I'm fairly new to opengl and I found myself in situation where I need to get data from compute shader but as I miss some critical knowledge I can't get it to work. So I came here, so that maybe you can give me some hints.
Say I have a compute shader like this:
#version 430 core
struct rmTriangle
{
vec4 probeCenter;
vec4 triangles[3];
};
layout(std430, binding=9) buffer TriangleBuffer {
rmTriangle triangles[];
}trBuffer;
//other uniforms, variables and stuff
void main()
{
//here I make some computations and assign values to the
//trBuffer's triangles array
}
Now I would like to use the trBuffer's data in my application. I was told to make a shader storage buffer So this is what I did:
private int ssbo;
gl.glGenBuffers(1, &ssbo);
gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
//just allocate enough amount of memory
gl.glBufferData(GL_SHADER_STORAGE_BUFFER, MAX_TRIANGLES * SIZEOF_TRIANGLE, null, GL_DYNAMIC_READ);
Then this:
int blockIndex = gl.glGetProgramResourceIndex(program,GL_SHADER_STORAGE_BLOCK, name.getBytes(), 0);
if (blockIndex != GL_INVALID_INDEX) {
gl.glShaderStorageBlockBinding(program, blockIndex, index);
} else {
System.err.println("Warning: binding " + name + " not found");
}
where name = "TriangleBuffer" and index = 9
I know how to access the ssbo I created in my application. What I don't know is how to assign/transfer the TriangeBuffer data into my ssbo.
Add glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 9, ssbo);
Also, when I fetch data from SSBO
s then I do glMapBufferRange
and memcpy
the stuff I need.