I am working on particle system. For calculation of each particle position, time alive and so on I use compute shader. I have problem to get count of dead particles back to the cpu, so I can set how many particles renderer should render. To store data of particles i use shader storage buffer. To render particles i use instancing. I tried to use atomic buffer counter, it works fine, but it is slow to copy data from buffer to the cpu. I wonder if there is some other option.
This is important part of compute shader
if (pData.timeAlive >= u_LifeTime)
{
pData.velocity = pData.defaultVelocity;
pData.timeAlive = 0;
pData.isAlive = u_Loop;
atomicCounterIncrement(deadParticles)
pVertex.position.x = pData.defaultPosition.x;
pVertex.position.y = pData.defaultPosition.y;
}
InVertex[id] = pVertex;
InData[id] = pData;
To copy data to the cpu i use following code
uint32_t* OpenGLAtomicCounter::GetCounters()
{
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, m_AC);
glGetBufferSubData(GL_ATOMIC_COUNTER_BUFFER, 0, sizeof(uint32_t) * m_NumberOfCounters, m_Counters);
return m_Counters;
}