri(GL_PATCH_VERTICES, 16);
glEnable(GL_RASTERIZER_DISCARD); //disable displaying
glDrawElements(GL_PATCHES, index_count, GL_UNSIGNED_INT, 0); //don't draw, just
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); //sync writing
glFinish();
glDisable(GL_RASTERIZER_DISCARD); //reanable displaying for next draw call
glBindVertexArray(0); //unbind original VAO in order to use new VBOs
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ssbo[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_count * sizeof(uint), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, ssbo[1]); //bind SSBO as VBO, is this even possible?
//or should I use new VBOs and copy? How would I copy then?
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, ssbo[2]);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glDrawElements(GL_PATCHES, new_index_count, new_indices, GL_UNSIGNED_INT, 0); //here the real drawing
答
有没有这样的事,作为一个“SSBO”或“VBO”。只有缓冲对象。存储块和顶点数组是用于缓冲对象的用途,但一个特定的缓冲区不固有地链接到特定的用途。没有什么能够阻止你通过存储块写入缓冲区,然后在渲染操作中读取它。
只要你遵循incoherent memory access规则对于那些写的,当然。除非明确地使其可用,否则通过存储块写入不可用于读取操作。你可以使用glMemoryBarrier
这个。和方式memory barrier works是枚举指定要能够看到任何写的结果的操作。
你要被解读为顶点属性阵列写入数据。所以,你使用:
glMemoryBarrier(GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);