| 1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
 | #include "compute_shader.h"
#include "shader/util.h"
ComputeShader::Guard::Guard(GLuint id):
	_id(id) {
	glUseProgram(_id);
}
ComputeShader::Guard::~Guard() {
	glUseProgram(0);
}
ComputeShader::Guard ComputeShader::use() const {
	return Guard(_id);
}
ComputeShader::ComputeShader(const std::string& src):
	_id(glCreateProgram()) {
	GLint shader = util::compileShader(src, GL_COMPUTE_SHADER);
	if ( shader != -1 ) {
		glAttachShader(_id, shader);
		glLinkProgram(_id);
		_good = true;
	}
}
ComputeShader::~ComputeShader() {
	glDeleteProgram(_id);
}
bool ComputeShader::isGood() const {
	return _good;
}
GLuint ComputeShader::setUniform(const std::string& name, float x, float y) const {
	GLuint id = util::getUniform(_id, name);
	glUniform2f(id, x, y);
	return id;
}
GLuint ComputeShader::setUniform(const std::string& name, unsigned int value) const {
	GLuint id = util::getUniform(_id, name);
	glUniform1ui(id, value);
	return id;
}
void ComputeShader::workOn(GLuint bufferA, GLuint bufferB, GLuint bufferC) const {
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, bufferA);
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, bufferB);
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, bufferC);
}
void ComputeShader::dispatch(GLuint nX, GLuint nY) const {
	setUniform("nX", nX);
	setUniform("nY", nY);
	glDispatchCompute(nX, nY, 1);
}
 |