I'm facing some strange difficulties with OpenGL buffer. I tried to shrunk the problem to the minimum source code, so I created program that increment each number of the FloatBuffer in each iteration. When I am adding less than 2^16 float numbers to the FloatBuffer, everything works just fine, but when I add >= 2^16 numbers, then the numbers are not incrementing and stays the same in each iteration.
Renderer:
public class Renderer extends AbstractRenderer {
int computeShaderProgram;
int[] locBuffer = new int[2];
FloatBuffer data;
int numbersCount = 65_536, round = 0; // 65_535 - OK, 65_536 - wrong
@Override
public void init() {
computeShaderProgram = ShaderUtils.loadProgram(null, null, null, null, null,
"/main/computeBuffer");
glGenBuffers(locBuffer);
// dataSizeInBytes = count of numbers to sort * (float=4B + padding=3*4B)
int dataSizeInBytes = numbersCount * (1 + 3) * 4;
data = ByteBuffer.allocateDirect(dataSizeInBytes)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
initBuffer();
printBuffer(data);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, locBuffer[0]);
glBufferData(GL_SHADER_STORAGE_BUFFER, data, GL_DYNAMIC_DRAW);
glShaderStorageBlockBinding(computeShaderProgram, 0, 0);
glViewport(0, 0, width, height);
}
private void initBuffer() {
data.rewind();
Random r = new Random();
for (int i = 0; i < numbersCount; i++) {
data.put(i*4, r.nextFloat());
}
}
@Override
public void display() {
if (round < 5) {
glUseProgram(computeShaderProgram);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, locBuffer[0]);
glDispatchCompute(numbersCount, 1, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, data);
printBuffer(data);
round++;
}
}
...
}
Compute buffer
#version 430
#extension GL_ARB_compute_shader : enable
#extension GL_ARB_shader_storage_buffer_object : enable
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0) buffer Input {
float elements[];
}input_data;
void main () {
input_data.elements[gl_WorkGroupID.x ] = input_data.elements[gl_WorkGroupID.x] + 1;
}
glDispatchCompute(numbersCount, 1, 1);
You must not dispatch a compute shader workgroup count exceeding the corresponding GL_MAX_GL_MAX_COMPUTE_WORK_GROUP_COUNT
for each dimension. The spec guarantees that limit to be at least 65535
, so it is very likely that you just exceed the limit on your implementation. Actually, you should be getting a GL_INVALID_VALUE
error for that call, and you should really consider using a debug context and debug message callback to have such obvious errors easily spotted during development.