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#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(const std::vector<GLuint>& buffers) const {
glBindBuffersBase(GL_SHADER_STORAGE_BUFFER, 1, buffers.size(), buffers.data());
}
void ComputeShader::dispatch(GLuint nX, GLuint nY) const {
setUniform("nX", nX);
setUniform("nY", nY);
glDispatchCompute(nX, nY, 1);
}
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