glsl

GLSL per-pixel spinlock using imageAtomicCompSwap

℡╲_俬逩灬. 提交于 2019-11-26 14:54:07
问题 OpenGL red book version 9 (OpenGL 4.5) example 11.13 is Simple Per-Pixel Mutex . It uses imageAtomicCompSwap in a do {} while() loop to take a per-pixel lock to prevent simultaneous access to a shared resouce between pixel shader invocations corresponding to the same pixel coordinate. layout (binding = 0, r32ui) uniform volatile coherent uimage2D lock_image; void main(void) { ivec2 pos = ivec2(gl_FragCoord.xy); // spinlock - acquire uint lock_available; do { lock_available =

GLSL, semaphores?

落爺英雄遲暮 提交于 2019-11-26 14:36:34
问题 I was having previously already the problem that I wanted to blend color values in an image unit by doing something like: vec4 texelCol = imageLoad(myImage, myTexel); imageStore(myImage, myTexel, texelCol+newCol); In a scenario where multiple fragments can have the same value for 'myTexel', this aparently isn't possible because one can't create atomicity between the imageLoad and imageStore commands and other shaderinvocations could change the texel color in between. Now someone told me that

GLUT on OS X with OpenGL 3.2 Core Profile

我的未来我决定 提交于 2019-11-26 14:26:48
问题 Is it possible to use GLUT on OS X Lion or OS X Mountain Lion using core profile (so I can use GLSL 1.50)? Can I use the built in GLUT or do I need to use a third-part library such as FreeGLUT? And is there any simple 'Hello world' applications available for OS X with either an XCode project or a make-file? 回答1: You need at least Mac OS X Lion (OS X 10.7 or higher) for the basic support of OpenGL 3.2. To use the OpenGL 3.2 Core Profile, just add glutInitDisplayMode(GLUT_3_2_CORE_PROFILE | ...

OpenGL - How to create Order Independent transparency?

妖精的绣舞 提交于 2019-11-26 13:51:14
I've been working on a game engine for educational purposes and I came across this issue I cannot seem to find an answer for: Alpha channel only works for objects that have already been drawn before the object that has the alpha channel (For example: in a scene with 3 objects, let's say a cat, a dog and a bottle(transparent). both the cat and the dog are behind the bottle; the dog is drawn first, the bottle second, the cat third. only the dog will be seen through the bottle). Here's a picture of this issue: I used C++ for the engine, Win32 API for the editor and GLSL for shading: // some code

In OpenGL ES 2.0 / GLSL, where do you need precision specifiers?

南笙酒味 提交于 2019-11-26 12:55:46
问题 Does the variable that you\'re stuffing values into dictate what precision you\'re working with, to the right of the equals sign? For example, is there any difference, of meaning, to the precision specifier here: gl_FragColor = lowp vec4(1); Here\'s another example: lowp float floaty = 1. * 2.; floaty = lowp 1. * lowp 2.; And if you take some floats, and create a vector or matrix from them, will that vector or matrix take on the precision of the values you stuff it with, or will those values

Convert floating-point numbers to decimal digits in GLSL?

家住魔仙堡 提交于 2019-11-26 11:23:32
As others have discussed , GLSL lacks any kind of printf debugging. But sometimes I really want to examine numeric values while debugging my shaders. I've been trying to create a visual debugging tool. I found that it's possible to render an arbitrary series of digits fairly easily in a shader, if you work with a sampler2D in which the digits 0123456789 have been rendered in monospace. Basically, you just juggle your x coordinate. Now, to use this to examine a floating-point number, I need an algorithm for converting a float to a sequence of decimal digits, such as you might find in any printf

Should I ever use a `vec3` inside of a uniform buffer or shader storage buffer object?

我是研究僧i 提交于 2019-11-26 11:20:59
The vec3 type is a very nice type. It only takes up 3 floats, and I have data that only needs 3 floats. And I want to use one in a structure in a UBO and/or SSBO: layout(std140) uniform UBO { vec4 data1; vec3 data2; float data3; }; layout(std430) buffer SSBO { vec4 data1; vec3 data2; float data3; }; Then, in my C or C++ code, I can do this to create matching data structures: struct UBO { vector4 data1; vector3 data2; float data3; }; struct SSBO { vector4 data1; vector3 data2; float data3; }; Is this a good idea? Nicol Bolas NO! Never do this! When declaring UBOs/SSBOs, pretend that all 3

GCC, stringification, and inline GLSL?

久未见 提交于 2019-11-26 11:18:58
问题 I\'d like to declare GLSL shader strings inline using macro stringification: #define STRINGIFY(A) #A const GLchar* vert = STRINGIFY( #version 120\\n attribute vec2 position; void main() { gl_Position = vec4( position, 0.0, 1.0 ); } ); This builds and runs fine using VS2010 but fails to compile on gcc with: error: invalid preprocessing directive #version Is there a way to use stringification like this in a portable manner? I\'m trying to avoid per-line quotes: const GLchar* vert = \"#version

Why do shaders have to be in html file for webgl program?

独自空忆成欢 提交于 2019-11-26 10:58:33
问题 I have seen the following question where someone asked how to remove shaders from html: WebGL - is there an alternative to embedding shaders in HTML? There are elaborate workarounds to load in a file containing the shader suggested in the answers to the question. In the tutorial I saw, the shader code is embedded directly in the html. The javascript code refers to it using getElementById. But it\'s ugly embedding the shader directly in the html for many reasons. Why can\'t I just refer to it

How to debug a GLSL shader?

自古美人都是妖i 提交于 2019-11-26 10:06:55
问题 I need to debug a GLSL program but I don\'t know how to output intermediate result. Is it possible to make some debug traces (like with printf) with GLSL ? 回答1: You can't easily communicate back to the CPU from within GLSL. Using glslDevil or other tools is your best bet. A printf would require trying to get back to the CPU from the GPU running the GLSL code. Instead, you can try pushing ahead to the display. Instead of trying to output text, output something visually distinctive to the