I want to create a program that takes multiple vectors and returns one vector in Open GL ES.
I have used the example to write my own code.
If I have following code:
static const char COMPUTE_SHADER[] =
"#version 310 es\n"
"layout(local_size_x = 128) in;\n"
"layout(std430) buffer;\n"
"layout(binding = 0) buffer Output {\n"
"uint elements[];\n"
"} output_data;\n"
"void main()\n"
"{\n"
" uint ident = gl_GlobalInvocationID.x;\n"
"output_data.elements[ident] = output_data.elements[ident] * "
"output_data.elements[ident];\n"
"}";
...
GLuint data_buffer;
glGenBuffers(1, &data_buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, data_buffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, data_buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLuint) * 10, (void*)data,
GL_DYNAMIC_READ);
GLuint program = glCreateProgram();
GLuint shader = LoadShader(COMPUTE_SHADER);
glAttachShader(program, shader);
glLinkProgram(program);
glUseProgram(program);
glDispatchCompute(10, 1, 1);
std::vector<uint32_t> ready_data(10);
GLuint* ptr = (GLuint*)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0,
sizeof(GLuint) * 10, GL_MAP_READ_BIT);
std::copy(ptr, ptr + 10, ready_data.begin());
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
it works perfectly fine and stores all I need in the output vector.
But then I want to follow the example and make separate input and output. And it doesn't work:
static const char COMPUTE_SHADER[] =
" #version 310 es"
"layout(local_size_x = 128) in;"
"layout(std430) buffer;"
"layout(binding = 0) buffer Output {"
" uint elements[];"
"} output_data;"
"layout(binding = 1) buffer Input0 {"
" uint elements[];"
"} input_data0;"
"layout(binding = 2) readonly buffer Input1 {"
"uint elements[];"
"} input_data1;"
"void main()"
"{"
" uint ident = gl_GlobalInvocationID.x;"
" output_data.elements[ident] = input_data0.elements[ident] * input_data1.elements[ident];"
"}";
uint32_t data1[10] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
uint32_t data2[10] = {10, 20, 30, 40, 50, 60, 70, 80, 90, 100};
uint32_t data3[10] = {11, 21, 31, 41, 51, 61, 71, 81, 91, 101};
glGenBuffers(1, &input_buffer1);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, input_buffer1);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, input_buffer1);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLuint) * 10, (void*)data2,
GL_STREAM_COPY);
glGenBuffers(1, &input_buffer2);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, input_buffer2);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, input_buffer2);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLuint) * 10, (void*)data3,
GL_STREAM_COPY);
glGenBuffers(1, &data_buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, data_buffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, data_buffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLuint) * 10, (void*)data1,
GL_DYNAMIC_READ);
GLuint program = glCreateProgram();
GLuint shader = LoadShader(COMPUTE_SHADER);
glAttachShader(program, shader);
glLinkProgram(program);
glUseProgram(program);
glDispatchCompute(10, 1, 1);
GLuint* ptr = (GLuint*)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0,
sizeof(GLuint) * 10, GL_MAP_READ_BIT);
std::copy(ptr, ptr + 10, ready_data.begin());
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
It outputs just numbers 1 2 3 .. 10
while I expect them multiplied elementwise.