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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()) {
glAttachShader(_id, util::compileShader(src, GL_COMPUTE_SHADER));
glLinkProgram(_id);
}
ComputeShader::~ComputeShader() {
glDeleteProgram(_id);
}
GLuint ComputeShader::setUniform(const std::string& name, float x, float y) const {
GLuint id = util::getUniform(_id, name);
glUniform2f(id, x, y);
return id;
}
void ComputeShader::workOn(GLuint buffer) const {
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, buffer);
}
void ComputeShader::dispatch(std::size_t dimX) const {
glDispatchCompute(dimX, 1, 1);
}
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