日常咱們使用的Shader有頂點着色器、幾何着色器、片斷着色器,這幾個都是爲光柵化圖形渲染服務的,OpenGL 4.3以後新出了一個Compute Shader,用於通用計算並行加速,如今對其進行介紹。函數
介紹Compute Shader以前須要先介紹一下ImageTexture:ui
普通的Texture在GLSL中只能進行讀取(sampler採樣獲取數據),寫入則必須在Fragment Shader中寫入幀緩衝綁定的附件Texture當前像素中,不能隨意指定位置寫入,而且不能同時讀寫同一張紋理(我試過不行,有博客一樣說不行,應該是不行吧)。this
一、生成Texturespa
void WKS::ImageTexture::setupTexture() { glGenTextures(1, &this->textureID); glBindTexture(GL_TEXTURE_2D, this->textureID); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA32F, width, height); // turn off filtering and wrap modes glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glBindTexture(GL_TEXTURE_2D, 0); }
注意,要是用 glTexStorage2D()生成固定大小紋理,不能使用glTexImage2D()code
二、生成ImageTextureorm
glBindImageTexture(0, this->inputTexture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
inputTexture對應一、中生成的Texture紋理ID。第一個參數是ImageTexture綁定點,與texture紋理綁定點應該不重合。blog
三、GLSL中聲明圖片
layout (rgba32f, binding = 0) uniform image2D input_image;
補充:ImageTexture底層是Texture,那麼在Host上能夠進行訪問input
a、初始化,傳入數據博客
void WKS::ImageTexture::Transfer2Texture(float* data) { glBindTexture(GL_TEXTURE_2D, this->textureID); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, data); }
b、讀取數據
float* WKS::Texture::GetTextureData(GLuint width, GLuint height, GLuint channels, GLuint texID) { float* data = new float[width * height * channels]; glBindTexture(GL_TEXTURE_2D, texID); if(channels==1) glGetTexImage(GL_TEXTURE_2D, 0, GL_RED, GL_FLOAT, data); if(channels==3) glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_FLOAT, data); if (channels == 4) glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, data); glBindTexture(GL_TEXTURE_2D, 0); return data; }
如今來介紹Compute Shader:
#version 430 core layout (local_size_x=16, local_size_y=16) in; uniform float v[4]; layout (rgba32f, binding = 0) uniform image2D input_image; layout (rgba32f, binding = 1) uniform image2D output_image; shared vec4 mat_shared[16][16]; void main(void) { ivec2 pos=ivec2(gl_GlobalInvocationID.xy); mat_shared[pos.x][pos.y]=imageLoad(input_image,pos); barrier(); vec4 data=mat_shared[pos.x][pos.y]; data.r=v[0]+data.r; data.g=v[1]+data.g; data.b=v[2]+data.b; data.a=v[3]+data.a; imageStore(output_image,pos.xy,data); }
計算由一個一個計算單元完成,layout (local_size_x=16, local_size_y=16) in; 是表示本地工做組的由16*16的計算單元組成,本地工做組能夠共享Shadered變量。
多個本地工做組構成全局工做組,由:
glDispatchCompute(1, 1, 1);
啓動計算,參數表示全局工做組的維度(以本地工做組爲單位),(1,1,1)表示只有一個本地工做組。
注意:Compute Shader 只有一個階段(渲染通常是vertex+fragment 2個階段),編譯類型選擇GL_COMPUTE_SHADER
Shader(const char* computePath) :programId(0) { std::vector<ShaderFile> fileVec; fileVec.push_back(ShaderFile(GL_COMPUTE_SHADER, computePath)); loadFromFile(fileVec); }
示例:
對一個4*4的vec4矩陣的全部元素加上vec4(0, 0.1,0.2,0.3)
初始化:
void SceneRendering::setupAddData() { int num = 4 * 4 * 4; this->inputData = new float[num]; for (int i = 0; i < num; i++) inputData[i] = i; for (int i = 0; i < 4; i++) v[i] = i*0.1f; shader_add = new Shader("./Shader/add.comp"); WKS::ImageTexture* texturePtr = new WKS::ImageTexture(4, 4); this->inputTexture = texturePtr->GetTextureID(); this->outputTexture = (new WKS::ImageTexture(4, 4))->GetTextureID(); texturePtr->Transfer2Texture(inputData); }
調用Compute Shader:
void SceneRendering::performCompute() { this->shader_add->use(); this->shader_add->setVecN("v", 4, v); glBindImageTexture(0, this->inputTexture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F); glBindImageTexture(1, this->outputTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F); glDispatchCompute(1, 1, 1); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glFinish(); }
主函數調用,結果輸出:
glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 咱們如今不使用模板緩衝//Compute Shader this->performCompute(); float* data = WKS::Texture::GetTextureData(4, 4, 4, this->outputTexture); int index = 0; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { std::cout << "(" <<data[index]<<","<<data[index+1]<<","<<data[index+2]<<","<<data[index+3]<< ")" << " "; index += 4; } std::cout << std::endl; } std::cout<< std::endl; free(data);
圖片: